three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '118dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var CineonToneMapping = 3;
  109. var ACESFilmicToneMapping = 4;
  110. var CustomToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var CubeUVReflectionMapping = 306;
  117. var CubeUVRefractionMapping = 307;
  118. var RepeatWrapping = 1000;
  119. var ClampToEdgeWrapping = 1001;
  120. var MirroredRepeatWrapping = 1002;
  121. var NearestFilter = 1003;
  122. var NearestMipmapNearestFilter = 1004;
  123. var NearestMipMapNearestFilter = 1004;
  124. var NearestMipmapLinearFilter = 1005;
  125. var NearestMipMapLinearFilter = 1005;
  126. var LinearFilter = 1006;
  127. var LinearMipmapNearestFilter = 1007;
  128. var LinearMipMapNearestFilter = 1007;
  129. var LinearMipmapLinearFilter = 1008;
  130. var LinearMipMapLinearFilter = 1008;
  131. var UnsignedByteType = 1009;
  132. var ByteType = 1010;
  133. var ShortType = 1011;
  134. var UnsignedShortType = 1012;
  135. var IntType = 1013;
  136. var UnsignedIntType = 1014;
  137. var FloatType = 1015;
  138. var HalfFloatType = 1016;
  139. var UnsignedShort4444Type = 1017;
  140. var UnsignedShort5551Type = 1018;
  141. var UnsignedShort565Type = 1019;
  142. var UnsignedInt248Type = 1020;
  143. var AlphaFormat = 1021;
  144. var RGBFormat = 1022;
  145. var RGBAFormat = 1023;
  146. var LuminanceFormat = 1024;
  147. var LuminanceAlphaFormat = 1025;
  148. var RGBEFormat = RGBAFormat;
  149. var DepthFormat = 1026;
  150. var DepthStencilFormat = 1027;
  151. var RedFormat = 1028;
  152. var RedIntegerFormat = 1029;
  153. var RGFormat = 1030;
  154. var RGIntegerFormat = 1031;
  155. var RGBIntegerFormat = 1032;
  156. var RGBAIntegerFormat = 1033;
  157. var RGB_S3TC_DXT1_Format = 33776;
  158. var RGBA_S3TC_DXT1_Format = 33777;
  159. var RGBA_S3TC_DXT3_Format = 33778;
  160. var RGBA_S3TC_DXT5_Format = 33779;
  161. var RGB_PVRTC_4BPPV1_Format = 35840;
  162. var RGB_PVRTC_2BPPV1_Format = 35841;
  163. var RGBA_PVRTC_4BPPV1_Format = 35842;
  164. var RGBA_PVRTC_2BPPV1_Format = 35843;
  165. var RGB_ETC1_Format = 36196;
  166. var RGB_ETC2_Format = 37492;
  167. var RGBA_ETC2_EAC_Format = 37496;
  168. var RGBA_ASTC_4x4_Format = 37808;
  169. var RGBA_ASTC_5x4_Format = 37809;
  170. var RGBA_ASTC_5x5_Format = 37810;
  171. var RGBA_ASTC_6x5_Format = 37811;
  172. var RGBA_ASTC_6x6_Format = 37812;
  173. var RGBA_ASTC_8x5_Format = 37813;
  174. var RGBA_ASTC_8x6_Format = 37814;
  175. var RGBA_ASTC_8x8_Format = 37815;
  176. var RGBA_ASTC_10x5_Format = 37816;
  177. var RGBA_ASTC_10x6_Format = 37817;
  178. var RGBA_ASTC_10x8_Format = 37818;
  179. var RGBA_ASTC_10x10_Format = 37819;
  180. var RGBA_ASTC_12x10_Format = 37820;
  181. var RGBA_ASTC_12x12_Format = 37821;
  182. var RGBA_BPTC_Format = 36492;
  183. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  184. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  185. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  186. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  187. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  188. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  189. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  190. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  191. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  192. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  193. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  194. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  195. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  196. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  197. var LoopOnce = 2200;
  198. var LoopRepeat = 2201;
  199. var LoopPingPong = 2202;
  200. var InterpolateDiscrete = 2300;
  201. var InterpolateLinear = 2301;
  202. var InterpolateSmooth = 2302;
  203. var ZeroCurvatureEnding = 2400;
  204. var ZeroSlopeEnding = 2401;
  205. var WrapAroundEnding = 2402;
  206. var NormalAnimationBlendMode = 2500;
  207. var AdditiveAnimationBlendMode = 2501;
  208. var TrianglesDrawMode = 0;
  209. var TriangleStripDrawMode = 1;
  210. var TriangleFanDrawMode = 2;
  211. var LinearEncoding = 3000;
  212. var sRGBEncoding = 3001;
  213. var GammaEncoding = 3007;
  214. var RGBEEncoding = 3002;
  215. var LogLuvEncoding = 3003;
  216. var RGBM7Encoding = 3004;
  217. var RGBM16Encoding = 3005;
  218. var RGBDEncoding = 3006;
  219. var BasicDepthPacking = 3200;
  220. var RGBADepthPacking = 3201;
  221. var TangentSpaceNormalMap = 0;
  222. var ObjectSpaceNormalMap = 1;
  223. var ZeroStencilOp = 0;
  224. var KeepStencilOp = 7680;
  225. var ReplaceStencilOp = 7681;
  226. var IncrementStencilOp = 7682;
  227. var DecrementStencilOp = 7683;
  228. var IncrementWrapStencilOp = 34055;
  229. var DecrementWrapStencilOp = 34056;
  230. var InvertStencilOp = 5386;
  231. var NeverStencilFunc = 512;
  232. var LessStencilFunc = 513;
  233. var EqualStencilFunc = 514;
  234. var LessEqualStencilFunc = 515;
  235. var GreaterStencilFunc = 516;
  236. var NotEqualStencilFunc = 517;
  237. var GreaterEqualStencilFunc = 518;
  238. var AlwaysStencilFunc = 519;
  239. var StaticDrawUsage = 35044;
  240. var DynamicDrawUsage = 35048;
  241. var StreamDrawUsage = 35040;
  242. var StaticReadUsage = 35045;
  243. var DynamicReadUsage = 35049;
  244. var StreamReadUsage = 35041;
  245. var StaticCopyUsage = 35046;
  246. var DynamicCopyUsage = 35050;
  247. var StreamCopyUsage = 35042;
  248. /**
  249. * https://github.com/mrdoob/eventdispatcher.js/
  250. */
  251. function EventDispatcher() {}
  252. Object.assign( EventDispatcher.prototype, {
  253. addEventListener: function ( type, listener ) {
  254. if ( this._listeners === undefined ) { this._listeners = {}; }
  255. var listeners = this._listeners;
  256. if ( listeners[ type ] === undefined ) {
  257. listeners[ type ] = [];
  258. }
  259. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  260. listeners[ type ].push( listener );
  261. }
  262. },
  263. hasEventListener: function ( type, listener ) {
  264. if ( this._listeners === undefined ) { return false; }
  265. var listeners = this._listeners;
  266. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  267. },
  268. removeEventListener: function ( type, listener ) {
  269. if ( this._listeners === undefined ) { return; }
  270. var listeners = this._listeners;
  271. var listenerArray = listeners[ type ];
  272. if ( listenerArray !== undefined ) {
  273. var index = listenerArray.indexOf( listener );
  274. if ( index !== - 1 ) {
  275. listenerArray.splice( index, 1 );
  276. }
  277. }
  278. },
  279. dispatchEvent: function ( event ) {
  280. if ( this._listeners === undefined ) { return; }
  281. var listeners = this._listeners;
  282. var listenerArray = listeners[ event.type ];
  283. if ( listenerArray !== undefined ) {
  284. event.target = this;
  285. // Make a copy, in case listeners are removed while iterating.
  286. var array = listenerArray.slice( 0 );
  287. for ( var i = 0, l = array.length; i < l; i ++ ) {
  288. array[ i ].call( this, event );
  289. }
  290. }
  291. }
  292. } );
  293. /**
  294. * @author alteredq / http://alteredqualia.com/
  295. * @author mrdoob / http://mrdoob.com/
  296. * @author WestLangley / http://github.com/WestLangley
  297. * @author thezwap
  298. */
  299. var _lut = [];
  300. for ( var i = 0; i < 256; i ++ ) {
  301. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  302. }
  303. var MathUtils = {
  304. DEG2RAD: Math.PI / 180,
  305. RAD2DEG: 180 / Math.PI,
  306. generateUUID: function () {
  307. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  308. var d0 = Math.random() * 0xffffffff | 0;
  309. var d1 = Math.random() * 0xffffffff | 0;
  310. var d2 = Math.random() * 0xffffffff | 0;
  311. var d3 = Math.random() * 0xffffffff | 0;
  312. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  313. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  314. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  315. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  316. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  317. return uuid.toUpperCase();
  318. },
  319. clamp: function ( value, min, max ) {
  320. return Math.max( min, Math.min( max, value ) );
  321. },
  322. // compute euclidian modulo of m % n
  323. // https://en.wikipedia.org/wiki/Modulo_operation
  324. euclideanModulo: function ( n, m ) {
  325. return ( ( n % m ) + m ) % m;
  326. },
  327. // Linear mapping from range <a1, a2> to range <b1, b2>
  328. mapLinear: function ( x, a1, a2, b1, b2 ) {
  329. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  330. },
  331. // https://en.wikipedia.org/wiki/Linear_interpolation
  332. lerp: function ( x, y, t ) {
  333. return ( 1 - t ) * x + t * y;
  334. },
  335. // http://en.wikipedia.org/wiki/Smoothstep
  336. smoothstep: function ( x, min, max ) {
  337. if ( x <= min ) { return 0; }
  338. if ( x >= max ) { return 1; }
  339. x = ( x - min ) / ( max - min );
  340. return x * x * ( 3 - 2 * x );
  341. },
  342. smootherstep: function ( x, min, max ) {
  343. if ( x <= min ) { return 0; }
  344. if ( x >= max ) { return 1; }
  345. x = ( x - min ) / ( max - min );
  346. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  347. },
  348. // Random integer from <low, high> interval
  349. randInt: function ( low, high ) {
  350. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  351. },
  352. // Random float from <low, high> interval
  353. randFloat: function ( low, high ) {
  354. return low + Math.random() * ( high - low );
  355. },
  356. // Random float from <-range/2, range/2> interval
  357. randFloatSpread: function ( range ) {
  358. return range * ( 0.5 - Math.random() );
  359. },
  360. degToRad: function ( degrees ) {
  361. return degrees * MathUtils.DEG2RAD;
  362. },
  363. radToDeg: function ( radians ) {
  364. return radians * MathUtils.RAD2DEG;
  365. },
  366. isPowerOfTwo: function ( value ) {
  367. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  368. },
  369. ceilPowerOfTwo: function ( value ) {
  370. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  371. },
  372. floorPowerOfTwo: function ( value ) {
  373. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  374. },
  375. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  376. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  377. // rotations are applied to the axes in the order specified by 'order'
  378. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  379. // angles are in radians
  380. var cos = Math.cos;
  381. var sin = Math.sin;
  382. var c2 = cos( b / 2 );
  383. var s2 = sin( b / 2 );
  384. var c13 = cos( ( a + c ) / 2 );
  385. var s13 = sin( ( a + c ) / 2 );
  386. var c1_3 = cos( ( a - c ) / 2 );
  387. var s1_3 = sin( ( a - c ) / 2 );
  388. var c3_1 = cos( ( c - a ) / 2 );
  389. var s3_1 = sin( ( c - a ) / 2 );
  390. switch ( order ) {
  391. case 'XYX':
  392. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  393. break;
  394. case 'YZY':
  395. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  396. break;
  397. case 'ZXZ':
  398. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  399. break;
  400. case 'XZX':
  401. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  402. break;
  403. case 'YXY':
  404. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  405. break;
  406. case 'ZYZ':
  407. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  408. break;
  409. default:
  410. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  411. }
  412. }
  413. };
  414. /**
  415. * @author mrdoob / http://mrdoob.com/
  416. * @author philogb / http://blog.thejit.org/
  417. * @author egraether / http://egraether.com/
  418. * @author zz85 / http://www.lab4games.net/zz85/blog
  419. */
  420. function Vector2( x, y ) {
  421. if ( x === void 0 ) x = 0;
  422. if ( y === void 0 ) y = 0;
  423. this.x = x;
  424. this.y = y;
  425. }
  426. Object.defineProperties( Vector2.prototype, {
  427. "width": {
  428. get: function () {
  429. return this.x;
  430. },
  431. set: function ( value ) {
  432. this.x = value;
  433. }
  434. },
  435. "height": {
  436. get: function () {
  437. return this.y;
  438. },
  439. set: function ( value ) {
  440. this.y = value;
  441. }
  442. }
  443. } );
  444. Object.assign( Vector2.prototype, {
  445. isVector2: true,
  446. set: function ( x, y ) {
  447. this.x = x;
  448. this.y = y;
  449. return this;
  450. },
  451. setScalar: function ( scalar ) {
  452. this.x = scalar;
  453. this.y = scalar;
  454. return this;
  455. },
  456. setX: function ( x ) {
  457. this.x = x;
  458. return this;
  459. },
  460. setY: function ( y ) {
  461. this.y = y;
  462. return this;
  463. },
  464. setComponent: function ( index, value ) {
  465. switch ( index ) {
  466. case 0: this.x = value; break;
  467. case 1: this.y = value; break;
  468. default: throw new Error( 'index is out of range: ' + index );
  469. }
  470. return this;
  471. },
  472. getComponent: function ( index ) {
  473. switch ( index ) {
  474. case 0: return this.x;
  475. case 1: return this.y;
  476. default: throw new Error( 'index is out of range: ' + index );
  477. }
  478. },
  479. clone: function () {
  480. return new this.constructor( this.x, this.y );
  481. },
  482. copy: function ( v ) {
  483. this.x = v.x;
  484. this.y = v.y;
  485. return this;
  486. },
  487. add: function ( v, w ) {
  488. if ( w !== undefined ) {
  489. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  490. return this.addVectors( v, w );
  491. }
  492. this.x += v.x;
  493. this.y += v.y;
  494. return this;
  495. },
  496. addScalar: function ( s ) {
  497. this.x += s;
  498. this.y += s;
  499. return this;
  500. },
  501. addVectors: function ( a, b ) {
  502. this.x = a.x + b.x;
  503. this.y = a.y + b.y;
  504. return this;
  505. },
  506. addScaledVector: function ( v, s ) {
  507. this.x += v.x * s;
  508. this.y += v.y * s;
  509. return this;
  510. },
  511. sub: function ( v, w ) {
  512. if ( w !== undefined ) {
  513. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  514. return this.subVectors( v, w );
  515. }
  516. this.x -= v.x;
  517. this.y -= v.y;
  518. return this;
  519. },
  520. subScalar: function ( s ) {
  521. this.x -= s;
  522. this.y -= s;
  523. return this;
  524. },
  525. subVectors: function ( a, b ) {
  526. this.x = a.x - b.x;
  527. this.y = a.y - b.y;
  528. return this;
  529. },
  530. multiply: function ( v ) {
  531. this.x *= v.x;
  532. this.y *= v.y;
  533. return this;
  534. },
  535. multiplyScalar: function ( scalar ) {
  536. this.x *= scalar;
  537. this.y *= scalar;
  538. return this;
  539. },
  540. divide: function ( v ) {
  541. this.x /= v.x;
  542. this.y /= v.y;
  543. return this;
  544. },
  545. divideScalar: function ( scalar ) {
  546. return this.multiplyScalar( 1 / scalar );
  547. },
  548. applyMatrix3: function ( m ) {
  549. var x = this.x, y = this.y;
  550. var e = m.elements;
  551. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  552. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  553. return this;
  554. },
  555. min: function ( v ) {
  556. this.x = Math.min( this.x, v.x );
  557. this.y = Math.min( this.y, v.y );
  558. return this;
  559. },
  560. max: function ( v ) {
  561. this.x = Math.max( this.x, v.x );
  562. this.y = Math.max( this.y, v.y );
  563. return this;
  564. },
  565. clamp: function ( min, max ) {
  566. // assumes min < max, componentwise
  567. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  568. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  569. return this;
  570. },
  571. clampScalar: function ( minVal, maxVal ) {
  572. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  573. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  574. return this;
  575. },
  576. clampLength: function ( min, max ) {
  577. var length = this.length();
  578. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  579. },
  580. floor: function () {
  581. this.x = Math.floor( this.x );
  582. this.y = Math.floor( this.y );
  583. return this;
  584. },
  585. ceil: function () {
  586. this.x = Math.ceil( this.x );
  587. this.y = Math.ceil( this.y );
  588. return this;
  589. },
  590. round: function () {
  591. this.x = Math.round( this.x );
  592. this.y = Math.round( this.y );
  593. return this;
  594. },
  595. roundToZero: function () {
  596. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  597. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  598. return this;
  599. },
  600. negate: function () {
  601. this.x = - this.x;
  602. this.y = - this.y;
  603. return this;
  604. },
  605. dot: function ( v ) {
  606. return this.x * v.x + this.y * v.y;
  607. },
  608. cross: function ( v ) {
  609. return this.x * v.y - this.y * v.x;
  610. },
  611. lengthSq: function () {
  612. return this.x * this.x + this.y * this.y;
  613. },
  614. length: function () {
  615. return Math.sqrt( this.x * this.x + this.y * this.y );
  616. },
  617. manhattanLength: function () {
  618. return Math.abs( this.x ) + Math.abs( this.y );
  619. },
  620. normalize: function () {
  621. return this.divideScalar( this.length() || 1 );
  622. },
  623. angle: function () {
  624. // computes the angle in radians with respect to the positive x-axis
  625. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  626. return angle;
  627. },
  628. distanceTo: function ( v ) {
  629. return Math.sqrt( this.distanceToSquared( v ) );
  630. },
  631. distanceToSquared: function ( v ) {
  632. var dx = this.x - v.x, dy = this.y - v.y;
  633. return dx * dx + dy * dy;
  634. },
  635. manhattanDistanceTo: function ( v ) {
  636. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  637. },
  638. setLength: function ( length ) {
  639. return this.normalize().multiplyScalar( length );
  640. },
  641. lerp: function ( v, alpha ) {
  642. this.x += ( v.x - this.x ) * alpha;
  643. this.y += ( v.y - this.y ) * alpha;
  644. return this;
  645. },
  646. lerpVectors: function ( v1, v2, alpha ) {
  647. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  648. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  649. return this;
  650. },
  651. equals: function ( v ) {
  652. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  653. },
  654. fromArray: function ( array, offset ) {
  655. if ( offset === undefined ) { offset = 0; }
  656. this.x = array[ offset ];
  657. this.y = array[ offset + 1 ];
  658. return this;
  659. },
  660. toArray: function ( array, offset ) {
  661. if ( array === undefined ) { array = []; }
  662. if ( offset === undefined ) { offset = 0; }
  663. array[ offset ] = this.x;
  664. array[ offset + 1 ] = this.y;
  665. return array;
  666. },
  667. fromBufferAttribute: function ( attribute, index, offset ) {
  668. if ( offset !== undefined ) {
  669. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  670. }
  671. this.x = attribute.getX( index );
  672. this.y = attribute.getY( index );
  673. return this;
  674. },
  675. rotateAround: function ( center, angle ) {
  676. var c = Math.cos( angle ), s = Math.sin( angle );
  677. var x = this.x - center.x;
  678. var y = this.y - center.y;
  679. this.x = x * c - y * s + center.x;
  680. this.y = x * s + y * c + center.y;
  681. return this;
  682. },
  683. random: function () {
  684. this.x = Math.random();
  685. this.y = Math.random();
  686. return this;
  687. }
  688. } );
  689. /**
  690. * @author alteredq / http://alteredqualia.com/
  691. * @author WestLangley / http://github.com/WestLangley
  692. * @author bhouston / http://clara.io
  693. * @author tschw
  694. */
  695. function Matrix3() {
  696. this.elements = [
  697. 1, 0, 0,
  698. 0, 1, 0,
  699. 0, 0, 1
  700. ];
  701. if ( arguments.length > 0 ) {
  702. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  703. }
  704. }
  705. Object.assign( Matrix3.prototype, {
  706. isMatrix3: true,
  707. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  708. var te = this.elements;
  709. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  710. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  711. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  712. return this;
  713. },
  714. identity: function () {
  715. this.set(
  716. 1, 0, 0,
  717. 0, 1, 0,
  718. 0, 0, 1
  719. );
  720. return this;
  721. },
  722. clone: function () {
  723. return new this.constructor().fromArray( this.elements );
  724. },
  725. copy: function ( m ) {
  726. var te = this.elements;
  727. var me = m.elements;
  728. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  729. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  730. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  731. return this;
  732. },
  733. extractBasis: function ( xAxis, yAxis, zAxis ) {
  734. xAxis.setFromMatrix3Column( this, 0 );
  735. yAxis.setFromMatrix3Column( this, 1 );
  736. zAxis.setFromMatrix3Column( this, 2 );
  737. return this;
  738. },
  739. setFromMatrix4: function ( m ) {
  740. var me = m.elements;
  741. this.set(
  742. me[ 0 ], me[ 4 ], me[ 8 ],
  743. me[ 1 ], me[ 5 ], me[ 9 ],
  744. me[ 2 ], me[ 6 ], me[ 10 ]
  745. );
  746. return this;
  747. },
  748. multiply: function ( m ) {
  749. return this.multiplyMatrices( this, m );
  750. },
  751. premultiply: function ( m ) {
  752. return this.multiplyMatrices( m, this );
  753. },
  754. multiplyMatrices: function ( a, b ) {
  755. var ae = a.elements;
  756. var be = b.elements;
  757. var te = this.elements;
  758. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  759. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  760. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  761. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  762. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  763. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  764. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  765. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  766. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  767. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  768. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  769. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  770. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  771. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  772. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  773. return this;
  774. },
  775. multiplyScalar: function ( s ) {
  776. var te = this.elements;
  777. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  778. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  779. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  780. return this;
  781. },
  782. determinant: function () {
  783. var te = this.elements;
  784. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  785. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  786. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  787. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  788. },
  789. getInverse: function ( matrix, throwOnDegenerate ) {
  790. if ( throwOnDegenerate !== undefined ) {
  791. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  792. }
  793. var me = matrix.elements,
  794. te = this.elements,
  795. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  796. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  797. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  798. t11 = n33 * n22 - n32 * n23,
  799. t12 = n32 * n13 - n33 * n12,
  800. t13 = n23 * n12 - n22 * n13,
  801. det = n11 * t11 + n21 * t12 + n31 * t13;
  802. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  803. var detInv = 1 / det;
  804. te[ 0 ] = t11 * detInv;
  805. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  806. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  807. te[ 3 ] = t12 * detInv;
  808. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  809. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  810. te[ 6 ] = t13 * detInv;
  811. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  812. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  813. return this;
  814. },
  815. transpose: function () {
  816. var tmp;
  817. var m = this.elements;
  818. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  819. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  820. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  821. return this;
  822. },
  823. getNormalMatrix: function ( matrix4 ) {
  824. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  825. },
  826. transposeIntoArray: function ( r ) {
  827. var m = this.elements;
  828. r[ 0 ] = m[ 0 ];
  829. r[ 1 ] = m[ 3 ];
  830. r[ 2 ] = m[ 6 ];
  831. r[ 3 ] = m[ 1 ];
  832. r[ 4 ] = m[ 4 ];
  833. r[ 5 ] = m[ 7 ];
  834. r[ 6 ] = m[ 2 ];
  835. r[ 7 ] = m[ 5 ];
  836. r[ 8 ] = m[ 8 ];
  837. return this;
  838. },
  839. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  840. var c = Math.cos( rotation );
  841. var s = Math.sin( rotation );
  842. this.set(
  843. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  844. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  845. 0, 0, 1
  846. );
  847. },
  848. scale: function ( sx, sy ) {
  849. var te = this.elements;
  850. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  851. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  852. return this;
  853. },
  854. rotate: function ( theta ) {
  855. var c = Math.cos( theta );
  856. var s = Math.sin( theta );
  857. var te = this.elements;
  858. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  859. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  860. te[ 0 ] = c * a11 + s * a21;
  861. te[ 3 ] = c * a12 + s * a22;
  862. te[ 6 ] = c * a13 + s * a23;
  863. te[ 1 ] = - s * a11 + c * a21;
  864. te[ 4 ] = - s * a12 + c * a22;
  865. te[ 7 ] = - s * a13 + c * a23;
  866. return this;
  867. },
  868. translate: function ( tx, ty ) {
  869. var te = this.elements;
  870. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  871. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  872. return this;
  873. },
  874. equals: function ( matrix ) {
  875. var te = this.elements;
  876. var me = matrix.elements;
  877. for ( var i = 0; i < 9; i ++ ) {
  878. if ( te[ i ] !== me[ i ] ) { return false; }
  879. }
  880. return true;
  881. },
  882. fromArray: function ( array, offset ) {
  883. if ( offset === undefined ) { offset = 0; }
  884. for ( var i = 0; i < 9; i ++ ) {
  885. this.elements[ i ] = array[ i + offset ];
  886. }
  887. return this;
  888. },
  889. toArray: function ( array, offset ) {
  890. if ( array === undefined ) { array = []; }
  891. if ( offset === undefined ) { offset = 0; }
  892. var te = this.elements;
  893. array[ offset ] = te[ 0 ];
  894. array[ offset + 1 ] = te[ 1 ];
  895. array[ offset + 2 ] = te[ 2 ];
  896. array[ offset + 3 ] = te[ 3 ];
  897. array[ offset + 4 ] = te[ 4 ];
  898. array[ offset + 5 ] = te[ 5 ];
  899. array[ offset + 6 ] = te[ 6 ];
  900. array[ offset + 7 ] = te[ 7 ];
  901. array[ offset + 8 ] = te[ 8 ];
  902. return array;
  903. }
  904. } );
  905. /**
  906. * @author mrdoob / http://mrdoob.com/
  907. * @author alteredq / http://alteredqualia.com/
  908. * @author szimek / https://github.com/szimek/
  909. */
  910. var _canvas;
  911. var ImageUtils = {
  912. getDataURL: function ( image ) {
  913. if ( /^data:/i.test( image.src ) ) {
  914. return image.src;
  915. }
  916. if ( typeof HTMLCanvasElement == 'undefined' ) {
  917. return image.src;
  918. }
  919. var canvas;
  920. if ( image instanceof HTMLCanvasElement ) {
  921. canvas = image;
  922. } else {
  923. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  924. _canvas.width = image.width;
  925. _canvas.height = image.height;
  926. var context = _canvas.getContext( '2d' );
  927. if ( image instanceof ImageData ) {
  928. context.putImageData( image, 0, 0 );
  929. } else {
  930. context.drawImage( image, 0, 0, image.width, image.height );
  931. }
  932. canvas = _canvas;
  933. }
  934. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  935. return canvas.toDataURL( 'image/jpeg', 0.6 );
  936. } else {
  937. return canvas.toDataURL( 'image/png' );
  938. }
  939. }
  940. };
  941. /**
  942. * @author mrdoob / http://mrdoob.com/
  943. * @author alteredq / http://alteredqualia.com/
  944. * @author szimek / https://github.com/szimek/
  945. */
  946. var textureId = 0;
  947. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  948. Object.defineProperty( this, 'id', { value: textureId ++ } );
  949. this.uuid = MathUtils.generateUUID();
  950. this.name = '';
  951. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  952. this.mipmaps = [];
  953. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  954. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  955. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  956. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  957. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  958. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  959. this.format = format !== undefined ? format : RGBAFormat;
  960. this.internalFormat = null;
  961. this.type = type !== undefined ? type : UnsignedByteType;
  962. this.offset = new Vector2( 0, 0 );
  963. this.repeat = new Vector2( 1, 1 );
  964. this.center = new Vector2( 0, 0 );
  965. this.rotation = 0;
  966. this.matrixAutoUpdate = true;
  967. this.matrix = new Matrix3();
  968. this.generateMipmaps = true;
  969. this.premultiplyAlpha = false;
  970. this.flipY = true;
  971. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  972. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  973. //
  974. // Also changing the encoding after already used by a Material will not automatically make the Material
  975. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  976. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  977. this.version = 0;
  978. this.onUpdate = null;
  979. }
  980. Texture.DEFAULT_IMAGE = undefined;
  981. Texture.DEFAULT_MAPPING = UVMapping;
  982. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  983. constructor: Texture,
  984. isTexture: true,
  985. updateMatrix: function () {
  986. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  987. },
  988. clone: function () {
  989. return new this.constructor().copy( this );
  990. },
  991. copy: function ( source ) {
  992. this.name = source.name;
  993. this.image = source.image;
  994. this.mipmaps = source.mipmaps.slice( 0 );
  995. this.mapping = source.mapping;
  996. this.wrapS = source.wrapS;
  997. this.wrapT = source.wrapT;
  998. this.magFilter = source.magFilter;
  999. this.minFilter = source.minFilter;
  1000. this.anisotropy = source.anisotropy;
  1001. this.format = source.format;
  1002. this.internalFormat = source.internalFormat;
  1003. this.type = source.type;
  1004. this.offset.copy( source.offset );
  1005. this.repeat.copy( source.repeat );
  1006. this.center.copy( source.center );
  1007. this.rotation = source.rotation;
  1008. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1009. this.matrix.copy( source.matrix );
  1010. this.generateMipmaps = source.generateMipmaps;
  1011. this.premultiplyAlpha = source.premultiplyAlpha;
  1012. this.flipY = source.flipY;
  1013. this.unpackAlignment = source.unpackAlignment;
  1014. this.encoding = source.encoding;
  1015. return this;
  1016. },
  1017. toJSON: function ( meta ) {
  1018. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1019. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1020. return meta.textures[ this.uuid ];
  1021. }
  1022. var output = {
  1023. metadata: {
  1024. version: 4.5,
  1025. type: 'Texture',
  1026. generator: 'Texture.toJSON'
  1027. },
  1028. uuid: this.uuid,
  1029. name: this.name,
  1030. mapping: this.mapping,
  1031. repeat: [ this.repeat.x, this.repeat.y ],
  1032. offset: [ this.offset.x, this.offset.y ],
  1033. center: [ this.center.x, this.center.y ],
  1034. rotation: this.rotation,
  1035. wrap: [ this.wrapS, this.wrapT ],
  1036. format: this.format,
  1037. type: this.type,
  1038. encoding: this.encoding,
  1039. minFilter: this.minFilter,
  1040. magFilter: this.magFilter,
  1041. anisotropy: this.anisotropy,
  1042. flipY: this.flipY,
  1043. premultiplyAlpha: this.premultiplyAlpha,
  1044. unpackAlignment: this.unpackAlignment
  1045. };
  1046. if ( this.image !== undefined ) {
  1047. // TODO: Move to THREE.Image
  1048. var image = this.image;
  1049. if ( image.uuid === undefined ) {
  1050. image.uuid = MathUtils.generateUUID(); // UGH
  1051. }
  1052. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1053. var url;
  1054. if ( Array.isArray( image ) ) {
  1055. // process array of images e.g. CubeTexture
  1056. url = [];
  1057. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1058. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1059. }
  1060. } else {
  1061. // process single image
  1062. url = ImageUtils.getDataURL( image );
  1063. }
  1064. meta.images[ image.uuid ] = {
  1065. uuid: image.uuid,
  1066. url: url
  1067. };
  1068. }
  1069. output.image = image.uuid;
  1070. }
  1071. if ( ! isRootObject ) {
  1072. meta.textures[ this.uuid ] = output;
  1073. }
  1074. return output;
  1075. },
  1076. dispose: function () {
  1077. this.dispatchEvent( { type: 'dispose' } );
  1078. },
  1079. transformUv: function ( uv ) {
  1080. if ( this.mapping !== UVMapping ) { return uv; }
  1081. uv.applyMatrix3( this.matrix );
  1082. if ( uv.x < 0 || uv.x > 1 ) {
  1083. switch ( this.wrapS ) {
  1084. case RepeatWrapping:
  1085. uv.x = uv.x - Math.floor( uv.x );
  1086. break;
  1087. case ClampToEdgeWrapping:
  1088. uv.x = uv.x < 0 ? 0 : 1;
  1089. break;
  1090. case MirroredRepeatWrapping:
  1091. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1092. uv.x = Math.ceil( uv.x ) - uv.x;
  1093. } else {
  1094. uv.x = uv.x - Math.floor( uv.x );
  1095. }
  1096. break;
  1097. }
  1098. }
  1099. if ( uv.y < 0 || uv.y > 1 ) {
  1100. switch ( this.wrapT ) {
  1101. case RepeatWrapping:
  1102. uv.y = uv.y - Math.floor( uv.y );
  1103. break;
  1104. case ClampToEdgeWrapping:
  1105. uv.y = uv.y < 0 ? 0 : 1;
  1106. break;
  1107. case MirroredRepeatWrapping:
  1108. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1109. uv.y = Math.ceil( uv.y ) - uv.y;
  1110. } else {
  1111. uv.y = uv.y - Math.floor( uv.y );
  1112. }
  1113. break;
  1114. }
  1115. }
  1116. if ( this.flipY ) {
  1117. uv.y = 1 - uv.y;
  1118. }
  1119. return uv;
  1120. }
  1121. } );
  1122. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1123. set: function ( value ) {
  1124. if ( value === true ) { this.version ++; }
  1125. }
  1126. } );
  1127. /**
  1128. * @author supereggbert / http://www.paulbrunt.co.uk/
  1129. * @author philogb / http://blog.thejit.org/
  1130. * @author mikael emtinger / http://gomo.se/
  1131. * @author egraether / http://egraether.com/
  1132. * @author WestLangley / http://github.com/WestLangley
  1133. */
  1134. function Vector4( x, y, z, w ) {
  1135. if ( x === void 0 ) x = 0;
  1136. if ( y === void 0 ) y = 0;
  1137. if ( z === void 0 ) z = 0;
  1138. if ( w === void 0 ) w = 1;
  1139. this.x = x;
  1140. this.y = y;
  1141. this.z = z;
  1142. this.w = w;
  1143. }
  1144. Object.defineProperties( Vector4.prototype, {
  1145. "width": {
  1146. get: function () {
  1147. return this.z;
  1148. },
  1149. set: function ( value ) {
  1150. this.z = value;
  1151. }
  1152. },
  1153. "height": {
  1154. get: function () {
  1155. return this.w;
  1156. },
  1157. set: function ( value ) {
  1158. this.w = value;
  1159. }
  1160. }
  1161. } );
  1162. Object.assign( Vector4.prototype, {
  1163. isVector4: true,
  1164. set: function ( x, y, z, w ) {
  1165. this.x = x;
  1166. this.y = y;
  1167. this.z = z;
  1168. this.w = w;
  1169. return this;
  1170. },
  1171. setScalar: function ( scalar ) {
  1172. this.x = scalar;
  1173. this.y = scalar;
  1174. this.z = scalar;
  1175. this.w = scalar;
  1176. return this;
  1177. },
  1178. setX: function ( x ) {
  1179. this.x = x;
  1180. return this;
  1181. },
  1182. setY: function ( y ) {
  1183. this.y = y;
  1184. return this;
  1185. },
  1186. setZ: function ( z ) {
  1187. this.z = z;
  1188. return this;
  1189. },
  1190. setW: function ( w ) {
  1191. this.w = w;
  1192. return this;
  1193. },
  1194. setComponent: function ( index, value ) {
  1195. switch ( index ) {
  1196. case 0: this.x = value; break;
  1197. case 1: this.y = value; break;
  1198. case 2: this.z = value; break;
  1199. case 3: this.w = value; break;
  1200. default: throw new Error( 'index is out of range: ' + index );
  1201. }
  1202. return this;
  1203. },
  1204. getComponent: function ( index ) {
  1205. switch ( index ) {
  1206. case 0: return this.x;
  1207. case 1: return this.y;
  1208. case 2: return this.z;
  1209. case 3: return this.w;
  1210. default: throw new Error( 'index is out of range: ' + index );
  1211. }
  1212. },
  1213. clone: function () {
  1214. return new this.constructor( this.x, this.y, this.z, this.w );
  1215. },
  1216. copy: function ( v ) {
  1217. this.x = v.x;
  1218. this.y = v.y;
  1219. this.z = v.z;
  1220. this.w = ( v.w !== undefined ) ? v.w : 1;
  1221. return this;
  1222. },
  1223. add: function ( v, w ) {
  1224. if ( w !== undefined ) {
  1225. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1226. return this.addVectors( v, w );
  1227. }
  1228. this.x += v.x;
  1229. this.y += v.y;
  1230. this.z += v.z;
  1231. this.w += v.w;
  1232. return this;
  1233. },
  1234. addScalar: function ( s ) {
  1235. this.x += s;
  1236. this.y += s;
  1237. this.z += s;
  1238. this.w += s;
  1239. return this;
  1240. },
  1241. addVectors: function ( a, b ) {
  1242. this.x = a.x + b.x;
  1243. this.y = a.y + b.y;
  1244. this.z = a.z + b.z;
  1245. this.w = a.w + b.w;
  1246. return this;
  1247. },
  1248. addScaledVector: function ( v, s ) {
  1249. this.x += v.x * s;
  1250. this.y += v.y * s;
  1251. this.z += v.z * s;
  1252. this.w += v.w * s;
  1253. return this;
  1254. },
  1255. sub: function ( v, w ) {
  1256. if ( w !== undefined ) {
  1257. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1258. return this.subVectors( v, w );
  1259. }
  1260. this.x -= v.x;
  1261. this.y -= v.y;
  1262. this.z -= v.z;
  1263. this.w -= v.w;
  1264. return this;
  1265. },
  1266. subScalar: function ( s ) {
  1267. this.x -= s;
  1268. this.y -= s;
  1269. this.z -= s;
  1270. this.w -= s;
  1271. return this;
  1272. },
  1273. subVectors: function ( a, b ) {
  1274. this.x = a.x - b.x;
  1275. this.y = a.y - b.y;
  1276. this.z = a.z - b.z;
  1277. this.w = a.w - b.w;
  1278. return this;
  1279. },
  1280. multiplyScalar: function ( scalar ) {
  1281. this.x *= scalar;
  1282. this.y *= scalar;
  1283. this.z *= scalar;
  1284. this.w *= scalar;
  1285. return this;
  1286. },
  1287. applyMatrix4: function ( m ) {
  1288. var x = this.x, y = this.y, z = this.z, w = this.w;
  1289. var e = m.elements;
  1290. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1291. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1292. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1293. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1294. return this;
  1295. },
  1296. divideScalar: function ( scalar ) {
  1297. return this.multiplyScalar( 1 / scalar );
  1298. },
  1299. setAxisAngleFromQuaternion: function ( q ) {
  1300. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1301. // q is assumed to be normalized
  1302. this.w = 2 * Math.acos( q.w );
  1303. var s = Math.sqrt( 1 - q.w * q.w );
  1304. if ( s < 0.0001 ) {
  1305. this.x = 1;
  1306. this.y = 0;
  1307. this.z = 0;
  1308. } else {
  1309. this.x = q.x / s;
  1310. this.y = q.y / s;
  1311. this.z = q.z / s;
  1312. }
  1313. return this;
  1314. },
  1315. setAxisAngleFromRotationMatrix: function ( m ) {
  1316. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1317. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1318. var angle, x, y, z; // variables for result
  1319. var epsilon = 0.01, // margin to allow for rounding errors
  1320. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1321. te = m.elements,
  1322. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1323. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1324. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1325. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1326. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1327. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1328. // singularity found
  1329. // first check for identity matrix which must have +1 for all terms
  1330. // in leading diagonal and zero in other terms
  1331. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1332. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1333. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1334. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1335. // this singularity is identity matrix so angle = 0
  1336. this.set( 1, 0, 0, 0 );
  1337. return this; // zero angle, arbitrary axis
  1338. }
  1339. // otherwise this singularity is angle = 180
  1340. angle = Math.PI;
  1341. var xx = ( m11 + 1 ) / 2;
  1342. var yy = ( m22 + 1 ) / 2;
  1343. var zz = ( m33 + 1 ) / 2;
  1344. var xy = ( m12 + m21 ) / 4;
  1345. var xz = ( m13 + m31 ) / 4;
  1346. var yz = ( m23 + m32 ) / 4;
  1347. if ( ( xx > yy ) && ( xx > zz ) ) {
  1348. // m11 is the largest diagonal term
  1349. if ( xx < epsilon ) {
  1350. x = 0;
  1351. y = 0.707106781;
  1352. z = 0.707106781;
  1353. } else {
  1354. x = Math.sqrt( xx );
  1355. y = xy / x;
  1356. z = xz / x;
  1357. }
  1358. } else if ( yy > zz ) {
  1359. // m22 is the largest diagonal term
  1360. if ( yy < epsilon ) {
  1361. x = 0.707106781;
  1362. y = 0;
  1363. z = 0.707106781;
  1364. } else {
  1365. y = Math.sqrt( yy );
  1366. x = xy / y;
  1367. z = yz / y;
  1368. }
  1369. } else {
  1370. // m33 is the largest diagonal term so base result on this
  1371. if ( zz < epsilon ) {
  1372. x = 0.707106781;
  1373. y = 0.707106781;
  1374. z = 0;
  1375. } else {
  1376. z = Math.sqrt( zz );
  1377. x = xz / z;
  1378. y = yz / z;
  1379. }
  1380. }
  1381. this.set( x, y, z, angle );
  1382. return this; // return 180 deg rotation
  1383. }
  1384. // as we have reached here there are no singularities so we can handle normally
  1385. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1386. ( m13 - m31 ) * ( m13 - m31 ) +
  1387. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1388. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1389. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1390. // caught by singularity test above, but I've left it in just in case
  1391. this.x = ( m32 - m23 ) / s;
  1392. this.y = ( m13 - m31 ) / s;
  1393. this.z = ( m21 - m12 ) / s;
  1394. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1395. return this;
  1396. },
  1397. min: function ( v ) {
  1398. this.x = Math.min( this.x, v.x );
  1399. this.y = Math.min( this.y, v.y );
  1400. this.z = Math.min( this.z, v.z );
  1401. this.w = Math.min( this.w, v.w );
  1402. return this;
  1403. },
  1404. max: function ( v ) {
  1405. this.x = Math.max( this.x, v.x );
  1406. this.y = Math.max( this.y, v.y );
  1407. this.z = Math.max( this.z, v.z );
  1408. this.w = Math.max( this.w, v.w );
  1409. return this;
  1410. },
  1411. clamp: function ( min, max ) {
  1412. // assumes min < max, componentwise
  1413. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1414. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1415. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1416. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1417. return this;
  1418. },
  1419. clampScalar: function ( minVal, maxVal ) {
  1420. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1421. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1422. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1423. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1424. return this;
  1425. },
  1426. clampLength: function ( min, max ) {
  1427. var length = this.length();
  1428. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1429. },
  1430. floor: function () {
  1431. this.x = Math.floor( this.x );
  1432. this.y = Math.floor( this.y );
  1433. this.z = Math.floor( this.z );
  1434. this.w = Math.floor( this.w );
  1435. return this;
  1436. },
  1437. ceil: function () {
  1438. this.x = Math.ceil( this.x );
  1439. this.y = Math.ceil( this.y );
  1440. this.z = Math.ceil( this.z );
  1441. this.w = Math.ceil( this.w );
  1442. return this;
  1443. },
  1444. round: function () {
  1445. this.x = Math.round( this.x );
  1446. this.y = Math.round( this.y );
  1447. this.z = Math.round( this.z );
  1448. this.w = Math.round( this.w );
  1449. return this;
  1450. },
  1451. roundToZero: function () {
  1452. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1453. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1454. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1455. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1456. return this;
  1457. },
  1458. negate: function () {
  1459. this.x = - this.x;
  1460. this.y = - this.y;
  1461. this.z = - this.z;
  1462. this.w = - this.w;
  1463. return this;
  1464. },
  1465. dot: function ( v ) {
  1466. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1467. },
  1468. lengthSq: function () {
  1469. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1470. },
  1471. length: function () {
  1472. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1473. },
  1474. manhattanLength: function () {
  1475. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1476. },
  1477. normalize: function () {
  1478. return this.divideScalar( this.length() || 1 );
  1479. },
  1480. setLength: function ( length ) {
  1481. return this.normalize().multiplyScalar( length );
  1482. },
  1483. lerp: function ( v, alpha ) {
  1484. this.x += ( v.x - this.x ) * alpha;
  1485. this.y += ( v.y - this.y ) * alpha;
  1486. this.z += ( v.z - this.z ) * alpha;
  1487. this.w += ( v.w - this.w ) * alpha;
  1488. return this;
  1489. },
  1490. lerpVectors: function ( v1, v2, alpha ) {
  1491. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1492. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1493. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1494. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1495. return this;
  1496. },
  1497. equals: function ( v ) {
  1498. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1499. },
  1500. fromArray: function ( array, offset ) {
  1501. if ( offset === undefined ) { offset = 0; }
  1502. this.x = array[ offset ];
  1503. this.y = array[ offset + 1 ];
  1504. this.z = array[ offset + 2 ];
  1505. this.w = array[ offset + 3 ];
  1506. return this;
  1507. },
  1508. toArray: function ( array, offset ) {
  1509. if ( array === undefined ) { array = []; }
  1510. if ( offset === undefined ) { offset = 0; }
  1511. array[ offset ] = this.x;
  1512. array[ offset + 1 ] = this.y;
  1513. array[ offset + 2 ] = this.z;
  1514. array[ offset + 3 ] = this.w;
  1515. return array;
  1516. },
  1517. fromBufferAttribute: function ( attribute, index, offset ) {
  1518. if ( offset !== undefined ) {
  1519. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1520. }
  1521. this.x = attribute.getX( index );
  1522. this.y = attribute.getY( index );
  1523. this.z = attribute.getZ( index );
  1524. this.w = attribute.getW( index );
  1525. return this;
  1526. },
  1527. random: function () {
  1528. this.x = Math.random();
  1529. this.y = Math.random();
  1530. this.z = Math.random();
  1531. this.w = Math.random();
  1532. return this;
  1533. }
  1534. } );
  1535. /**
  1536. * @author szimek / https://github.com/szimek/
  1537. * @author alteredq / http://alteredqualia.com/
  1538. * @author Marius Kintel / https://github.com/kintel
  1539. */
  1540. /*
  1541. In options, we can specify:
  1542. * Texture parameters for an auto-generated target texture
  1543. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1544. */
  1545. function WebGLRenderTarget( width, height, options ) {
  1546. this.width = width;
  1547. this.height = height;
  1548. this.scissor = new Vector4( 0, 0, width, height );
  1549. this.scissorTest = false;
  1550. this.viewport = new Vector4( 0, 0, width, height );
  1551. options = options || {};
  1552. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1553. this.texture.image = {};
  1554. this.texture.image.width = width;
  1555. this.texture.image.height = height;
  1556. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1557. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1558. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1559. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1560. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1561. }
  1562. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1563. constructor: WebGLRenderTarget,
  1564. isWebGLRenderTarget: true,
  1565. setSize: function ( width, height ) {
  1566. if ( this.width !== width || this.height !== height ) {
  1567. this.width = width;
  1568. this.height = height;
  1569. this.texture.image.width = width;
  1570. this.texture.image.height = height;
  1571. this.dispose();
  1572. }
  1573. this.viewport.set( 0, 0, width, height );
  1574. this.scissor.set( 0, 0, width, height );
  1575. },
  1576. clone: function () {
  1577. return new this.constructor().copy( this );
  1578. },
  1579. copy: function ( source ) {
  1580. this.width = source.width;
  1581. this.height = source.height;
  1582. this.viewport.copy( source.viewport );
  1583. this.texture = source.texture.clone();
  1584. this.depthBuffer = source.depthBuffer;
  1585. this.stencilBuffer = source.stencilBuffer;
  1586. this.depthTexture = source.depthTexture;
  1587. return this;
  1588. },
  1589. dispose: function () {
  1590. this.dispatchEvent( { type: 'dispose' } );
  1591. }
  1592. } );
  1593. /**
  1594. * @author Mugen87 / https://github.com/Mugen87
  1595. * @author Matt DesLauriers / @mattdesl
  1596. */
  1597. function WebGLMultisampleRenderTarget( width, height, options ) {
  1598. WebGLRenderTarget.call( this, width, height, options );
  1599. this.samples = 4;
  1600. }
  1601. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1602. constructor: WebGLMultisampleRenderTarget,
  1603. isWebGLMultisampleRenderTarget: true,
  1604. copy: function ( source ) {
  1605. WebGLRenderTarget.prototype.copy.call( this, source );
  1606. this.samples = source.samples;
  1607. return this;
  1608. }
  1609. } );
  1610. /**
  1611. * @author mikael emtinger / http://gomo.se/
  1612. * @author alteredq / http://alteredqualia.com/
  1613. * @author WestLangley / http://github.com/WestLangley
  1614. * @author bhouston / http://clara.io
  1615. */
  1616. function Quaternion( x, y, z, w ) {
  1617. if ( x === void 0 ) x = 0;
  1618. if ( y === void 0 ) y = 0;
  1619. if ( z === void 0 ) z = 0;
  1620. if ( w === void 0 ) w = 1;
  1621. this._x = x;
  1622. this._y = y;
  1623. this._z = z;
  1624. this._w = w;
  1625. }
  1626. Object.assign( Quaternion, {
  1627. slerp: function ( qa, qb, qm, t ) {
  1628. return qm.copy( qa ).slerp( qb, t );
  1629. },
  1630. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1631. // fuzz-free, array-based Quaternion SLERP operation
  1632. var x0 = src0[ srcOffset0 + 0 ],
  1633. y0 = src0[ srcOffset0 + 1 ],
  1634. z0 = src0[ srcOffset0 + 2 ],
  1635. w0 = src0[ srcOffset0 + 3 ];
  1636. var x1 = src1[ srcOffset1 + 0 ],
  1637. y1 = src1[ srcOffset1 + 1 ],
  1638. z1 = src1[ srcOffset1 + 2 ],
  1639. w1 = src1[ srcOffset1 + 3 ];
  1640. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1641. var s = 1 - t,
  1642. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1643. dir = ( cos >= 0 ? 1 : - 1 ),
  1644. sqrSin = 1 - cos * cos;
  1645. // Skip the Slerp for tiny steps to avoid numeric problems:
  1646. if ( sqrSin > Number.EPSILON ) {
  1647. var sin = Math.sqrt( sqrSin ),
  1648. len = Math.atan2( sin, cos * dir );
  1649. s = Math.sin( s * len ) / sin;
  1650. t = Math.sin( t * len ) / sin;
  1651. }
  1652. var tDir = t * dir;
  1653. x0 = x0 * s + x1 * tDir;
  1654. y0 = y0 * s + y1 * tDir;
  1655. z0 = z0 * s + z1 * tDir;
  1656. w0 = w0 * s + w1 * tDir;
  1657. // Normalize in case we just did a lerp:
  1658. if ( s === 1 - t ) {
  1659. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1660. x0 *= f;
  1661. y0 *= f;
  1662. z0 *= f;
  1663. w0 *= f;
  1664. }
  1665. }
  1666. dst[ dstOffset ] = x0;
  1667. dst[ dstOffset + 1 ] = y0;
  1668. dst[ dstOffset + 2 ] = z0;
  1669. dst[ dstOffset + 3 ] = w0;
  1670. },
  1671. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1672. var x0 = src0[ srcOffset0 ];
  1673. var y0 = src0[ srcOffset0 + 1 ];
  1674. var z0 = src0[ srcOffset0 + 2 ];
  1675. var w0 = src0[ srcOffset0 + 3 ];
  1676. var x1 = src1[ srcOffset1 ];
  1677. var y1 = src1[ srcOffset1 + 1 ];
  1678. var z1 = src1[ srcOffset1 + 2 ];
  1679. var w1 = src1[ srcOffset1 + 3 ];
  1680. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1681. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1682. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1683. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1684. return dst;
  1685. }
  1686. } );
  1687. Object.defineProperties( Quaternion.prototype, {
  1688. x: {
  1689. get: function () {
  1690. return this._x;
  1691. },
  1692. set: function ( value ) {
  1693. this._x = value;
  1694. this._onChangeCallback();
  1695. }
  1696. },
  1697. y: {
  1698. get: function () {
  1699. return this._y;
  1700. },
  1701. set: function ( value ) {
  1702. this._y = value;
  1703. this._onChangeCallback();
  1704. }
  1705. },
  1706. z: {
  1707. get: function () {
  1708. return this._z;
  1709. },
  1710. set: function ( value ) {
  1711. this._z = value;
  1712. this._onChangeCallback();
  1713. }
  1714. },
  1715. w: {
  1716. get: function () {
  1717. return this._w;
  1718. },
  1719. set: function ( value ) {
  1720. this._w = value;
  1721. this._onChangeCallback();
  1722. }
  1723. }
  1724. } );
  1725. Object.assign( Quaternion.prototype, {
  1726. isQuaternion: true,
  1727. set: function ( x, y, z, w ) {
  1728. this._x = x;
  1729. this._y = y;
  1730. this._z = z;
  1731. this._w = w;
  1732. this._onChangeCallback();
  1733. return this;
  1734. },
  1735. clone: function () {
  1736. return new this.constructor( this._x, this._y, this._z, this._w );
  1737. },
  1738. copy: function ( quaternion ) {
  1739. this._x = quaternion.x;
  1740. this._y = quaternion.y;
  1741. this._z = quaternion.z;
  1742. this._w = quaternion.w;
  1743. this._onChangeCallback();
  1744. return this;
  1745. },
  1746. setFromEuler: function ( euler, update ) {
  1747. if ( ! ( euler && euler.isEuler ) ) {
  1748. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1749. }
  1750. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1751. // http://www.mathworks.com/matlabcentral/fileexchange/
  1752. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1753. // content/SpinCalc.m
  1754. var cos = Math.cos;
  1755. var sin = Math.sin;
  1756. var c1 = cos( x / 2 );
  1757. var c2 = cos( y / 2 );
  1758. var c3 = cos( z / 2 );
  1759. var s1 = sin( x / 2 );
  1760. var s2 = sin( y / 2 );
  1761. var s3 = sin( z / 2 );
  1762. switch ( order ) {
  1763. case 'XYZ':
  1764. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1765. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1766. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1768. break;
  1769. case 'YXZ':
  1770. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1772. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1773. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1774. break;
  1775. case 'ZXY':
  1776. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1777. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1778. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1779. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1780. break;
  1781. case 'ZYX':
  1782. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1783. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1784. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1785. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1786. break;
  1787. case 'YZX':
  1788. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1789. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1790. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1791. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1792. break;
  1793. case 'XZY':
  1794. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1795. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1796. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1797. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1798. break;
  1799. default:
  1800. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1801. }
  1802. if ( update !== false ) { this._onChangeCallback(); }
  1803. return this;
  1804. },
  1805. setFromAxisAngle: function ( axis, angle ) {
  1806. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1807. // assumes axis is normalized
  1808. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1809. this._x = axis.x * s;
  1810. this._y = axis.y * s;
  1811. this._z = axis.z * s;
  1812. this._w = Math.cos( halfAngle );
  1813. this._onChangeCallback();
  1814. return this;
  1815. },
  1816. setFromRotationMatrix: function ( m ) {
  1817. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1818. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1819. var te = m.elements,
  1820. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1821. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1822. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1823. trace = m11 + m22 + m33;
  1824. if ( trace > 0 ) {
  1825. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1826. this._w = 0.25 / s;
  1827. this._x = ( m32 - m23 ) * s;
  1828. this._y = ( m13 - m31 ) * s;
  1829. this._z = ( m21 - m12 ) * s;
  1830. } else if ( m11 > m22 && m11 > m33 ) {
  1831. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1832. this._w = ( m32 - m23 ) / s$1;
  1833. this._x = 0.25 * s$1;
  1834. this._y = ( m12 + m21 ) / s$1;
  1835. this._z = ( m13 + m31 ) / s$1;
  1836. } else if ( m22 > m33 ) {
  1837. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1838. this._w = ( m13 - m31 ) / s$2;
  1839. this._x = ( m12 + m21 ) / s$2;
  1840. this._y = 0.25 * s$2;
  1841. this._z = ( m23 + m32 ) / s$2;
  1842. } else {
  1843. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1844. this._w = ( m21 - m12 ) / s$3;
  1845. this._x = ( m13 + m31 ) / s$3;
  1846. this._y = ( m23 + m32 ) / s$3;
  1847. this._z = 0.25 * s$3;
  1848. }
  1849. this._onChangeCallback();
  1850. return this;
  1851. },
  1852. setFromUnitVectors: function ( vFrom, vTo ) {
  1853. // assumes direction vectors vFrom and vTo are normalized
  1854. var EPS = 0.000001;
  1855. var r = vFrom.dot( vTo ) + 1;
  1856. if ( r < EPS ) {
  1857. r = 0;
  1858. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1859. this._x = - vFrom.y;
  1860. this._y = vFrom.x;
  1861. this._z = 0;
  1862. this._w = r;
  1863. } else {
  1864. this._x = 0;
  1865. this._y = - vFrom.z;
  1866. this._z = vFrom.y;
  1867. this._w = r;
  1868. }
  1869. } else {
  1870. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1871. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1872. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1873. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1874. this._w = r;
  1875. }
  1876. return this.normalize();
  1877. },
  1878. angleTo: function ( q ) {
  1879. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1880. },
  1881. rotateTowards: function ( q, step ) {
  1882. var angle = this.angleTo( q );
  1883. if ( angle === 0 ) { return this; }
  1884. var t = Math.min( 1, step / angle );
  1885. this.slerp( q, t );
  1886. return this;
  1887. },
  1888. inverse: function () {
  1889. // quaternion is assumed to have unit length
  1890. return this.conjugate();
  1891. },
  1892. conjugate: function () {
  1893. this._x *= - 1;
  1894. this._y *= - 1;
  1895. this._z *= - 1;
  1896. this._onChangeCallback();
  1897. return this;
  1898. },
  1899. dot: function ( v ) {
  1900. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1901. },
  1902. lengthSq: function () {
  1903. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1904. },
  1905. length: function () {
  1906. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1907. },
  1908. normalize: function () {
  1909. var l = this.length();
  1910. if ( l === 0 ) {
  1911. this._x = 0;
  1912. this._y = 0;
  1913. this._z = 0;
  1914. this._w = 1;
  1915. } else {
  1916. l = 1 / l;
  1917. this._x = this._x * l;
  1918. this._y = this._y * l;
  1919. this._z = this._z * l;
  1920. this._w = this._w * l;
  1921. }
  1922. this._onChangeCallback();
  1923. return this;
  1924. },
  1925. multiply: function ( q, p ) {
  1926. if ( p !== undefined ) {
  1927. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1928. return this.multiplyQuaternions( q, p );
  1929. }
  1930. return this.multiplyQuaternions( this, q );
  1931. },
  1932. premultiply: function ( q ) {
  1933. return this.multiplyQuaternions( q, this );
  1934. },
  1935. multiplyQuaternions: function ( a, b ) {
  1936. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1937. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1938. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1939. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1940. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1941. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1942. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1943. this._onChangeCallback();
  1944. return this;
  1945. },
  1946. slerp: function ( qb, t ) {
  1947. if ( t === 0 ) { return this; }
  1948. if ( t === 1 ) { return this.copy( qb ); }
  1949. var x = this._x, y = this._y, z = this._z, w = this._w;
  1950. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1951. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1952. if ( cosHalfTheta < 0 ) {
  1953. this._w = - qb._w;
  1954. this._x = - qb._x;
  1955. this._y = - qb._y;
  1956. this._z = - qb._z;
  1957. cosHalfTheta = - cosHalfTheta;
  1958. } else {
  1959. this.copy( qb );
  1960. }
  1961. if ( cosHalfTheta >= 1.0 ) {
  1962. this._w = w;
  1963. this._x = x;
  1964. this._y = y;
  1965. this._z = z;
  1966. return this;
  1967. }
  1968. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1969. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1970. var s = 1 - t;
  1971. this._w = s * w + t * this._w;
  1972. this._x = s * x + t * this._x;
  1973. this._y = s * y + t * this._y;
  1974. this._z = s * z + t * this._z;
  1975. this.normalize();
  1976. this._onChangeCallback();
  1977. return this;
  1978. }
  1979. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1980. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1981. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1982. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1983. this._w = ( w * ratioA + this._w * ratioB );
  1984. this._x = ( x * ratioA + this._x * ratioB );
  1985. this._y = ( y * ratioA + this._y * ratioB );
  1986. this._z = ( z * ratioA + this._z * ratioB );
  1987. this._onChangeCallback();
  1988. return this;
  1989. },
  1990. equals: function ( quaternion ) {
  1991. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1992. },
  1993. fromArray: function ( array, offset ) {
  1994. if ( offset === undefined ) { offset = 0; }
  1995. this._x = array[ offset ];
  1996. this._y = array[ offset + 1 ];
  1997. this._z = array[ offset + 2 ];
  1998. this._w = array[ offset + 3 ];
  1999. this._onChangeCallback();
  2000. return this;
  2001. },
  2002. toArray: function ( array, offset ) {
  2003. if ( array === undefined ) { array = []; }
  2004. if ( offset === undefined ) { offset = 0; }
  2005. array[ offset ] = this._x;
  2006. array[ offset + 1 ] = this._y;
  2007. array[ offset + 2 ] = this._z;
  2008. array[ offset + 3 ] = this._w;
  2009. return array;
  2010. },
  2011. fromBufferAttribute: function ( attribute, index ) {
  2012. this._x = attribute.getX( index );
  2013. this._y = attribute.getY( index );
  2014. this._z = attribute.getZ( index );
  2015. this._w = attribute.getW( index );
  2016. return this;
  2017. },
  2018. _onChange: function ( callback ) {
  2019. this._onChangeCallback = callback;
  2020. return this;
  2021. },
  2022. _onChangeCallback: function () {}
  2023. } );
  2024. /**
  2025. * @author mrdoob / http://mrdoob.com/
  2026. * @author kile / http://kile.stravaganza.org/
  2027. * @author philogb / http://blog.thejit.org/
  2028. * @author mikael emtinger / http://gomo.se/
  2029. * @author egraether / http://egraether.com/
  2030. * @author WestLangley / http://github.com/WestLangley
  2031. */
  2032. var _vector = new Vector3();
  2033. var _quaternion = new Quaternion();
  2034. function Vector3( x, y, z ) {
  2035. if ( x === void 0 ) x = 0;
  2036. if ( y === void 0 ) y = 0;
  2037. if ( z === void 0 ) z = 0;
  2038. this.x = x;
  2039. this.y = y;
  2040. this.z = z;
  2041. }
  2042. Object.assign( Vector3.prototype, {
  2043. isVector3: true,
  2044. set: function ( x, y, z ) {
  2045. this.x = x;
  2046. this.y = y;
  2047. this.z = z;
  2048. return this;
  2049. },
  2050. setScalar: function ( scalar ) {
  2051. this.x = scalar;
  2052. this.y = scalar;
  2053. this.z = scalar;
  2054. return this;
  2055. },
  2056. setX: function ( x ) {
  2057. this.x = x;
  2058. return this;
  2059. },
  2060. setY: function ( y ) {
  2061. this.y = y;
  2062. return this;
  2063. },
  2064. setZ: function ( z ) {
  2065. this.z = z;
  2066. return this;
  2067. },
  2068. setComponent: function ( index, value ) {
  2069. switch ( index ) {
  2070. case 0: this.x = value; break;
  2071. case 1: this.y = value; break;
  2072. case 2: this.z = value; break;
  2073. default: throw new Error( 'index is out of range: ' + index );
  2074. }
  2075. return this;
  2076. },
  2077. getComponent: function ( index ) {
  2078. switch ( index ) {
  2079. case 0: return this.x;
  2080. case 1: return this.y;
  2081. case 2: return this.z;
  2082. default: throw new Error( 'index is out of range: ' + index );
  2083. }
  2084. },
  2085. clone: function () {
  2086. return new this.constructor( this.x, this.y, this.z );
  2087. },
  2088. copy: function ( v ) {
  2089. this.x = v.x;
  2090. this.y = v.y;
  2091. this.z = v.z;
  2092. return this;
  2093. },
  2094. add: function ( v, w ) {
  2095. if ( w !== undefined ) {
  2096. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2097. return this.addVectors( v, w );
  2098. }
  2099. this.x += v.x;
  2100. this.y += v.y;
  2101. this.z += v.z;
  2102. return this;
  2103. },
  2104. addScalar: function ( s ) {
  2105. this.x += s;
  2106. this.y += s;
  2107. this.z += s;
  2108. return this;
  2109. },
  2110. addVectors: function ( a, b ) {
  2111. this.x = a.x + b.x;
  2112. this.y = a.y + b.y;
  2113. this.z = a.z + b.z;
  2114. return this;
  2115. },
  2116. addScaledVector: function ( v, s ) {
  2117. this.x += v.x * s;
  2118. this.y += v.y * s;
  2119. this.z += v.z * s;
  2120. return this;
  2121. },
  2122. sub: function ( v, w ) {
  2123. if ( w !== undefined ) {
  2124. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2125. return this.subVectors( v, w );
  2126. }
  2127. this.x -= v.x;
  2128. this.y -= v.y;
  2129. this.z -= v.z;
  2130. return this;
  2131. },
  2132. subScalar: function ( s ) {
  2133. this.x -= s;
  2134. this.y -= s;
  2135. this.z -= s;
  2136. return this;
  2137. },
  2138. subVectors: function ( a, b ) {
  2139. this.x = a.x - b.x;
  2140. this.y = a.y - b.y;
  2141. this.z = a.z - b.z;
  2142. return this;
  2143. },
  2144. multiply: function ( v, w ) {
  2145. if ( w !== undefined ) {
  2146. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2147. return this.multiplyVectors( v, w );
  2148. }
  2149. this.x *= v.x;
  2150. this.y *= v.y;
  2151. this.z *= v.z;
  2152. return this;
  2153. },
  2154. multiplyScalar: function ( scalar ) {
  2155. this.x *= scalar;
  2156. this.y *= scalar;
  2157. this.z *= scalar;
  2158. return this;
  2159. },
  2160. multiplyVectors: function ( a, b ) {
  2161. this.x = a.x * b.x;
  2162. this.y = a.y * b.y;
  2163. this.z = a.z * b.z;
  2164. return this;
  2165. },
  2166. applyEuler: function ( euler ) {
  2167. if ( ! ( euler && euler.isEuler ) ) {
  2168. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2169. }
  2170. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2171. },
  2172. applyAxisAngle: function ( axis, angle ) {
  2173. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2174. },
  2175. applyMatrix3: function ( m ) {
  2176. var x = this.x, y = this.y, z = this.z;
  2177. var e = m.elements;
  2178. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2179. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2180. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2181. return this;
  2182. },
  2183. applyNormalMatrix: function ( m ) {
  2184. return this.applyMatrix3( m ).normalize();
  2185. },
  2186. applyMatrix4: function ( m ) {
  2187. var x = this.x, y = this.y, z = this.z;
  2188. var e = m.elements;
  2189. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2190. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2191. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2192. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2193. return this;
  2194. },
  2195. applyQuaternion: function ( q ) {
  2196. var x = this.x, y = this.y, z = this.z;
  2197. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2198. // calculate quat * vector
  2199. var ix = qw * x + qy * z - qz * y;
  2200. var iy = qw * y + qz * x - qx * z;
  2201. var iz = qw * z + qx * y - qy * x;
  2202. var iw = - qx * x - qy * y - qz * z;
  2203. // calculate result * inverse quat
  2204. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2205. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2206. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2207. return this;
  2208. },
  2209. project: function ( camera ) {
  2210. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2211. },
  2212. unproject: function ( camera ) {
  2213. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2214. },
  2215. transformDirection: function ( m ) {
  2216. // input: THREE.Matrix4 affine matrix
  2217. // vector interpreted as a direction
  2218. var x = this.x, y = this.y, z = this.z;
  2219. var e = m.elements;
  2220. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2221. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2222. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2223. return this.normalize();
  2224. },
  2225. divide: function ( v ) {
  2226. this.x /= v.x;
  2227. this.y /= v.y;
  2228. this.z /= v.z;
  2229. return this;
  2230. },
  2231. divideScalar: function ( scalar ) {
  2232. return this.multiplyScalar( 1 / scalar );
  2233. },
  2234. min: function ( v ) {
  2235. this.x = Math.min( this.x, v.x );
  2236. this.y = Math.min( this.y, v.y );
  2237. this.z = Math.min( this.z, v.z );
  2238. return this;
  2239. },
  2240. max: function ( v ) {
  2241. this.x = Math.max( this.x, v.x );
  2242. this.y = Math.max( this.y, v.y );
  2243. this.z = Math.max( this.z, v.z );
  2244. return this;
  2245. },
  2246. clamp: function ( min, max ) {
  2247. // assumes min < max, componentwise
  2248. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2249. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2250. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2251. return this;
  2252. },
  2253. clampScalar: function ( minVal, maxVal ) {
  2254. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2255. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2256. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2257. return this;
  2258. },
  2259. clampLength: function ( min, max ) {
  2260. var length = this.length();
  2261. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2262. },
  2263. floor: function () {
  2264. this.x = Math.floor( this.x );
  2265. this.y = Math.floor( this.y );
  2266. this.z = Math.floor( this.z );
  2267. return this;
  2268. },
  2269. ceil: function () {
  2270. this.x = Math.ceil( this.x );
  2271. this.y = Math.ceil( this.y );
  2272. this.z = Math.ceil( this.z );
  2273. return this;
  2274. },
  2275. round: function () {
  2276. this.x = Math.round( this.x );
  2277. this.y = Math.round( this.y );
  2278. this.z = Math.round( this.z );
  2279. return this;
  2280. },
  2281. roundToZero: function () {
  2282. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2283. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2284. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2285. return this;
  2286. },
  2287. negate: function () {
  2288. this.x = - this.x;
  2289. this.y = - this.y;
  2290. this.z = - this.z;
  2291. return this;
  2292. },
  2293. dot: function ( v ) {
  2294. return this.x * v.x + this.y * v.y + this.z * v.z;
  2295. },
  2296. // TODO lengthSquared?
  2297. lengthSq: function () {
  2298. return this.x * this.x + this.y * this.y + this.z * this.z;
  2299. },
  2300. length: function () {
  2301. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2302. },
  2303. manhattanLength: function () {
  2304. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2305. },
  2306. normalize: function () {
  2307. return this.divideScalar( this.length() || 1 );
  2308. },
  2309. setLength: function ( length ) {
  2310. return this.normalize().multiplyScalar( length );
  2311. },
  2312. lerp: function ( v, alpha ) {
  2313. this.x += ( v.x - this.x ) * alpha;
  2314. this.y += ( v.y - this.y ) * alpha;
  2315. this.z += ( v.z - this.z ) * alpha;
  2316. return this;
  2317. },
  2318. lerpVectors: function ( v1, v2, alpha ) {
  2319. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2320. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2321. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2322. return this;
  2323. },
  2324. cross: function ( v, w ) {
  2325. if ( w !== undefined ) {
  2326. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2327. return this.crossVectors( v, w );
  2328. }
  2329. return this.crossVectors( this, v );
  2330. },
  2331. crossVectors: function ( a, b ) {
  2332. var ax = a.x, ay = a.y, az = a.z;
  2333. var bx = b.x, by = b.y, bz = b.z;
  2334. this.x = ay * bz - az * by;
  2335. this.y = az * bx - ax * bz;
  2336. this.z = ax * by - ay * bx;
  2337. return this;
  2338. },
  2339. projectOnVector: function ( v ) {
  2340. var denominator = v.lengthSq();
  2341. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2342. var scalar = v.dot( this ) / denominator;
  2343. return this.copy( v ).multiplyScalar( scalar );
  2344. },
  2345. projectOnPlane: function ( planeNormal ) {
  2346. _vector.copy( this ).projectOnVector( planeNormal );
  2347. return this.sub( _vector );
  2348. },
  2349. reflect: function ( normal ) {
  2350. // reflect incident vector off plane orthogonal to normal
  2351. // normal is assumed to have unit length
  2352. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2353. },
  2354. angleTo: function ( v ) {
  2355. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2356. if ( denominator === 0 ) { return Math.PI / 2; }
  2357. var theta = this.dot( v ) / denominator;
  2358. // clamp, to handle numerical problems
  2359. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2360. },
  2361. distanceTo: function ( v ) {
  2362. return Math.sqrt( this.distanceToSquared( v ) );
  2363. },
  2364. distanceToSquared: function ( v ) {
  2365. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2366. return dx * dx + dy * dy + dz * dz;
  2367. },
  2368. manhattanDistanceTo: function ( v ) {
  2369. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2370. },
  2371. setFromSpherical: function ( s ) {
  2372. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2373. },
  2374. setFromSphericalCoords: function ( radius, phi, theta ) {
  2375. var sinPhiRadius = Math.sin( phi ) * radius;
  2376. this.x = sinPhiRadius * Math.sin( theta );
  2377. this.y = Math.cos( phi ) * radius;
  2378. this.z = sinPhiRadius * Math.cos( theta );
  2379. return this;
  2380. },
  2381. setFromCylindrical: function ( c ) {
  2382. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2383. },
  2384. setFromCylindricalCoords: function ( radius, theta, y ) {
  2385. this.x = radius * Math.sin( theta );
  2386. this.y = y;
  2387. this.z = radius * Math.cos( theta );
  2388. return this;
  2389. },
  2390. setFromMatrixPosition: function ( m ) {
  2391. var e = m.elements;
  2392. this.x = e[ 12 ];
  2393. this.y = e[ 13 ];
  2394. this.z = e[ 14 ];
  2395. return this;
  2396. },
  2397. setFromMatrixScale: function ( m ) {
  2398. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2399. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2400. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2401. this.x = sx;
  2402. this.y = sy;
  2403. this.z = sz;
  2404. return this;
  2405. },
  2406. setFromMatrixColumn: function ( m, index ) {
  2407. return this.fromArray( m.elements, index * 4 );
  2408. },
  2409. setFromMatrix3Column: function ( m, index ) {
  2410. return this.fromArray( m.elements, index * 3 );
  2411. },
  2412. equals: function ( v ) {
  2413. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2414. },
  2415. fromArray: function ( array, offset ) {
  2416. if ( offset === undefined ) { offset = 0; }
  2417. this.x = array[ offset ];
  2418. this.y = array[ offset + 1 ];
  2419. this.z = array[ offset + 2 ];
  2420. return this;
  2421. },
  2422. toArray: function ( array, offset ) {
  2423. if ( array === undefined ) { array = []; }
  2424. if ( offset === undefined ) { offset = 0; }
  2425. array[ offset ] = this.x;
  2426. array[ offset + 1 ] = this.y;
  2427. array[ offset + 2 ] = this.z;
  2428. return array;
  2429. },
  2430. fromBufferAttribute: function ( attribute, index, offset ) {
  2431. if ( offset !== undefined ) {
  2432. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2433. }
  2434. this.x = attribute.getX( index );
  2435. this.y = attribute.getY( index );
  2436. this.z = attribute.getZ( index );
  2437. return this;
  2438. },
  2439. random: function () {
  2440. this.x = Math.random();
  2441. this.y = Math.random();
  2442. this.z = Math.random();
  2443. return this;
  2444. }
  2445. } );
  2446. var _v1 = new Vector3();
  2447. var _m1 = new Matrix4();
  2448. var _zero = new Vector3( 0, 0, 0 );
  2449. var _one = new Vector3( 1, 1, 1 );
  2450. var _x = new Vector3();
  2451. var _y = new Vector3();
  2452. var _z = new Vector3();
  2453. /**
  2454. * @author mrdoob / http://mrdoob.com/
  2455. * @author supereggbert / http://www.paulbrunt.co.uk/
  2456. * @author philogb / http://blog.thejit.org/
  2457. * @author jordi_ros / http://plattsoft.com
  2458. * @author D1plo1d / http://github.com/D1plo1d
  2459. * @author alteredq / http://alteredqualia.com/
  2460. * @author mikael emtinger / http://gomo.se/
  2461. * @author timknip / http://www.floorplanner.com/
  2462. * @author bhouston / http://clara.io
  2463. * @author WestLangley / http://github.com/WestLangley
  2464. */
  2465. function Matrix4() {
  2466. this.elements = [
  2467. 1, 0, 0, 0,
  2468. 0, 1, 0, 0,
  2469. 0, 0, 1, 0,
  2470. 0, 0, 0, 1
  2471. ];
  2472. if ( arguments.length > 0 ) {
  2473. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2474. }
  2475. }
  2476. Object.assign( Matrix4.prototype, {
  2477. isMatrix4: true,
  2478. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2479. var te = this.elements;
  2480. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2481. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2482. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2483. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2484. return this;
  2485. },
  2486. identity: function () {
  2487. this.set(
  2488. 1, 0, 0, 0,
  2489. 0, 1, 0, 0,
  2490. 0, 0, 1, 0,
  2491. 0, 0, 0, 1
  2492. );
  2493. return this;
  2494. },
  2495. clone: function () {
  2496. return new Matrix4().fromArray( this.elements );
  2497. },
  2498. copy: function ( m ) {
  2499. var te = this.elements;
  2500. var me = m.elements;
  2501. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2502. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2503. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2504. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2505. return this;
  2506. },
  2507. copyPosition: function ( m ) {
  2508. var te = this.elements, me = m.elements;
  2509. te[ 12 ] = me[ 12 ];
  2510. te[ 13 ] = me[ 13 ];
  2511. te[ 14 ] = me[ 14 ];
  2512. return this;
  2513. },
  2514. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2515. xAxis.setFromMatrixColumn( this, 0 );
  2516. yAxis.setFromMatrixColumn( this, 1 );
  2517. zAxis.setFromMatrixColumn( this, 2 );
  2518. return this;
  2519. },
  2520. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2521. this.set(
  2522. xAxis.x, yAxis.x, zAxis.x, 0,
  2523. xAxis.y, yAxis.y, zAxis.y, 0,
  2524. xAxis.z, yAxis.z, zAxis.z, 0,
  2525. 0, 0, 0, 1
  2526. );
  2527. return this;
  2528. },
  2529. extractRotation: function ( m ) {
  2530. // this method does not support reflection matrices
  2531. var te = this.elements;
  2532. var me = m.elements;
  2533. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2534. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2535. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2536. te[ 0 ] = me[ 0 ] * scaleX;
  2537. te[ 1 ] = me[ 1 ] * scaleX;
  2538. te[ 2 ] = me[ 2 ] * scaleX;
  2539. te[ 3 ] = 0;
  2540. te[ 4 ] = me[ 4 ] * scaleY;
  2541. te[ 5 ] = me[ 5 ] * scaleY;
  2542. te[ 6 ] = me[ 6 ] * scaleY;
  2543. te[ 7 ] = 0;
  2544. te[ 8 ] = me[ 8 ] * scaleZ;
  2545. te[ 9 ] = me[ 9 ] * scaleZ;
  2546. te[ 10 ] = me[ 10 ] * scaleZ;
  2547. te[ 11 ] = 0;
  2548. te[ 12 ] = 0;
  2549. te[ 13 ] = 0;
  2550. te[ 14 ] = 0;
  2551. te[ 15 ] = 1;
  2552. return this;
  2553. },
  2554. makeRotationFromEuler: function ( euler ) {
  2555. if ( ! ( euler && euler.isEuler ) ) {
  2556. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2557. }
  2558. var te = this.elements;
  2559. var x = euler.x, y = euler.y, z = euler.z;
  2560. var a = Math.cos( x ), b = Math.sin( x );
  2561. var c = Math.cos( y ), d = Math.sin( y );
  2562. var e = Math.cos( z ), f = Math.sin( z );
  2563. if ( euler.order === 'XYZ' ) {
  2564. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2565. te[ 0 ] = c * e;
  2566. te[ 4 ] = - c * f;
  2567. te[ 8 ] = d;
  2568. te[ 1 ] = af + be * d;
  2569. te[ 5 ] = ae - bf * d;
  2570. te[ 9 ] = - b * c;
  2571. te[ 2 ] = bf - ae * d;
  2572. te[ 6 ] = be + af * d;
  2573. te[ 10 ] = a * c;
  2574. } else if ( euler.order === 'YXZ' ) {
  2575. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2576. te[ 0 ] = ce + df * b;
  2577. te[ 4 ] = de * b - cf;
  2578. te[ 8 ] = a * d;
  2579. te[ 1 ] = a * f;
  2580. te[ 5 ] = a * e;
  2581. te[ 9 ] = - b;
  2582. te[ 2 ] = cf * b - de;
  2583. te[ 6 ] = df + ce * b;
  2584. te[ 10 ] = a * c;
  2585. } else if ( euler.order === 'ZXY' ) {
  2586. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2587. te[ 0 ] = ce$1 - df$1 * b;
  2588. te[ 4 ] = - a * f;
  2589. te[ 8 ] = de$1 + cf$1 * b;
  2590. te[ 1 ] = cf$1 + de$1 * b;
  2591. te[ 5 ] = a * e;
  2592. te[ 9 ] = df$1 - ce$1 * b;
  2593. te[ 2 ] = - a * d;
  2594. te[ 6 ] = b;
  2595. te[ 10 ] = a * c;
  2596. } else if ( euler.order === 'ZYX' ) {
  2597. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2598. te[ 0 ] = c * e;
  2599. te[ 4 ] = be$1 * d - af$1;
  2600. te[ 8 ] = ae$1 * d + bf$1;
  2601. te[ 1 ] = c * f;
  2602. te[ 5 ] = bf$1 * d + ae$1;
  2603. te[ 9 ] = af$1 * d - be$1;
  2604. te[ 2 ] = - d;
  2605. te[ 6 ] = b * c;
  2606. te[ 10 ] = a * c;
  2607. } else if ( euler.order === 'YZX' ) {
  2608. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2609. te[ 0 ] = c * e;
  2610. te[ 4 ] = bd - ac * f;
  2611. te[ 8 ] = bc * f + ad;
  2612. te[ 1 ] = f;
  2613. te[ 5 ] = a * e;
  2614. te[ 9 ] = - b * e;
  2615. te[ 2 ] = - d * e;
  2616. te[ 6 ] = ad * f + bc;
  2617. te[ 10 ] = ac - bd * f;
  2618. } else if ( euler.order === 'XZY' ) {
  2619. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2620. te[ 0 ] = c * e;
  2621. te[ 4 ] = - f;
  2622. te[ 8 ] = d * e;
  2623. te[ 1 ] = ac$1 * f + bd$1;
  2624. te[ 5 ] = a * e;
  2625. te[ 9 ] = ad$1 * f - bc$1;
  2626. te[ 2 ] = bc$1 * f - ad$1;
  2627. te[ 6 ] = b * e;
  2628. te[ 10 ] = bd$1 * f + ac$1;
  2629. }
  2630. // bottom row
  2631. te[ 3 ] = 0;
  2632. te[ 7 ] = 0;
  2633. te[ 11 ] = 0;
  2634. // last column
  2635. te[ 12 ] = 0;
  2636. te[ 13 ] = 0;
  2637. te[ 14 ] = 0;
  2638. te[ 15 ] = 1;
  2639. return this;
  2640. },
  2641. makeRotationFromQuaternion: function ( q ) {
  2642. return this.compose( _zero, q, _one );
  2643. },
  2644. lookAt: function ( eye, target, up ) {
  2645. var te = this.elements;
  2646. _z.subVectors( eye, target );
  2647. if ( _z.lengthSq() === 0 ) {
  2648. // eye and target are in the same position
  2649. _z.z = 1;
  2650. }
  2651. _z.normalize();
  2652. _x.crossVectors( up, _z );
  2653. if ( _x.lengthSq() === 0 ) {
  2654. // up and z are parallel
  2655. if ( Math.abs( up.z ) === 1 ) {
  2656. _z.x += 0.0001;
  2657. } else {
  2658. _z.z += 0.0001;
  2659. }
  2660. _z.normalize();
  2661. _x.crossVectors( up, _z );
  2662. }
  2663. _x.normalize();
  2664. _y.crossVectors( _z, _x );
  2665. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2666. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2667. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2668. return this;
  2669. },
  2670. multiply: function ( m, n ) {
  2671. if ( n !== undefined ) {
  2672. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2673. return this.multiplyMatrices( m, n );
  2674. }
  2675. return this.multiplyMatrices( this, m );
  2676. },
  2677. premultiply: function ( m ) {
  2678. return this.multiplyMatrices( m, this );
  2679. },
  2680. multiplyMatrices: function ( a, b ) {
  2681. var ae = a.elements;
  2682. var be = b.elements;
  2683. var te = this.elements;
  2684. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2685. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2686. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2687. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2688. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2689. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2690. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2691. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2692. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2693. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2694. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2695. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2696. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2697. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2698. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2699. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2700. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2701. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2702. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2703. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2704. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2705. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2706. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2707. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2708. return this;
  2709. },
  2710. multiplyScalar: function ( s ) {
  2711. var te = this.elements;
  2712. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2713. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2714. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2715. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2716. return this;
  2717. },
  2718. determinant: function () {
  2719. var te = this.elements;
  2720. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2721. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2722. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2723. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2724. //TODO: make this more efficient
  2725. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2726. return (
  2727. n41 * (
  2728. + n14 * n23 * n32
  2729. - n13 * n24 * n32
  2730. - n14 * n22 * n33
  2731. + n12 * n24 * n33
  2732. + n13 * n22 * n34
  2733. - n12 * n23 * n34
  2734. ) +
  2735. n42 * (
  2736. + n11 * n23 * n34
  2737. - n11 * n24 * n33
  2738. + n14 * n21 * n33
  2739. - n13 * n21 * n34
  2740. + n13 * n24 * n31
  2741. - n14 * n23 * n31
  2742. ) +
  2743. n43 * (
  2744. + n11 * n24 * n32
  2745. - n11 * n22 * n34
  2746. - n14 * n21 * n32
  2747. + n12 * n21 * n34
  2748. + n14 * n22 * n31
  2749. - n12 * n24 * n31
  2750. ) +
  2751. n44 * (
  2752. - n13 * n22 * n31
  2753. - n11 * n23 * n32
  2754. + n11 * n22 * n33
  2755. + n13 * n21 * n32
  2756. - n12 * n21 * n33
  2757. + n12 * n23 * n31
  2758. )
  2759. );
  2760. },
  2761. transpose: function () {
  2762. var te = this.elements;
  2763. var tmp;
  2764. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2765. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2766. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2767. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2768. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2769. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2770. return this;
  2771. },
  2772. setPosition: function ( x, y, z ) {
  2773. var te = this.elements;
  2774. if ( x.isVector3 ) {
  2775. te[ 12 ] = x.x;
  2776. te[ 13 ] = x.y;
  2777. te[ 14 ] = x.z;
  2778. } else {
  2779. te[ 12 ] = x;
  2780. te[ 13 ] = y;
  2781. te[ 14 ] = z;
  2782. }
  2783. return this;
  2784. },
  2785. getInverse: function ( m, throwOnDegenerate ) {
  2786. if ( throwOnDegenerate !== undefined ) {
  2787. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2788. }
  2789. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2790. var te = this.elements,
  2791. me = m.elements,
  2792. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2793. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2794. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2795. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2796. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2797. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2798. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2799. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2800. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2801. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2802. var detInv = 1 / det;
  2803. te[ 0 ] = t11 * detInv;
  2804. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2805. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2806. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2807. te[ 4 ] = t12 * detInv;
  2808. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2809. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2810. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2811. te[ 8 ] = t13 * detInv;
  2812. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2813. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2814. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2815. te[ 12 ] = t14 * detInv;
  2816. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2817. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2818. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2819. return this;
  2820. },
  2821. scale: function ( v ) {
  2822. var te = this.elements;
  2823. var x = v.x, y = v.y, z = v.z;
  2824. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2825. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2826. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2827. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2828. return this;
  2829. },
  2830. getMaxScaleOnAxis: function () {
  2831. var te = this.elements;
  2832. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2833. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2834. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2835. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2836. },
  2837. makeTranslation: function ( x, y, z ) {
  2838. this.set(
  2839. 1, 0, 0, x,
  2840. 0, 1, 0, y,
  2841. 0, 0, 1, z,
  2842. 0, 0, 0, 1
  2843. );
  2844. return this;
  2845. },
  2846. makeRotationX: function ( theta ) {
  2847. var c = Math.cos( theta ), s = Math.sin( theta );
  2848. this.set(
  2849. 1, 0, 0, 0,
  2850. 0, c, - s, 0,
  2851. 0, s, c, 0,
  2852. 0, 0, 0, 1
  2853. );
  2854. return this;
  2855. },
  2856. makeRotationY: function ( theta ) {
  2857. var c = Math.cos( theta ), s = Math.sin( theta );
  2858. this.set(
  2859. c, 0, s, 0,
  2860. 0, 1, 0, 0,
  2861. - s, 0, c, 0,
  2862. 0, 0, 0, 1
  2863. );
  2864. return this;
  2865. },
  2866. makeRotationZ: function ( theta ) {
  2867. var c = Math.cos( theta ), s = Math.sin( theta );
  2868. this.set(
  2869. c, - s, 0, 0,
  2870. s, c, 0, 0,
  2871. 0, 0, 1, 0,
  2872. 0, 0, 0, 1
  2873. );
  2874. return this;
  2875. },
  2876. makeRotationAxis: function ( axis, angle ) {
  2877. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2878. var c = Math.cos( angle );
  2879. var s = Math.sin( angle );
  2880. var t = 1 - c;
  2881. var x = axis.x, y = axis.y, z = axis.z;
  2882. var tx = t * x, ty = t * y;
  2883. this.set(
  2884. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2885. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2886. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2887. 0, 0, 0, 1
  2888. );
  2889. return this;
  2890. },
  2891. makeScale: function ( x, y, z ) {
  2892. this.set(
  2893. x, 0, 0, 0,
  2894. 0, y, 0, 0,
  2895. 0, 0, z, 0,
  2896. 0, 0, 0, 1
  2897. );
  2898. return this;
  2899. },
  2900. makeShear: function ( x, y, z ) {
  2901. this.set(
  2902. 1, y, z, 0,
  2903. x, 1, z, 0,
  2904. x, y, 1, 0,
  2905. 0, 0, 0, 1
  2906. );
  2907. return this;
  2908. },
  2909. compose: function ( position, quaternion, scale ) {
  2910. var te = this.elements;
  2911. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2912. var x2 = x + x, y2 = y + y, z2 = z + z;
  2913. var xx = x * x2, xy = x * y2, xz = x * z2;
  2914. var yy = y * y2, yz = y * z2, zz = z * z2;
  2915. var wx = w * x2, wy = w * y2, wz = w * z2;
  2916. var sx = scale.x, sy = scale.y, sz = scale.z;
  2917. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2918. te[ 1 ] = ( xy + wz ) * sx;
  2919. te[ 2 ] = ( xz - wy ) * sx;
  2920. te[ 3 ] = 0;
  2921. te[ 4 ] = ( xy - wz ) * sy;
  2922. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2923. te[ 6 ] = ( yz + wx ) * sy;
  2924. te[ 7 ] = 0;
  2925. te[ 8 ] = ( xz + wy ) * sz;
  2926. te[ 9 ] = ( yz - wx ) * sz;
  2927. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2928. te[ 11 ] = 0;
  2929. te[ 12 ] = position.x;
  2930. te[ 13 ] = position.y;
  2931. te[ 14 ] = position.z;
  2932. te[ 15 ] = 1;
  2933. return this;
  2934. },
  2935. decompose: function ( position, quaternion, scale ) {
  2936. var te = this.elements;
  2937. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2938. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2939. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2940. // if determine is negative, we need to invert one scale
  2941. var det = this.determinant();
  2942. if ( det < 0 ) { sx = - sx; }
  2943. position.x = te[ 12 ];
  2944. position.y = te[ 13 ];
  2945. position.z = te[ 14 ];
  2946. // scale the rotation part
  2947. _m1.copy( this );
  2948. var invSX = 1 / sx;
  2949. var invSY = 1 / sy;
  2950. var invSZ = 1 / sz;
  2951. _m1.elements[ 0 ] *= invSX;
  2952. _m1.elements[ 1 ] *= invSX;
  2953. _m1.elements[ 2 ] *= invSX;
  2954. _m1.elements[ 4 ] *= invSY;
  2955. _m1.elements[ 5 ] *= invSY;
  2956. _m1.elements[ 6 ] *= invSY;
  2957. _m1.elements[ 8 ] *= invSZ;
  2958. _m1.elements[ 9 ] *= invSZ;
  2959. _m1.elements[ 10 ] *= invSZ;
  2960. quaternion.setFromRotationMatrix( _m1 );
  2961. scale.x = sx;
  2962. scale.y = sy;
  2963. scale.z = sz;
  2964. return this;
  2965. },
  2966. makePerspective: function ( left, right, top, bottom, near, far ) {
  2967. if ( far === undefined ) {
  2968. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2969. }
  2970. var te = this.elements;
  2971. var x = 2 * near / ( right - left );
  2972. var y = 2 * near / ( top - bottom );
  2973. var a = ( right + left ) / ( right - left );
  2974. var b = ( top + bottom ) / ( top - bottom );
  2975. var c = - ( far + near ) / ( far - near );
  2976. var d = - 2 * far * near / ( far - near );
  2977. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2978. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2979. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2980. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2981. return this;
  2982. },
  2983. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2984. var te = this.elements;
  2985. var w = 1.0 / ( right - left );
  2986. var h = 1.0 / ( top - bottom );
  2987. var p = 1.0 / ( far - near );
  2988. var x = ( right + left ) * w;
  2989. var y = ( top + bottom ) * h;
  2990. var z = ( far + near ) * p;
  2991. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2992. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2993. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2994. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2995. return this;
  2996. },
  2997. equals: function ( matrix ) {
  2998. var te = this.elements;
  2999. var me = matrix.elements;
  3000. for ( var i = 0; i < 16; i ++ ) {
  3001. if ( te[ i ] !== me[ i ] ) { return false; }
  3002. }
  3003. return true;
  3004. },
  3005. fromArray: function ( array, offset ) {
  3006. if ( offset === undefined ) { offset = 0; }
  3007. for ( var i = 0; i < 16; i ++ ) {
  3008. this.elements[ i ] = array[ i + offset ];
  3009. }
  3010. return this;
  3011. },
  3012. toArray: function ( array, offset ) {
  3013. if ( array === undefined ) { array = []; }
  3014. if ( offset === undefined ) { offset = 0; }
  3015. var te = this.elements;
  3016. array[ offset ] = te[ 0 ];
  3017. array[ offset + 1 ] = te[ 1 ];
  3018. array[ offset + 2 ] = te[ 2 ];
  3019. array[ offset + 3 ] = te[ 3 ];
  3020. array[ offset + 4 ] = te[ 4 ];
  3021. array[ offset + 5 ] = te[ 5 ];
  3022. array[ offset + 6 ] = te[ 6 ];
  3023. array[ offset + 7 ] = te[ 7 ];
  3024. array[ offset + 8 ] = te[ 8 ];
  3025. array[ offset + 9 ] = te[ 9 ];
  3026. array[ offset + 10 ] = te[ 10 ];
  3027. array[ offset + 11 ] = te[ 11 ];
  3028. array[ offset + 12 ] = te[ 12 ];
  3029. array[ offset + 13 ] = te[ 13 ];
  3030. array[ offset + 14 ] = te[ 14 ];
  3031. array[ offset + 15 ] = te[ 15 ];
  3032. return array;
  3033. }
  3034. } );
  3035. /**
  3036. * @author mrdoob / http://mrdoob.com/
  3037. * @author WestLangley / http://github.com/WestLangley
  3038. * @author bhouston / http://clara.io
  3039. */
  3040. var _matrix = new Matrix4();
  3041. var _quaternion$1 = new Quaternion();
  3042. function Euler( x, y, z, order ) {
  3043. if ( x === void 0 ) x = 0;
  3044. if ( y === void 0 ) y = 0;
  3045. if ( z === void 0 ) z = 0;
  3046. if ( order === void 0 ) order = Euler.DefaultOrder;
  3047. this._x = x;
  3048. this._y = y;
  3049. this._z = z;
  3050. this._order = order;
  3051. }
  3052. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3053. Euler.DefaultOrder = 'XYZ';
  3054. Object.defineProperties( Euler.prototype, {
  3055. x: {
  3056. get: function () {
  3057. return this._x;
  3058. },
  3059. set: function ( value ) {
  3060. this._x = value;
  3061. this._onChangeCallback();
  3062. }
  3063. },
  3064. y: {
  3065. get: function () {
  3066. return this._y;
  3067. },
  3068. set: function ( value ) {
  3069. this._y = value;
  3070. this._onChangeCallback();
  3071. }
  3072. },
  3073. z: {
  3074. get: function () {
  3075. return this._z;
  3076. },
  3077. set: function ( value ) {
  3078. this._z = value;
  3079. this._onChangeCallback();
  3080. }
  3081. },
  3082. order: {
  3083. get: function () {
  3084. return this._order;
  3085. },
  3086. set: function ( value ) {
  3087. this._order = value;
  3088. this._onChangeCallback();
  3089. }
  3090. }
  3091. } );
  3092. Object.assign( Euler.prototype, {
  3093. isEuler: true,
  3094. set: function ( x, y, z, order ) {
  3095. this._x = x;
  3096. this._y = y;
  3097. this._z = z;
  3098. this._order = order || this._order;
  3099. this._onChangeCallback();
  3100. return this;
  3101. },
  3102. clone: function () {
  3103. return new this.constructor( this._x, this._y, this._z, this._order );
  3104. },
  3105. copy: function ( euler ) {
  3106. this._x = euler._x;
  3107. this._y = euler._y;
  3108. this._z = euler._z;
  3109. this._order = euler._order;
  3110. this._onChangeCallback();
  3111. return this;
  3112. },
  3113. setFromRotationMatrix: function ( m, order, update ) {
  3114. var clamp = MathUtils.clamp;
  3115. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3116. var te = m.elements;
  3117. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3118. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3119. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3120. order = order || this._order;
  3121. switch ( order ) {
  3122. case 'XYZ':
  3123. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3124. if ( Math.abs( m13 ) < 0.9999999 ) {
  3125. this._x = Math.atan2( - m23, m33 );
  3126. this._z = Math.atan2( - m12, m11 );
  3127. } else {
  3128. this._x = Math.atan2( m32, m22 );
  3129. this._z = 0;
  3130. }
  3131. break;
  3132. case 'YXZ':
  3133. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3134. if ( Math.abs( m23 ) < 0.9999999 ) {
  3135. this._y = Math.atan2( m13, m33 );
  3136. this._z = Math.atan2( m21, m22 );
  3137. } else {
  3138. this._y = Math.atan2( - m31, m11 );
  3139. this._z = 0;
  3140. }
  3141. break;
  3142. case 'ZXY':
  3143. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3144. if ( Math.abs( m32 ) < 0.9999999 ) {
  3145. this._y = Math.atan2( - m31, m33 );
  3146. this._z = Math.atan2( - m12, m22 );
  3147. } else {
  3148. this._y = 0;
  3149. this._z = Math.atan2( m21, m11 );
  3150. }
  3151. break;
  3152. case 'ZYX':
  3153. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3154. if ( Math.abs( m31 ) < 0.9999999 ) {
  3155. this._x = Math.atan2( m32, m33 );
  3156. this._z = Math.atan2( m21, m11 );
  3157. } else {
  3158. this._x = 0;
  3159. this._z = Math.atan2( - m12, m22 );
  3160. }
  3161. break;
  3162. case 'YZX':
  3163. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3164. if ( Math.abs( m21 ) < 0.9999999 ) {
  3165. this._x = Math.atan2( - m23, m22 );
  3166. this._y = Math.atan2( - m31, m11 );
  3167. } else {
  3168. this._x = 0;
  3169. this._y = Math.atan2( m13, m33 );
  3170. }
  3171. break;
  3172. case 'XZY':
  3173. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3174. if ( Math.abs( m12 ) < 0.9999999 ) {
  3175. this._x = Math.atan2( m32, m22 );
  3176. this._y = Math.atan2( m13, m11 );
  3177. } else {
  3178. this._x = Math.atan2( - m23, m33 );
  3179. this._y = 0;
  3180. }
  3181. break;
  3182. default:
  3183. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3184. }
  3185. this._order = order;
  3186. if ( update !== false ) { this._onChangeCallback(); }
  3187. return this;
  3188. },
  3189. setFromQuaternion: function ( q, order, update ) {
  3190. _matrix.makeRotationFromQuaternion( q );
  3191. return this.setFromRotationMatrix( _matrix, order, update );
  3192. },
  3193. setFromVector3: function ( v, order ) {
  3194. return this.set( v.x, v.y, v.z, order || this._order );
  3195. },
  3196. reorder: function ( newOrder ) {
  3197. // WARNING: this discards revolution information -bhouston
  3198. _quaternion$1.setFromEuler( this );
  3199. return this.setFromQuaternion( _quaternion$1, newOrder );
  3200. },
  3201. equals: function ( euler ) {
  3202. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3203. },
  3204. fromArray: function ( array ) {
  3205. this._x = array[ 0 ];
  3206. this._y = array[ 1 ];
  3207. this._z = array[ 2 ];
  3208. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3209. this._onChangeCallback();
  3210. return this;
  3211. },
  3212. toArray: function ( array, offset ) {
  3213. if ( array === undefined ) { array = []; }
  3214. if ( offset === undefined ) { offset = 0; }
  3215. array[ offset ] = this._x;
  3216. array[ offset + 1 ] = this._y;
  3217. array[ offset + 2 ] = this._z;
  3218. array[ offset + 3 ] = this._order;
  3219. return array;
  3220. },
  3221. toVector3: function ( optionalResult ) {
  3222. if ( optionalResult ) {
  3223. return optionalResult.set( this._x, this._y, this._z );
  3224. } else {
  3225. return new Vector3( this._x, this._y, this._z );
  3226. }
  3227. },
  3228. _onChange: function ( callback ) {
  3229. this._onChangeCallback = callback;
  3230. return this;
  3231. },
  3232. _onChangeCallback: function () {}
  3233. } );
  3234. /**
  3235. * @author mrdoob / http://mrdoob.com/
  3236. */
  3237. function Layers() {
  3238. this.mask = 1 | 0;
  3239. }
  3240. Object.assign( Layers.prototype, {
  3241. set: function ( channel ) {
  3242. this.mask = 1 << channel | 0;
  3243. },
  3244. enable: function ( channel ) {
  3245. this.mask |= 1 << channel | 0;
  3246. },
  3247. enableAll: function () {
  3248. this.mask = 0xffffffff | 0;
  3249. },
  3250. toggle: function ( channel ) {
  3251. this.mask ^= 1 << channel | 0;
  3252. },
  3253. disable: function ( channel ) {
  3254. this.mask &= ~ ( 1 << channel | 0 );
  3255. },
  3256. disableAll: function () {
  3257. this.mask = 0;
  3258. },
  3259. test: function ( layers ) {
  3260. return ( this.mask & layers.mask ) !== 0;
  3261. }
  3262. } );
  3263. var _object3DId = 0;
  3264. var _v1$1 = new Vector3();
  3265. var _q1 = new Quaternion();
  3266. var _m1$1 = new Matrix4();
  3267. var _target = new Vector3();
  3268. var _position = new Vector3();
  3269. var _scale = new Vector3();
  3270. var _quaternion$2 = new Quaternion();
  3271. var _xAxis = new Vector3( 1, 0, 0 );
  3272. var _yAxis = new Vector3( 0, 1, 0 );
  3273. var _zAxis = new Vector3( 0, 0, 1 );
  3274. var _addedEvent = { type: 'added' };
  3275. var _removedEvent = { type: 'removed' };
  3276. /**
  3277. * @author mrdoob / http://mrdoob.com/
  3278. * @author mikael emtinger / http://gomo.se/
  3279. * @author alteredq / http://alteredqualia.com/
  3280. * @author WestLangley / http://github.com/WestLangley
  3281. * @author elephantatwork / www.elephantatwork.ch
  3282. */
  3283. function Object3D() {
  3284. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3285. this.uuid = MathUtils.generateUUID();
  3286. this.name = '';
  3287. this.type = 'Object3D';
  3288. this.parent = null;
  3289. this.children = [];
  3290. this.up = Object3D.DefaultUp.clone();
  3291. var position = new Vector3();
  3292. var rotation = new Euler();
  3293. var quaternion = new Quaternion();
  3294. var scale = new Vector3( 1, 1, 1 );
  3295. function onRotationChange() {
  3296. quaternion.setFromEuler( rotation, false );
  3297. }
  3298. function onQuaternionChange() {
  3299. rotation.setFromQuaternion( quaternion, undefined, false );
  3300. }
  3301. rotation._onChange( onRotationChange );
  3302. quaternion._onChange( onQuaternionChange );
  3303. Object.defineProperties( this, {
  3304. position: {
  3305. configurable: true,
  3306. enumerable: true,
  3307. value: position
  3308. },
  3309. rotation: {
  3310. configurable: true,
  3311. enumerable: true,
  3312. value: rotation
  3313. },
  3314. quaternion: {
  3315. configurable: true,
  3316. enumerable: true,
  3317. value: quaternion
  3318. },
  3319. scale: {
  3320. configurable: true,
  3321. enumerable: true,
  3322. value: scale
  3323. },
  3324. modelViewMatrix: {
  3325. value: new Matrix4()
  3326. },
  3327. normalMatrix: {
  3328. value: new Matrix3()
  3329. }
  3330. } );
  3331. this.matrix = new Matrix4();
  3332. this.matrixWorld = new Matrix4();
  3333. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3334. this.matrixWorldNeedsUpdate = false;
  3335. this.layers = new Layers();
  3336. this.visible = true;
  3337. this.castShadow = false;
  3338. this.receiveShadow = false;
  3339. this.frustumCulled = true;
  3340. this.renderOrder = 0;
  3341. this.userData = {};
  3342. }
  3343. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3344. Object3D.DefaultMatrixAutoUpdate = true;
  3345. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3346. constructor: Object3D,
  3347. isObject3D: true,
  3348. onBeforeRender: function () {},
  3349. onAfterRender: function () {},
  3350. applyMatrix4: function ( matrix ) {
  3351. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3352. this.matrix.premultiply( matrix );
  3353. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3354. },
  3355. applyQuaternion: function ( q ) {
  3356. this.quaternion.premultiply( q );
  3357. return this;
  3358. },
  3359. setRotationFromAxisAngle: function ( axis, angle ) {
  3360. // assumes axis is normalized
  3361. this.quaternion.setFromAxisAngle( axis, angle );
  3362. },
  3363. setRotationFromEuler: function ( euler ) {
  3364. this.quaternion.setFromEuler( euler, true );
  3365. },
  3366. setRotationFromMatrix: function ( m ) {
  3367. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3368. this.quaternion.setFromRotationMatrix( m );
  3369. },
  3370. setRotationFromQuaternion: function ( q ) {
  3371. // assumes q is normalized
  3372. this.quaternion.copy( q );
  3373. },
  3374. rotateOnAxis: function ( axis, angle ) {
  3375. // rotate object on axis in object space
  3376. // axis is assumed to be normalized
  3377. _q1.setFromAxisAngle( axis, angle );
  3378. this.quaternion.multiply( _q1 );
  3379. return this;
  3380. },
  3381. rotateOnWorldAxis: function ( axis, angle ) {
  3382. // rotate object on axis in world space
  3383. // axis is assumed to be normalized
  3384. // method assumes no rotated parent
  3385. _q1.setFromAxisAngle( axis, angle );
  3386. this.quaternion.premultiply( _q1 );
  3387. return this;
  3388. },
  3389. rotateX: function ( angle ) {
  3390. return this.rotateOnAxis( _xAxis, angle );
  3391. },
  3392. rotateY: function ( angle ) {
  3393. return this.rotateOnAxis( _yAxis, angle );
  3394. },
  3395. rotateZ: function ( angle ) {
  3396. return this.rotateOnAxis( _zAxis, angle );
  3397. },
  3398. translateOnAxis: function ( axis, distance ) {
  3399. // translate object by distance along axis in object space
  3400. // axis is assumed to be normalized
  3401. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3402. this.position.add( _v1$1.multiplyScalar( distance ) );
  3403. return this;
  3404. },
  3405. translateX: function ( distance ) {
  3406. return this.translateOnAxis( _xAxis, distance );
  3407. },
  3408. translateY: function ( distance ) {
  3409. return this.translateOnAxis( _yAxis, distance );
  3410. },
  3411. translateZ: function ( distance ) {
  3412. return this.translateOnAxis( _zAxis, distance );
  3413. },
  3414. localToWorld: function ( vector ) {
  3415. return vector.applyMatrix4( this.matrixWorld );
  3416. },
  3417. worldToLocal: function ( vector ) {
  3418. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3419. },
  3420. lookAt: function ( x, y, z ) {
  3421. // This method does not support objects having non-uniformly-scaled parent(s)
  3422. if ( x.isVector3 ) {
  3423. _target.copy( x );
  3424. } else {
  3425. _target.set( x, y, z );
  3426. }
  3427. var parent = this.parent;
  3428. this.updateWorldMatrix( true, false );
  3429. _position.setFromMatrixPosition( this.matrixWorld );
  3430. if ( this.isCamera || this.isLight ) {
  3431. _m1$1.lookAt( _position, _target, this.up );
  3432. } else {
  3433. _m1$1.lookAt( _target, _position, this.up );
  3434. }
  3435. this.quaternion.setFromRotationMatrix( _m1$1 );
  3436. if ( parent ) {
  3437. _m1$1.extractRotation( parent.matrixWorld );
  3438. _q1.setFromRotationMatrix( _m1$1 );
  3439. this.quaternion.premultiply( _q1.inverse() );
  3440. }
  3441. },
  3442. add: function ( object ) {
  3443. if ( arguments.length > 1 ) {
  3444. for ( var i = 0; i < arguments.length; i ++ ) {
  3445. this.add( arguments[ i ] );
  3446. }
  3447. return this;
  3448. }
  3449. if ( object === this ) {
  3450. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3451. return this;
  3452. }
  3453. if ( ( object && object.isObject3D ) ) {
  3454. if ( object.parent !== null ) {
  3455. object.parent.remove( object );
  3456. }
  3457. object.parent = this;
  3458. this.children.push( object );
  3459. object.dispatchEvent( _addedEvent );
  3460. } else {
  3461. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3462. }
  3463. return this;
  3464. },
  3465. remove: function ( object ) {
  3466. if ( arguments.length > 1 ) {
  3467. for ( var i = 0; i < arguments.length; i ++ ) {
  3468. this.remove( arguments[ i ] );
  3469. }
  3470. return this;
  3471. }
  3472. var index = this.children.indexOf( object );
  3473. if ( index !== - 1 ) {
  3474. object.parent = null;
  3475. this.children.splice( index, 1 );
  3476. object.dispatchEvent( _removedEvent );
  3477. }
  3478. return this;
  3479. },
  3480. attach: function ( object ) {
  3481. // adds object as a child of this, while maintaining the object's world transform
  3482. this.updateWorldMatrix( true, false );
  3483. _m1$1.getInverse( this.matrixWorld );
  3484. if ( object.parent !== null ) {
  3485. object.parent.updateWorldMatrix( true, false );
  3486. _m1$1.multiply( object.parent.matrixWorld );
  3487. }
  3488. object.applyMatrix4( _m1$1 );
  3489. object.updateWorldMatrix( false, false );
  3490. this.add( object );
  3491. return this;
  3492. },
  3493. getObjectById: function ( id ) {
  3494. return this.getObjectByProperty( 'id', id );
  3495. },
  3496. getObjectByName: function ( name ) {
  3497. return this.getObjectByProperty( 'name', name );
  3498. },
  3499. getObjectByProperty: function ( name, value ) {
  3500. if ( this[ name ] === value ) { return this; }
  3501. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3502. var child = this.children[ i ];
  3503. var object = child.getObjectByProperty( name, value );
  3504. if ( object !== undefined ) {
  3505. return object;
  3506. }
  3507. }
  3508. return undefined;
  3509. },
  3510. getWorldPosition: function ( target ) {
  3511. if ( target === undefined ) {
  3512. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3513. target = new Vector3();
  3514. }
  3515. this.updateMatrixWorld( true );
  3516. return target.setFromMatrixPosition( this.matrixWorld );
  3517. },
  3518. getWorldQuaternion: function ( target ) {
  3519. if ( target === undefined ) {
  3520. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3521. target = new Quaternion();
  3522. }
  3523. this.updateMatrixWorld( true );
  3524. this.matrixWorld.decompose( _position, target, _scale );
  3525. return target;
  3526. },
  3527. getWorldScale: function ( target ) {
  3528. if ( target === undefined ) {
  3529. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3530. target = new Vector3();
  3531. }
  3532. this.updateMatrixWorld( true );
  3533. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3534. return target;
  3535. },
  3536. getWorldDirection: function ( target ) {
  3537. if ( target === undefined ) {
  3538. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3539. target = new Vector3();
  3540. }
  3541. this.updateMatrixWorld( true );
  3542. var e = this.matrixWorld.elements;
  3543. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3544. },
  3545. raycast: function () {},
  3546. traverse: function ( callback ) {
  3547. callback( this );
  3548. var children = this.children;
  3549. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3550. children[ i ].traverse( callback );
  3551. }
  3552. },
  3553. traverseVisible: function ( callback ) {
  3554. if ( this.visible === false ) { return; }
  3555. callback( this );
  3556. var children = this.children;
  3557. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3558. children[ i ].traverseVisible( callback );
  3559. }
  3560. },
  3561. traverseAncestors: function ( callback ) {
  3562. var parent = this.parent;
  3563. if ( parent !== null ) {
  3564. callback( parent );
  3565. parent.traverseAncestors( callback );
  3566. }
  3567. },
  3568. updateMatrix: function () {
  3569. this.matrix.compose( this.position, this.quaternion, this.scale );
  3570. this.matrixWorldNeedsUpdate = true;
  3571. },
  3572. updateMatrixWorld: function ( force ) {
  3573. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3574. if ( this.matrixWorldNeedsUpdate || force ) {
  3575. if ( this.parent === null ) {
  3576. this.matrixWorld.copy( this.matrix );
  3577. } else {
  3578. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3579. }
  3580. this.matrixWorldNeedsUpdate = false;
  3581. force = true;
  3582. }
  3583. // update children
  3584. var children = this.children;
  3585. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3586. children[ i ].updateMatrixWorld( force );
  3587. }
  3588. },
  3589. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3590. var parent = this.parent;
  3591. if ( updateParents === true && parent !== null ) {
  3592. parent.updateWorldMatrix( true, false );
  3593. }
  3594. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3595. if ( this.parent === null ) {
  3596. this.matrixWorld.copy( this.matrix );
  3597. } else {
  3598. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3599. }
  3600. // update children
  3601. if ( updateChildren === true ) {
  3602. var children = this.children;
  3603. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3604. children[ i ].updateWorldMatrix( false, true );
  3605. }
  3606. }
  3607. },
  3608. toJSON: function ( meta ) {
  3609. // meta is a string when called from JSON.stringify
  3610. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3611. var output = {};
  3612. // meta is a hash used to collect geometries, materials.
  3613. // not providing it implies that this is the root object
  3614. // being serialized.
  3615. if ( isRootObject ) {
  3616. // initialize meta obj
  3617. meta = {
  3618. geometries: {},
  3619. materials: {},
  3620. textures: {},
  3621. images: {},
  3622. shapes: {}
  3623. };
  3624. output.metadata = {
  3625. version: 4.5,
  3626. type: 'Object',
  3627. generator: 'Object3D.toJSON'
  3628. };
  3629. }
  3630. // standard Object3D serialization
  3631. var object = {};
  3632. object.uuid = this.uuid;
  3633. object.type = this.type;
  3634. if ( this.name !== '' ) { object.name = this.name; }
  3635. if ( this.castShadow === true ) { object.castShadow = true; }
  3636. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3637. if ( this.visible === false ) { object.visible = false; }
  3638. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3639. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3640. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3641. object.layers = this.layers.mask;
  3642. object.matrix = this.matrix.toArray();
  3643. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3644. // object specific properties
  3645. if ( this.isInstancedMesh ) {
  3646. object.type = 'InstancedMesh';
  3647. object.count = this.count;
  3648. object.instanceMatrix = this.instanceMatrix.toJSON();
  3649. }
  3650. //
  3651. function serialize( library, element ) {
  3652. if ( library[ element.uuid ] === undefined ) {
  3653. library[ element.uuid ] = element.toJSON( meta );
  3654. }
  3655. return element.uuid;
  3656. }
  3657. if ( this.isMesh || this.isLine || this.isPoints ) {
  3658. object.geometry = serialize( meta.geometries, this.geometry );
  3659. var parameters = this.geometry.parameters;
  3660. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3661. var shapes = parameters.shapes;
  3662. if ( Array.isArray( shapes ) ) {
  3663. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3664. var shape = shapes[ i ];
  3665. serialize( meta.shapes, shape );
  3666. }
  3667. } else {
  3668. serialize( meta.shapes, shapes );
  3669. }
  3670. }
  3671. }
  3672. if ( this.material !== undefined ) {
  3673. if ( Array.isArray( this.material ) ) {
  3674. var uuids = [];
  3675. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3676. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3677. }
  3678. object.material = uuids;
  3679. } else {
  3680. object.material = serialize( meta.materials, this.material );
  3681. }
  3682. }
  3683. //
  3684. if ( this.children.length > 0 ) {
  3685. object.children = [];
  3686. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3687. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3688. }
  3689. }
  3690. if ( isRootObject ) {
  3691. var geometries = extractFromCache( meta.geometries );
  3692. var materials = extractFromCache( meta.materials );
  3693. var textures = extractFromCache( meta.textures );
  3694. var images = extractFromCache( meta.images );
  3695. var shapes$1 = extractFromCache( meta.shapes );
  3696. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3697. if ( materials.length > 0 ) { output.materials = materials; }
  3698. if ( textures.length > 0 ) { output.textures = textures; }
  3699. if ( images.length > 0 ) { output.images = images; }
  3700. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3701. }
  3702. output.object = object;
  3703. return output;
  3704. // extract data from the cache hash
  3705. // remove metadata on each item
  3706. // and return as array
  3707. function extractFromCache( cache ) {
  3708. var values = [];
  3709. for ( var key in cache ) {
  3710. var data = cache[ key ];
  3711. delete data.metadata;
  3712. values.push( data );
  3713. }
  3714. return values;
  3715. }
  3716. },
  3717. clone: function ( recursive ) {
  3718. return new this.constructor().copy( this, recursive );
  3719. },
  3720. copy: function ( source, recursive ) {
  3721. if ( recursive === undefined ) { recursive = true; }
  3722. this.name = source.name;
  3723. this.up.copy( source.up );
  3724. this.position.copy( source.position );
  3725. this.quaternion.copy( source.quaternion );
  3726. this.scale.copy( source.scale );
  3727. this.matrix.copy( source.matrix );
  3728. this.matrixWorld.copy( source.matrixWorld );
  3729. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3730. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3731. this.layers.mask = source.layers.mask;
  3732. this.visible = source.visible;
  3733. this.castShadow = source.castShadow;
  3734. this.receiveShadow = source.receiveShadow;
  3735. this.frustumCulled = source.frustumCulled;
  3736. this.renderOrder = source.renderOrder;
  3737. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3738. if ( recursive === true ) {
  3739. for ( var i = 0; i < source.children.length; i ++ ) {
  3740. var child = source.children[ i ];
  3741. this.add( child.clone() );
  3742. }
  3743. }
  3744. return this;
  3745. }
  3746. } );
  3747. /**
  3748. * @author mrdoob / http://mrdoob.com/
  3749. */
  3750. function Scene() {
  3751. Object3D.call( this );
  3752. this.type = 'Scene';
  3753. this.background = null;
  3754. this.environment = null;
  3755. this.fog = null;
  3756. this.overrideMaterial = null;
  3757. this.autoUpdate = true; // checked by the renderer
  3758. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3759. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3760. }
  3761. }
  3762. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3763. constructor: Scene,
  3764. isScene: true,
  3765. copy: function ( source, recursive ) {
  3766. Object3D.prototype.copy.call( this, source, recursive );
  3767. if ( source.background !== null ) { this.background = source.background.clone(); }
  3768. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3769. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3770. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3771. this.autoUpdate = source.autoUpdate;
  3772. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3773. return this;
  3774. },
  3775. toJSON: function ( meta ) {
  3776. var data = Object3D.prototype.toJSON.call( this, meta );
  3777. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3778. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3779. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3780. return data;
  3781. },
  3782. dispose: function () {
  3783. this.dispatchEvent( { type: 'dispose' } );
  3784. }
  3785. } );
  3786. var _points = [
  3787. new Vector3(),
  3788. new Vector3(),
  3789. new Vector3(),
  3790. new Vector3(),
  3791. new Vector3(),
  3792. new Vector3(),
  3793. new Vector3(),
  3794. new Vector3()
  3795. ];
  3796. var _vector$1 = new Vector3();
  3797. var _box = new Box3();
  3798. // triangle centered vertices
  3799. var _v0 = new Vector3();
  3800. var _v1$2 = new Vector3();
  3801. var _v2 = new Vector3();
  3802. // triangle edge vectors
  3803. var _f0 = new Vector3();
  3804. var _f1 = new Vector3();
  3805. var _f2 = new Vector3();
  3806. var _center = new Vector3();
  3807. var _extents = new Vector3();
  3808. var _triangleNormal = new Vector3();
  3809. var _testAxis = new Vector3();
  3810. /**
  3811. * @author bhouston / http://clara.io
  3812. * @author WestLangley / http://github.com/WestLangley
  3813. */
  3814. function Box3( min, max ) {
  3815. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3816. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3817. }
  3818. Object.assign( Box3.prototype, {
  3819. isBox3: true,
  3820. set: function ( min, max ) {
  3821. this.min.copy( min );
  3822. this.max.copy( max );
  3823. return this;
  3824. },
  3825. setFromArray: function ( array ) {
  3826. var minX = + Infinity;
  3827. var minY = + Infinity;
  3828. var minZ = + Infinity;
  3829. var maxX = - Infinity;
  3830. var maxY = - Infinity;
  3831. var maxZ = - Infinity;
  3832. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3833. var x = array[ i ];
  3834. var y = array[ i + 1 ];
  3835. var z = array[ i + 2 ];
  3836. if ( x < minX ) { minX = x; }
  3837. if ( y < minY ) { minY = y; }
  3838. if ( z < minZ ) { minZ = z; }
  3839. if ( x > maxX ) { maxX = x; }
  3840. if ( y > maxY ) { maxY = y; }
  3841. if ( z > maxZ ) { maxZ = z; }
  3842. }
  3843. this.min.set( minX, minY, minZ );
  3844. this.max.set( maxX, maxY, maxZ );
  3845. return this;
  3846. },
  3847. setFromBufferAttribute: function ( attribute ) {
  3848. var minX = + Infinity;
  3849. var minY = + Infinity;
  3850. var minZ = + Infinity;
  3851. var maxX = - Infinity;
  3852. var maxY = - Infinity;
  3853. var maxZ = - Infinity;
  3854. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3855. var x = attribute.getX( i );
  3856. var y = attribute.getY( i );
  3857. var z = attribute.getZ( i );
  3858. if ( x < minX ) { minX = x; }
  3859. if ( y < minY ) { minY = y; }
  3860. if ( z < minZ ) { minZ = z; }
  3861. if ( x > maxX ) { maxX = x; }
  3862. if ( y > maxY ) { maxY = y; }
  3863. if ( z > maxZ ) { maxZ = z; }
  3864. }
  3865. this.min.set( minX, minY, minZ );
  3866. this.max.set( maxX, maxY, maxZ );
  3867. return this;
  3868. },
  3869. setFromPoints: function ( points ) {
  3870. this.makeEmpty();
  3871. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3872. this.expandByPoint( points[ i ] );
  3873. }
  3874. return this;
  3875. },
  3876. setFromCenterAndSize: function ( center, size ) {
  3877. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3878. this.min.copy( center ).sub( halfSize );
  3879. this.max.copy( center ).add( halfSize );
  3880. return this;
  3881. },
  3882. setFromObject: function ( object ) {
  3883. this.makeEmpty();
  3884. return this.expandByObject( object );
  3885. },
  3886. clone: function () {
  3887. return new this.constructor().copy( this );
  3888. },
  3889. copy: function ( box ) {
  3890. this.min.copy( box.min );
  3891. this.max.copy( box.max );
  3892. return this;
  3893. },
  3894. makeEmpty: function () {
  3895. this.min.x = this.min.y = this.min.z = + Infinity;
  3896. this.max.x = this.max.y = this.max.z = - Infinity;
  3897. return this;
  3898. },
  3899. isEmpty: function () {
  3900. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3901. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3902. },
  3903. getCenter: function ( target ) {
  3904. if ( target === undefined ) {
  3905. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3906. target = new Vector3();
  3907. }
  3908. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3909. },
  3910. getSize: function ( target ) {
  3911. if ( target === undefined ) {
  3912. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3913. target = new Vector3();
  3914. }
  3915. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3916. },
  3917. expandByPoint: function ( point ) {
  3918. this.min.min( point );
  3919. this.max.max( point );
  3920. return this;
  3921. },
  3922. expandByVector: function ( vector ) {
  3923. this.min.sub( vector );
  3924. this.max.add( vector );
  3925. return this;
  3926. },
  3927. expandByScalar: function ( scalar ) {
  3928. this.min.addScalar( - scalar );
  3929. this.max.addScalar( scalar );
  3930. return this;
  3931. },
  3932. expandByObject: function ( object ) {
  3933. // Computes the world-axis-aligned bounding box of an object (including its children),
  3934. // accounting for both the object's, and children's, world transforms
  3935. object.updateWorldMatrix( false, false );
  3936. var geometry = object.geometry;
  3937. if ( geometry !== undefined ) {
  3938. if ( geometry.boundingBox === null ) {
  3939. geometry.computeBoundingBox();
  3940. }
  3941. _box.copy( geometry.boundingBox );
  3942. _box.applyMatrix4( object.matrixWorld );
  3943. this.union( _box );
  3944. }
  3945. var children = object.children;
  3946. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3947. this.expandByObject( children[ i ] );
  3948. }
  3949. return this;
  3950. },
  3951. containsPoint: function ( point ) {
  3952. return point.x < this.min.x || point.x > this.max.x ||
  3953. point.y < this.min.y || point.y > this.max.y ||
  3954. point.z < this.min.z || point.z > this.max.z ? false : true;
  3955. },
  3956. containsBox: function ( box ) {
  3957. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3958. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3959. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3960. },
  3961. getParameter: function ( point, target ) {
  3962. // This can potentially have a divide by zero if the box
  3963. // has a size dimension of 0.
  3964. if ( target === undefined ) {
  3965. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3966. target = new Vector3();
  3967. }
  3968. return target.set(
  3969. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3970. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3971. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3972. );
  3973. },
  3974. intersectsBox: function ( box ) {
  3975. // using 6 splitting planes to rule out intersections.
  3976. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3977. box.max.y < this.min.y || box.min.y > this.max.y ||
  3978. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3979. },
  3980. intersectsSphere: function ( sphere ) {
  3981. // Find the point on the AABB closest to the sphere center.
  3982. this.clampPoint( sphere.center, _vector$1 );
  3983. // If that point is inside the sphere, the AABB and sphere intersect.
  3984. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3985. },
  3986. intersectsPlane: function ( plane ) {
  3987. // We compute the minimum and maximum dot product values. If those values
  3988. // are on the same side (back or front) of the plane, then there is no intersection.
  3989. var min, max;
  3990. if ( plane.normal.x > 0 ) {
  3991. min = plane.normal.x * this.min.x;
  3992. max = plane.normal.x * this.max.x;
  3993. } else {
  3994. min = plane.normal.x * this.max.x;
  3995. max = plane.normal.x * this.min.x;
  3996. }
  3997. if ( plane.normal.y > 0 ) {
  3998. min += plane.normal.y * this.min.y;
  3999. max += plane.normal.y * this.max.y;
  4000. } else {
  4001. min += plane.normal.y * this.max.y;
  4002. max += plane.normal.y * this.min.y;
  4003. }
  4004. if ( plane.normal.z > 0 ) {
  4005. min += plane.normal.z * this.min.z;
  4006. max += plane.normal.z * this.max.z;
  4007. } else {
  4008. min += plane.normal.z * this.max.z;
  4009. max += plane.normal.z * this.min.z;
  4010. }
  4011. return ( min <= - plane.constant && max >= - plane.constant );
  4012. },
  4013. intersectsTriangle: function ( triangle ) {
  4014. if ( this.isEmpty() ) {
  4015. return false;
  4016. }
  4017. // compute box center and extents
  4018. this.getCenter( _center );
  4019. _extents.subVectors( this.max, _center );
  4020. // translate triangle to aabb origin
  4021. _v0.subVectors( triangle.a, _center );
  4022. _v1$2.subVectors( triangle.b, _center );
  4023. _v2.subVectors( triangle.c, _center );
  4024. // compute edge vectors for triangle
  4025. _f0.subVectors( _v1$2, _v0 );
  4026. _f1.subVectors( _v2, _v1$2 );
  4027. _f2.subVectors( _v0, _v2 );
  4028. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4029. // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
  4030. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4031. var axes = [
  4032. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4033. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4034. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4035. ];
  4036. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4037. return false;
  4038. }
  4039. // test 3 face normals from the aabb
  4040. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4041. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4042. return false;
  4043. }
  4044. // finally testing the face normal of the triangle
  4045. // use already existing triangle edge vectors here
  4046. _triangleNormal.crossVectors( _f0, _f1 );
  4047. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4048. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4049. },
  4050. clampPoint: function ( point, target ) {
  4051. if ( target === undefined ) {
  4052. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4053. target = new Vector3();
  4054. }
  4055. return target.copy( point ).clamp( this.min, this.max );
  4056. },
  4057. distanceToPoint: function ( point ) {
  4058. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4059. return clampedPoint.sub( point ).length();
  4060. },
  4061. getBoundingSphere: function ( target ) {
  4062. if ( target === undefined ) {
  4063. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4064. //target = new Sphere(); // removed to avoid cyclic dependency
  4065. }
  4066. this.getCenter( target.center );
  4067. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4068. return target;
  4069. },
  4070. intersect: function ( box ) {
  4071. this.min.max( box.min );
  4072. this.max.min( box.max );
  4073. // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  4074. if ( this.isEmpty() ) { this.makeEmpty(); }
  4075. return this;
  4076. },
  4077. union: function ( box ) {
  4078. this.min.min( box.min );
  4079. this.max.max( box.max );
  4080. return this;
  4081. },
  4082. applyMatrix4: function ( matrix ) {
  4083. // transform of empty box is an empty box.
  4084. if ( this.isEmpty() ) { return this; }
  4085. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4086. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4087. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4088. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4089. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4090. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4091. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4092. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4093. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4094. this.setFromPoints( _points );
  4095. return this;
  4096. },
  4097. translate: function ( offset ) {
  4098. this.min.add( offset );
  4099. this.max.add( offset );
  4100. return this;
  4101. },
  4102. equals: function ( box ) {
  4103. return box.min.equals( this.min ) && box.max.equals( this.max );
  4104. }
  4105. } );
  4106. function satForAxes( axes, v0, v1, v2, extents ) {
  4107. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4108. _testAxis.fromArray( axes, i );
  4109. // project the aabb onto the seperating axis
  4110. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4111. // project all 3 vertices of the triangle onto the seperating axis
  4112. var p0 = v0.dot( _testAxis );
  4113. var p1 = v1.dot( _testAxis );
  4114. var p2 = v2.dot( _testAxis );
  4115. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4116. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4117. // points of the projected triangle are outside the projected half-length of the aabb
  4118. // the axis is seperating and we can exit
  4119. return false;
  4120. }
  4121. }
  4122. return true;
  4123. }
  4124. var _box$1 = new Box3();
  4125. /**
  4126. * @author bhouston / http://clara.io
  4127. * @author mrdoob / http://mrdoob.com/
  4128. */
  4129. function Sphere( center, radius ) {
  4130. this.center = ( center !== undefined ) ? center : new Vector3();
  4131. this.radius = ( radius !== undefined ) ? radius : - 1;
  4132. }
  4133. Object.assign( Sphere.prototype, {
  4134. set: function ( center, radius ) {
  4135. this.center.copy( center );
  4136. this.radius = radius;
  4137. return this;
  4138. },
  4139. setFromPoints: function ( points, optionalCenter ) {
  4140. var center = this.center;
  4141. if ( optionalCenter !== undefined ) {
  4142. center.copy( optionalCenter );
  4143. } else {
  4144. _box$1.setFromPoints( points ).getCenter( center );
  4145. }
  4146. var maxRadiusSq = 0;
  4147. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4148. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4149. }
  4150. this.radius = Math.sqrt( maxRadiusSq );
  4151. return this;
  4152. },
  4153. clone: function () {
  4154. return new this.constructor().copy( this );
  4155. },
  4156. copy: function ( sphere ) {
  4157. this.center.copy( sphere.center );
  4158. this.radius = sphere.radius;
  4159. return this;
  4160. },
  4161. isEmpty: function () {
  4162. return ( this.radius < 0 );
  4163. },
  4164. makeEmpty: function () {
  4165. this.center.set( 0, 0, 0 );
  4166. this.radius = - 1;
  4167. return this;
  4168. },
  4169. containsPoint: function ( point ) {
  4170. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4171. },
  4172. distanceToPoint: function ( point ) {
  4173. return ( point.distanceTo( this.center ) - this.radius );
  4174. },
  4175. intersectsSphere: function ( sphere ) {
  4176. var radiusSum = this.radius + sphere.radius;
  4177. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4178. },
  4179. intersectsBox: function ( box ) {
  4180. return box.intersectsSphere( this );
  4181. },
  4182. intersectsPlane: function ( plane ) {
  4183. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4184. },
  4185. clampPoint: function ( point, target ) {
  4186. var deltaLengthSq = this.center.distanceToSquared( point );
  4187. if ( target === undefined ) {
  4188. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4189. target = new Vector3();
  4190. }
  4191. target.copy( point );
  4192. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4193. target.sub( this.center ).normalize();
  4194. target.multiplyScalar( this.radius ).add( this.center );
  4195. }
  4196. return target;
  4197. },
  4198. getBoundingBox: function ( target ) {
  4199. if ( target === undefined ) {
  4200. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4201. target = new Box3();
  4202. }
  4203. if ( this.isEmpty() ) {
  4204. // Empty sphere produces empty bounding box
  4205. target.makeEmpty();
  4206. return target;
  4207. }
  4208. target.set( this.center, this.center );
  4209. target.expandByScalar( this.radius );
  4210. return target;
  4211. },
  4212. applyMatrix4: function ( matrix ) {
  4213. this.center.applyMatrix4( matrix );
  4214. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4215. return this;
  4216. },
  4217. translate: function ( offset ) {
  4218. this.center.add( offset );
  4219. return this;
  4220. },
  4221. equals: function ( sphere ) {
  4222. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4223. }
  4224. } );
  4225. var _vector$2 = new Vector3();
  4226. var _segCenter = new Vector3();
  4227. var _segDir = new Vector3();
  4228. var _diff = new Vector3();
  4229. var _edge1 = new Vector3();
  4230. var _edge2 = new Vector3();
  4231. var _normal = new Vector3();
  4232. /**
  4233. * @author bhouston / http://clara.io
  4234. */
  4235. function Ray( origin, direction ) {
  4236. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4237. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4238. }
  4239. Object.assign( Ray.prototype, {
  4240. set: function ( origin, direction ) {
  4241. this.origin.copy( origin );
  4242. this.direction.copy( direction );
  4243. return this;
  4244. },
  4245. clone: function () {
  4246. return new this.constructor().copy( this );
  4247. },
  4248. copy: function ( ray ) {
  4249. this.origin.copy( ray.origin );
  4250. this.direction.copy( ray.direction );
  4251. return this;
  4252. },
  4253. at: function ( t, target ) {
  4254. if ( target === undefined ) {
  4255. console.warn( 'THREE.Ray: .at() target is now required' );
  4256. target = new Vector3();
  4257. }
  4258. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4259. },
  4260. lookAt: function ( v ) {
  4261. this.direction.copy( v ).sub( this.origin ).normalize();
  4262. return this;
  4263. },
  4264. recast: function ( t ) {
  4265. this.origin.copy( this.at( t, _vector$2 ) );
  4266. return this;
  4267. },
  4268. closestPointToPoint: function ( point, target ) {
  4269. if ( target === undefined ) {
  4270. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4271. target = new Vector3();
  4272. }
  4273. target.subVectors( point, this.origin );
  4274. var directionDistance = target.dot( this.direction );
  4275. if ( directionDistance < 0 ) {
  4276. return target.copy( this.origin );
  4277. }
  4278. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4279. },
  4280. distanceToPoint: function ( point ) {
  4281. return Math.sqrt( this.distanceSqToPoint( point ) );
  4282. },
  4283. distanceSqToPoint: function ( point ) {
  4284. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4285. // point behind the ray
  4286. if ( directionDistance < 0 ) {
  4287. return this.origin.distanceToSquared( point );
  4288. }
  4289. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4290. return _vector$2.distanceToSquared( point );
  4291. },
  4292. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4293. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4294. // It returns the min distance between the ray and the segment
  4295. // defined by v0 and v1
  4296. // It can also set two optional targets :
  4297. // - The closest point on the ray
  4298. // - The closest point on the segment
  4299. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4300. _segDir.copy( v1 ).sub( v0 ).normalize();
  4301. _diff.copy( this.origin ).sub( _segCenter );
  4302. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4303. var a01 = - this.direction.dot( _segDir );
  4304. var b0 = _diff.dot( this.direction );
  4305. var b1 = - _diff.dot( _segDir );
  4306. var c = _diff.lengthSq();
  4307. var det = Math.abs( 1 - a01 * a01 );
  4308. var s0, s1, sqrDist, extDet;
  4309. if ( det > 0 ) {
  4310. // The ray and segment are not parallel.
  4311. s0 = a01 * b1 - b0;
  4312. s1 = a01 * b0 - b1;
  4313. extDet = segExtent * det;
  4314. if ( s0 >= 0 ) {
  4315. if ( s1 >= - extDet ) {
  4316. if ( s1 <= extDet ) {
  4317. // region 0
  4318. // Minimum at interior points of ray and segment.
  4319. var invDet = 1 / det;
  4320. s0 *= invDet;
  4321. s1 *= invDet;
  4322. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4323. } else {
  4324. // region 1
  4325. s1 = segExtent;
  4326. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4327. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4328. }
  4329. } else {
  4330. // region 5
  4331. s1 = - segExtent;
  4332. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4333. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4334. }
  4335. } else {
  4336. if ( s1 <= - extDet ) {
  4337. // region 4
  4338. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4339. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4340. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4341. } else if ( s1 <= extDet ) {
  4342. // region 3
  4343. s0 = 0;
  4344. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4345. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4346. } else {
  4347. // region 2
  4348. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4349. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4350. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4351. }
  4352. }
  4353. } else {
  4354. // Ray and segment are parallel.
  4355. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4356. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4357. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4358. }
  4359. if ( optionalPointOnRay ) {
  4360. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4361. }
  4362. if ( optionalPointOnSegment ) {
  4363. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4364. }
  4365. return sqrDist;
  4366. },
  4367. intersectSphere: function ( sphere, target ) {
  4368. _vector$2.subVectors( sphere.center, this.origin );
  4369. var tca = _vector$2.dot( this.direction );
  4370. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4371. var radius2 = sphere.radius * sphere.radius;
  4372. if ( d2 > radius2 ) { return null; }
  4373. var thc = Math.sqrt( radius2 - d2 );
  4374. // t0 = first intersect point - entrance on front of sphere
  4375. var t0 = tca - thc;
  4376. // t1 = second intersect point - exit point on back of sphere
  4377. var t1 = tca + thc;
  4378. // test to see if both t0 and t1 are behind the ray - if so, return null
  4379. if ( t0 < 0 && t1 < 0 ) { return null; }
  4380. // test to see if t0 is behind the ray:
  4381. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4382. // in order to always return an intersect point that is in front of the ray.
  4383. if ( t0 < 0 ) { return this.at( t1, target ); }
  4384. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4385. return this.at( t0, target );
  4386. },
  4387. intersectsSphere: function ( sphere ) {
  4388. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4389. },
  4390. distanceToPlane: function ( plane ) {
  4391. var denominator = plane.normal.dot( this.direction );
  4392. if ( denominator === 0 ) {
  4393. // line is coplanar, return origin
  4394. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4395. return 0;
  4396. }
  4397. // Null is preferable to undefined since undefined means.... it is undefined
  4398. return null;
  4399. }
  4400. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4401. // Return if the ray never intersects the plane
  4402. return t >= 0 ? t : null;
  4403. },
  4404. intersectPlane: function ( plane, target ) {
  4405. var t = this.distanceToPlane( plane );
  4406. if ( t === null ) {
  4407. return null;
  4408. }
  4409. return this.at( t, target );
  4410. },
  4411. intersectsPlane: function ( plane ) {
  4412. // check if the ray lies on the plane first
  4413. var distToPoint = plane.distanceToPoint( this.origin );
  4414. if ( distToPoint === 0 ) {
  4415. return true;
  4416. }
  4417. var denominator = plane.normal.dot( this.direction );
  4418. if ( denominator * distToPoint < 0 ) {
  4419. return true;
  4420. }
  4421. // ray origin is behind the plane (and is pointing behind it)
  4422. return false;
  4423. },
  4424. intersectBox: function ( box, target ) {
  4425. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4426. var invdirx = 1 / this.direction.x,
  4427. invdiry = 1 / this.direction.y,
  4428. invdirz = 1 / this.direction.z;
  4429. var origin = this.origin;
  4430. if ( invdirx >= 0 ) {
  4431. tmin = ( box.min.x - origin.x ) * invdirx;
  4432. tmax = ( box.max.x - origin.x ) * invdirx;
  4433. } else {
  4434. tmin = ( box.max.x - origin.x ) * invdirx;
  4435. tmax = ( box.min.x - origin.x ) * invdirx;
  4436. }
  4437. if ( invdiry >= 0 ) {
  4438. tymin = ( box.min.y - origin.y ) * invdiry;
  4439. tymax = ( box.max.y - origin.y ) * invdiry;
  4440. } else {
  4441. tymin = ( box.max.y - origin.y ) * invdiry;
  4442. tymax = ( box.min.y - origin.y ) * invdiry;
  4443. }
  4444. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4445. // These lines also handle the case where tmin or tmax is NaN
  4446. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4447. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4448. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4449. if ( invdirz >= 0 ) {
  4450. tzmin = ( box.min.z - origin.z ) * invdirz;
  4451. tzmax = ( box.max.z - origin.z ) * invdirz;
  4452. } else {
  4453. tzmin = ( box.max.z - origin.z ) * invdirz;
  4454. tzmax = ( box.min.z - origin.z ) * invdirz;
  4455. }
  4456. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4457. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4458. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4459. //return point closest to the ray (positive side)
  4460. if ( tmax < 0 ) { return null; }
  4461. return this.at( tmin >= 0 ? tmin : tmax, target );
  4462. },
  4463. intersectsBox: function ( box ) {
  4464. return this.intersectBox( box, _vector$2 ) !== null;
  4465. },
  4466. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4467. // Compute the offset origin, edges, and normal.
  4468. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4469. _edge1.subVectors( b, a );
  4470. _edge2.subVectors( c, a );
  4471. _normal.crossVectors( _edge1, _edge2 );
  4472. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4473. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4474. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4475. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4476. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4477. var DdN = this.direction.dot( _normal );
  4478. var sign;
  4479. if ( DdN > 0 ) {
  4480. if ( backfaceCulling ) { return null; }
  4481. sign = 1;
  4482. } else if ( DdN < 0 ) {
  4483. sign = - 1;
  4484. DdN = - DdN;
  4485. } else {
  4486. return null;
  4487. }
  4488. _diff.subVectors( this.origin, a );
  4489. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4490. // b1 < 0, no intersection
  4491. if ( DdQxE2 < 0 ) {
  4492. return null;
  4493. }
  4494. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4495. // b2 < 0, no intersection
  4496. if ( DdE1xQ < 0 ) {
  4497. return null;
  4498. }
  4499. // b1+b2 > 1, no intersection
  4500. if ( DdQxE2 + DdE1xQ > DdN ) {
  4501. return null;
  4502. }
  4503. // Line intersects triangle, check if ray does.
  4504. var QdN = - sign * _diff.dot( _normal );
  4505. // t < 0, no intersection
  4506. if ( QdN < 0 ) {
  4507. return null;
  4508. }
  4509. // Ray intersects triangle.
  4510. return this.at( QdN / DdN, target );
  4511. },
  4512. applyMatrix4: function ( matrix4 ) {
  4513. this.origin.applyMatrix4( matrix4 );
  4514. this.direction.transformDirection( matrix4 );
  4515. return this;
  4516. },
  4517. equals: function ( ray ) {
  4518. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4519. }
  4520. } );
  4521. /**
  4522. * @author bhouston / http://clara.io
  4523. */
  4524. var _vector1 = new Vector3();
  4525. var _vector2 = new Vector3();
  4526. var _normalMatrix = new Matrix3();
  4527. function Plane( normal, constant ) {
  4528. // normal is assumed to be normalized
  4529. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4530. this.constant = ( constant !== undefined ) ? constant : 0;
  4531. }
  4532. Object.assign( Plane.prototype, {
  4533. isPlane: true,
  4534. set: function ( normal, constant ) {
  4535. this.normal.copy( normal );
  4536. this.constant = constant;
  4537. return this;
  4538. },
  4539. setComponents: function ( x, y, z, w ) {
  4540. this.normal.set( x, y, z );
  4541. this.constant = w;
  4542. return this;
  4543. },
  4544. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4545. this.normal.copy( normal );
  4546. this.constant = - point.dot( this.normal );
  4547. return this;
  4548. },
  4549. setFromCoplanarPoints: function ( a, b, c ) {
  4550. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4551. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4552. this.setFromNormalAndCoplanarPoint( normal, a );
  4553. return this;
  4554. },
  4555. clone: function () {
  4556. return new this.constructor().copy( this );
  4557. },
  4558. copy: function ( plane ) {
  4559. this.normal.copy( plane.normal );
  4560. this.constant = plane.constant;
  4561. return this;
  4562. },
  4563. normalize: function () {
  4564. // Note: will lead to a divide by zero if the plane is invalid.
  4565. var inverseNormalLength = 1.0 / this.normal.length();
  4566. this.normal.multiplyScalar( inverseNormalLength );
  4567. this.constant *= inverseNormalLength;
  4568. return this;
  4569. },
  4570. negate: function () {
  4571. this.constant *= - 1;
  4572. this.normal.negate();
  4573. return this;
  4574. },
  4575. distanceToPoint: function ( point ) {
  4576. return this.normal.dot( point ) + this.constant;
  4577. },
  4578. distanceToSphere: function ( sphere ) {
  4579. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4580. },
  4581. projectPoint: function ( point, target ) {
  4582. if ( target === undefined ) {
  4583. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4584. target = new Vector3();
  4585. }
  4586. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4587. },
  4588. intersectLine: function ( line, target ) {
  4589. if ( target === undefined ) {
  4590. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4591. target = new Vector3();
  4592. }
  4593. var direction = line.delta( _vector1 );
  4594. var denominator = this.normal.dot( direction );
  4595. if ( denominator === 0 ) {
  4596. // line is coplanar, return origin
  4597. if ( this.distanceToPoint( line.start ) === 0 ) {
  4598. return target.copy( line.start );
  4599. }
  4600. // Unsure if this is the correct method to handle this case.
  4601. return undefined;
  4602. }
  4603. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4604. if ( t < 0 || t > 1 ) {
  4605. return undefined;
  4606. }
  4607. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4608. },
  4609. intersectsLine: function ( line ) {
  4610. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4611. var startSign = this.distanceToPoint( line.start );
  4612. var endSign = this.distanceToPoint( line.end );
  4613. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4614. },
  4615. intersectsBox: function ( box ) {
  4616. return box.intersectsPlane( this );
  4617. },
  4618. intersectsSphere: function ( sphere ) {
  4619. return sphere.intersectsPlane( this );
  4620. },
  4621. coplanarPoint: function ( target ) {
  4622. if ( target === undefined ) {
  4623. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4624. target = new Vector3();
  4625. }
  4626. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4627. },
  4628. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4629. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4630. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4631. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4632. this.constant = - referencePoint.dot( normal );
  4633. return this;
  4634. },
  4635. translate: function ( offset ) {
  4636. this.constant -= offset.dot( this.normal );
  4637. return this;
  4638. },
  4639. equals: function ( plane ) {
  4640. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4641. }
  4642. } );
  4643. /**
  4644. * @author bhouston / http://clara.io
  4645. * @author mrdoob / http://mrdoob.com/
  4646. */
  4647. var _v0$1 = new Vector3();
  4648. var _v1$3 = new Vector3();
  4649. var _v2$1 = new Vector3();
  4650. var _v3 = new Vector3();
  4651. var _vab = new Vector3();
  4652. var _vac = new Vector3();
  4653. var _vbc = new Vector3();
  4654. var _vap = new Vector3();
  4655. var _vbp = new Vector3();
  4656. var _vcp = new Vector3();
  4657. function Triangle( a, b, c ) {
  4658. this.a = ( a !== undefined ) ? a : new Vector3();
  4659. this.b = ( b !== undefined ) ? b : new Vector3();
  4660. this.c = ( c !== undefined ) ? c : new Vector3();
  4661. }
  4662. Object.assign( Triangle, {
  4663. getNormal: function ( a, b, c, target ) {
  4664. if ( target === undefined ) {
  4665. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4666. target = new Vector3();
  4667. }
  4668. target.subVectors( c, b );
  4669. _v0$1.subVectors( a, b );
  4670. target.cross( _v0$1 );
  4671. var targetLengthSq = target.lengthSq();
  4672. if ( targetLengthSq > 0 ) {
  4673. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4674. }
  4675. return target.set( 0, 0, 0 );
  4676. },
  4677. // static/instance method to calculate barycentric coordinates
  4678. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4679. getBarycoord: function ( point, a, b, c, target ) {
  4680. _v0$1.subVectors( c, a );
  4681. _v1$3.subVectors( b, a );
  4682. _v2$1.subVectors( point, a );
  4683. var dot00 = _v0$1.dot( _v0$1 );
  4684. var dot01 = _v0$1.dot( _v1$3 );
  4685. var dot02 = _v0$1.dot( _v2$1 );
  4686. var dot11 = _v1$3.dot( _v1$3 );
  4687. var dot12 = _v1$3.dot( _v2$1 );
  4688. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4689. if ( target === undefined ) {
  4690. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4691. target = new Vector3();
  4692. }
  4693. // collinear or singular triangle
  4694. if ( denom === 0 ) {
  4695. // arbitrary location outside of triangle?
  4696. // not sure if this is the best idea, maybe should be returning undefined
  4697. return target.set( - 2, - 1, - 1 );
  4698. }
  4699. var invDenom = 1 / denom;
  4700. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4701. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4702. // barycentric coordinates must always sum to 1
  4703. return target.set( 1 - u - v, v, u );
  4704. },
  4705. containsPoint: function ( point, a, b, c ) {
  4706. Triangle.getBarycoord( point, a, b, c, _v3 );
  4707. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4708. },
  4709. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4710. this.getBarycoord( point, p1, p2, p3, _v3 );
  4711. target.set( 0, 0 );
  4712. target.addScaledVector( uv1, _v3.x );
  4713. target.addScaledVector( uv2, _v3.y );
  4714. target.addScaledVector( uv3, _v3.z );
  4715. return target;
  4716. },
  4717. isFrontFacing: function ( a, b, c, direction ) {
  4718. _v0$1.subVectors( c, b );
  4719. _v1$3.subVectors( a, b );
  4720. // strictly front facing
  4721. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4722. }
  4723. } );
  4724. Object.assign( Triangle.prototype, {
  4725. set: function ( a, b, c ) {
  4726. this.a.copy( a );
  4727. this.b.copy( b );
  4728. this.c.copy( c );
  4729. return this;
  4730. },
  4731. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4732. this.a.copy( points[ i0 ] );
  4733. this.b.copy( points[ i1 ] );
  4734. this.c.copy( points[ i2 ] );
  4735. return this;
  4736. },
  4737. clone: function () {
  4738. return new this.constructor().copy( this );
  4739. },
  4740. copy: function ( triangle ) {
  4741. this.a.copy( triangle.a );
  4742. this.b.copy( triangle.b );
  4743. this.c.copy( triangle.c );
  4744. return this;
  4745. },
  4746. getArea: function () {
  4747. _v0$1.subVectors( this.c, this.b );
  4748. _v1$3.subVectors( this.a, this.b );
  4749. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4750. },
  4751. getMidpoint: function ( target ) {
  4752. if ( target === undefined ) {
  4753. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4754. target = new Vector3();
  4755. }
  4756. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4757. },
  4758. getNormal: function ( target ) {
  4759. return Triangle.getNormal( this.a, this.b, this.c, target );
  4760. },
  4761. getPlane: function ( target ) {
  4762. if ( target === undefined ) {
  4763. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4764. target = new Plane();
  4765. }
  4766. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4767. },
  4768. getBarycoord: function ( point, target ) {
  4769. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4770. },
  4771. getUV: function ( point, uv1, uv2, uv3, target ) {
  4772. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4773. },
  4774. containsPoint: function ( point ) {
  4775. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4776. },
  4777. isFrontFacing: function ( direction ) {
  4778. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4779. },
  4780. intersectsBox: function ( box ) {
  4781. return box.intersectsTriangle( this );
  4782. },
  4783. closestPointToPoint: function ( p, target ) {
  4784. if ( target === undefined ) {
  4785. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4786. target = new Vector3();
  4787. }
  4788. var a = this.a, b = this.b, c = this.c;
  4789. var v, w;
  4790. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4791. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4792. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4793. // basically, we're distinguishing which of the voronoi regions of the triangle
  4794. // the point lies in with the minimum amount of redundant computation.
  4795. _vab.subVectors( b, a );
  4796. _vac.subVectors( c, a );
  4797. _vap.subVectors( p, a );
  4798. var d1 = _vab.dot( _vap );
  4799. var d2 = _vac.dot( _vap );
  4800. if ( d1 <= 0 && d2 <= 0 ) {
  4801. // vertex region of A; barycentric coords (1, 0, 0)
  4802. return target.copy( a );
  4803. }
  4804. _vbp.subVectors( p, b );
  4805. var d3 = _vab.dot( _vbp );
  4806. var d4 = _vac.dot( _vbp );
  4807. if ( d3 >= 0 && d4 <= d3 ) {
  4808. // vertex region of B; barycentric coords (0, 1, 0)
  4809. return target.copy( b );
  4810. }
  4811. var vc = d1 * d4 - d3 * d2;
  4812. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4813. v = d1 / ( d1 - d3 );
  4814. // edge region of AB; barycentric coords (1-v, v, 0)
  4815. return target.copy( a ).addScaledVector( _vab, v );
  4816. }
  4817. _vcp.subVectors( p, c );
  4818. var d5 = _vab.dot( _vcp );
  4819. var d6 = _vac.dot( _vcp );
  4820. if ( d6 >= 0 && d5 <= d6 ) {
  4821. // vertex region of C; barycentric coords (0, 0, 1)
  4822. return target.copy( c );
  4823. }
  4824. var vb = d5 * d2 - d1 * d6;
  4825. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4826. w = d2 / ( d2 - d6 );
  4827. // edge region of AC; barycentric coords (1-w, 0, w)
  4828. return target.copy( a ).addScaledVector( _vac, w );
  4829. }
  4830. var va = d3 * d6 - d5 * d4;
  4831. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4832. _vbc.subVectors( c, b );
  4833. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4834. // edge region of BC; barycentric coords (0, 1-w, w)
  4835. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4836. }
  4837. // face region
  4838. var denom = 1 / ( va + vb + vc );
  4839. // u = va * denom
  4840. v = vb * denom;
  4841. w = vc * denom;
  4842. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4843. },
  4844. equals: function ( triangle ) {
  4845. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4846. }
  4847. } );
  4848. /**
  4849. * @author mrdoob / http://mrdoob.com/
  4850. */
  4851. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4852. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4853. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4854. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4855. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4856. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4857. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4858. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4859. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4860. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4861. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4862. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4863. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4864. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4865. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4866. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4867. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4868. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4869. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4870. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4871. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4872. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4873. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4874. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4875. var _hslA = { h: 0, s: 0, l: 0 };
  4876. var _hslB = { h: 0, s: 0, l: 0 };
  4877. function Color( r, g, b ) {
  4878. if ( g === undefined && b === undefined ) {
  4879. // r is THREE.Color, hex or string
  4880. return this.set( r );
  4881. }
  4882. return this.setRGB( r, g, b );
  4883. }
  4884. function hue2rgb( p, q, t ) {
  4885. if ( t < 0 ) { t += 1; }
  4886. if ( t > 1 ) { t -= 1; }
  4887. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4888. if ( t < 1 / 2 ) { return q; }
  4889. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4890. return p;
  4891. }
  4892. function SRGBToLinear( c ) {
  4893. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4894. }
  4895. function LinearToSRGB( c ) {
  4896. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4897. }
  4898. Object.assign( Color.prototype, {
  4899. isColor: true,
  4900. r: 1, g: 1, b: 1,
  4901. set: function ( value ) {
  4902. if ( value && value.isColor ) {
  4903. this.copy( value );
  4904. } else if ( typeof value === 'number' ) {
  4905. this.setHex( value );
  4906. } else if ( typeof value === 'string' ) {
  4907. this.setStyle( value );
  4908. }
  4909. return this;
  4910. },
  4911. setScalar: function ( scalar ) {
  4912. this.r = scalar;
  4913. this.g = scalar;
  4914. this.b = scalar;
  4915. return this;
  4916. },
  4917. setHex: function ( hex ) {
  4918. hex = Math.floor( hex );
  4919. this.r = ( hex >> 16 & 255 ) / 255;
  4920. this.g = ( hex >> 8 & 255 ) / 255;
  4921. this.b = ( hex & 255 ) / 255;
  4922. return this;
  4923. },
  4924. setRGB: function ( r, g, b ) {
  4925. this.r = r;
  4926. this.g = g;
  4927. this.b = b;
  4928. return this;
  4929. },
  4930. setHSL: function ( h, s, l ) {
  4931. // h,s,l ranges are in 0.0 - 1.0
  4932. h = MathUtils.euclideanModulo( h, 1 );
  4933. s = MathUtils.clamp( s, 0, 1 );
  4934. l = MathUtils.clamp( l, 0, 1 );
  4935. if ( s === 0 ) {
  4936. this.r = this.g = this.b = l;
  4937. } else {
  4938. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4939. var q = ( 2 * l ) - p;
  4940. this.r = hue2rgb( q, p, h + 1 / 3 );
  4941. this.g = hue2rgb( q, p, h );
  4942. this.b = hue2rgb( q, p, h - 1 / 3 );
  4943. }
  4944. return this;
  4945. },
  4946. setStyle: function ( style ) {
  4947. function handleAlpha( string ) {
  4948. if ( string === undefined ) { return; }
  4949. if ( parseFloat( string ) < 1 ) {
  4950. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4951. }
  4952. }
  4953. var m;
  4954. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4955. // rgb / hsl
  4956. var color;
  4957. var name = m[ 1 ];
  4958. var components = m[ 2 ];
  4959. switch ( name ) {
  4960. case 'rgb':
  4961. case 'rgba':
  4962. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4963. // rgb(255,0,0) rgba(255,0,0,0.5)
  4964. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4965. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4966. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4967. handleAlpha( color[ 5 ] );
  4968. return this;
  4969. }
  4970. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4971. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4972. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4973. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4974. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4975. handleAlpha( color[ 5 ] );
  4976. return this;
  4977. }
  4978. break;
  4979. case 'hsl':
  4980. case 'hsla':
  4981. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4982. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4983. var h = parseFloat( color[ 1 ] ) / 360;
  4984. var s = parseInt( color[ 2 ], 10 ) / 100;
  4985. var l = parseInt( color[ 3 ], 10 ) / 100;
  4986. handleAlpha( color[ 5 ] );
  4987. return this.setHSL( h, s, l );
  4988. }
  4989. break;
  4990. }
  4991. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4992. // hex color
  4993. var hex = m[ 1 ];
  4994. var size = hex.length;
  4995. if ( size === 3 ) {
  4996. // #ff0
  4997. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4998. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4999. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  5000. return this;
  5001. } else if ( size === 6 ) {
  5002. // #ff0000
  5003. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  5004. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  5005. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  5006. return this;
  5007. }
  5008. }
  5009. if ( style && style.length > 0 ) {
  5010. return this.setColorName( style );
  5011. }
  5012. return this;
  5013. },
  5014. setColorName: function ( style ) {
  5015. // color keywords
  5016. var hex = _colorKeywords[ style ];
  5017. if ( hex !== undefined ) {
  5018. // red
  5019. this.setHex( hex );
  5020. } else {
  5021. // unknown color
  5022. console.warn( 'THREE.Color: Unknown color ' + style );
  5023. }
  5024. return this;
  5025. },
  5026. clone: function () {
  5027. return new this.constructor( this.r, this.g, this.b );
  5028. },
  5029. copy: function ( color ) {
  5030. this.r = color.r;
  5031. this.g = color.g;
  5032. this.b = color.b;
  5033. return this;
  5034. },
  5035. copyGammaToLinear: function ( color, gammaFactor ) {
  5036. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5037. this.r = Math.pow( color.r, gammaFactor );
  5038. this.g = Math.pow( color.g, gammaFactor );
  5039. this.b = Math.pow( color.b, gammaFactor );
  5040. return this;
  5041. },
  5042. copyLinearToGamma: function ( color, gammaFactor ) {
  5043. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5044. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5045. this.r = Math.pow( color.r, safeInverse );
  5046. this.g = Math.pow( color.g, safeInverse );
  5047. this.b = Math.pow( color.b, safeInverse );
  5048. return this;
  5049. },
  5050. convertGammaToLinear: function ( gammaFactor ) {
  5051. this.copyGammaToLinear( this, gammaFactor );
  5052. return this;
  5053. },
  5054. convertLinearToGamma: function ( gammaFactor ) {
  5055. this.copyLinearToGamma( this, gammaFactor );
  5056. return this;
  5057. },
  5058. copySRGBToLinear: function ( color ) {
  5059. this.r = SRGBToLinear( color.r );
  5060. this.g = SRGBToLinear( color.g );
  5061. this.b = SRGBToLinear( color.b );
  5062. return this;
  5063. },
  5064. copyLinearToSRGB: function ( color ) {
  5065. this.r = LinearToSRGB( color.r );
  5066. this.g = LinearToSRGB( color.g );
  5067. this.b = LinearToSRGB( color.b );
  5068. return this;
  5069. },
  5070. convertSRGBToLinear: function () {
  5071. this.copySRGBToLinear( this );
  5072. return this;
  5073. },
  5074. convertLinearToSRGB: function () {
  5075. this.copyLinearToSRGB( this );
  5076. return this;
  5077. },
  5078. getHex: function () {
  5079. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5080. },
  5081. getHexString: function () {
  5082. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5083. },
  5084. getHSL: function ( target ) {
  5085. // h,s,l ranges are in 0.0 - 1.0
  5086. if ( target === undefined ) {
  5087. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5088. target = { h: 0, s: 0, l: 0 };
  5089. }
  5090. var r = this.r, g = this.g, b = this.b;
  5091. var max = Math.max( r, g, b );
  5092. var min = Math.min( r, g, b );
  5093. var hue, saturation;
  5094. var lightness = ( min + max ) / 2.0;
  5095. if ( min === max ) {
  5096. hue = 0;
  5097. saturation = 0;
  5098. } else {
  5099. var delta = max - min;
  5100. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5101. switch ( max ) {
  5102. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5103. case g: hue = ( b - r ) / delta + 2; break;
  5104. case b: hue = ( r - g ) / delta + 4; break;
  5105. }
  5106. hue /= 6;
  5107. }
  5108. target.h = hue;
  5109. target.s = saturation;
  5110. target.l = lightness;
  5111. return target;
  5112. },
  5113. getStyle: function () {
  5114. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5115. },
  5116. offsetHSL: function ( h, s, l ) {
  5117. this.getHSL( _hslA );
  5118. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5119. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5120. return this;
  5121. },
  5122. add: function ( color ) {
  5123. this.r += color.r;
  5124. this.g += color.g;
  5125. this.b += color.b;
  5126. return this;
  5127. },
  5128. addColors: function ( color1, color2 ) {
  5129. this.r = color1.r + color2.r;
  5130. this.g = color1.g + color2.g;
  5131. this.b = color1.b + color2.b;
  5132. return this;
  5133. },
  5134. addScalar: function ( s ) {
  5135. this.r += s;
  5136. this.g += s;
  5137. this.b += s;
  5138. return this;
  5139. },
  5140. sub: function ( color ) {
  5141. this.r = Math.max( 0, this.r - color.r );
  5142. this.g = Math.max( 0, this.g - color.g );
  5143. this.b = Math.max( 0, this.b - color.b );
  5144. return this;
  5145. },
  5146. multiply: function ( color ) {
  5147. this.r *= color.r;
  5148. this.g *= color.g;
  5149. this.b *= color.b;
  5150. return this;
  5151. },
  5152. multiplyScalar: function ( s ) {
  5153. this.r *= s;
  5154. this.g *= s;
  5155. this.b *= s;
  5156. return this;
  5157. },
  5158. lerp: function ( color, alpha ) {
  5159. this.r += ( color.r - this.r ) * alpha;
  5160. this.g += ( color.g - this.g ) * alpha;
  5161. this.b += ( color.b - this.b ) * alpha;
  5162. return this;
  5163. },
  5164. lerpHSL: function ( color, alpha ) {
  5165. this.getHSL( _hslA );
  5166. color.getHSL( _hslB );
  5167. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5168. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5169. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5170. this.setHSL( h, s, l );
  5171. return this;
  5172. },
  5173. equals: function ( c ) {
  5174. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5175. },
  5176. fromArray: function ( array, offset ) {
  5177. if ( offset === undefined ) { offset = 0; }
  5178. this.r = array[ offset ];
  5179. this.g = array[ offset + 1 ];
  5180. this.b = array[ offset + 2 ];
  5181. return this;
  5182. },
  5183. toArray: function ( array, offset ) {
  5184. if ( array === undefined ) { array = []; }
  5185. if ( offset === undefined ) { offset = 0; }
  5186. array[ offset ] = this.r;
  5187. array[ offset + 1 ] = this.g;
  5188. array[ offset + 2 ] = this.b;
  5189. return array;
  5190. },
  5191. fromBufferAttribute: function ( attribute, index ) {
  5192. this.r = attribute.getX( index );
  5193. this.g = attribute.getY( index );
  5194. this.b = attribute.getZ( index );
  5195. if ( attribute.normalized === true ) {
  5196. // assuming Uint8Array
  5197. this.r /= 255;
  5198. this.g /= 255;
  5199. this.b /= 255;
  5200. }
  5201. return this;
  5202. },
  5203. toJSON: function () {
  5204. return this.getHex();
  5205. }
  5206. } );
  5207. Color.NAMES = _colorKeywords;
  5208. /**
  5209. * @author mrdoob / http://mrdoob.com/
  5210. * @author alteredq / http://alteredqualia.com/
  5211. */
  5212. function Face3( a, b, c, normal, color, materialIndex ) {
  5213. this.a = a;
  5214. this.b = b;
  5215. this.c = c;
  5216. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5217. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5218. this.color = ( color && color.isColor ) ? color : new Color();
  5219. this.vertexColors = Array.isArray( color ) ? color : [];
  5220. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5221. }
  5222. Object.assign( Face3.prototype, {
  5223. clone: function () {
  5224. return new this.constructor().copy( this );
  5225. },
  5226. copy: function ( source ) {
  5227. this.a = source.a;
  5228. this.b = source.b;
  5229. this.c = source.c;
  5230. this.normal.copy( source.normal );
  5231. this.color.copy( source.color );
  5232. this.materialIndex = source.materialIndex;
  5233. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5234. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5235. }
  5236. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5237. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5238. }
  5239. return this;
  5240. }
  5241. } );
  5242. /**
  5243. * @author mrdoob / http://mrdoob.com/
  5244. * @author alteredq / http://alteredqualia.com/
  5245. */
  5246. var materialId = 0;
  5247. function Material() {
  5248. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5249. this.uuid = MathUtils.generateUUID();
  5250. this.name = '';
  5251. this.type = 'Material';
  5252. this.fog = true;
  5253. this.blending = NormalBlending;
  5254. this.side = FrontSide;
  5255. this.flatShading = false;
  5256. this.vertexColors = false;
  5257. this.opacity = 1;
  5258. this.transparent = false;
  5259. this.blendSrc = SrcAlphaFactor;
  5260. this.blendDst = OneMinusSrcAlphaFactor;
  5261. this.blendEquation = AddEquation;
  5262. this.blendSrcAlpha = null;
  5263. this.blendDstAlpha = null;
  5264. this.blendEquationAlpha = null;
  5265. this.depthFunc = LessEqualDepth;
  5266. this.depthTest = true;
  5267. this.depthWrite = true;
  5268. this.stencilWriteMask = 0xff;
  5269. this.stencilFunc = AlwaysStencilFunc;
  5270. this.stencilRef = 0;
  5271. this.stencilFuncMask = 0xff;
  5272. this.stencilFail = KeepStencilOp;
  5273. this.stencilZFail = KeepStencilOp;
  5274. this.stencilZPass = KeepStencilOp;
  5275. this.stencilWrite = false;
  5276. this.clippingPlanes = null;
  5277. this.clipIntersection = false;
  5278. this.clipShadows = false;
  5279. this.shadowSide = null;
  5280. this.colorWrite = true;
  5281. this.precision = null; // override the renderer's default precision for this material
  5282. this.polygonOffset = false;
  5283. this.polygonOffsetFactor = 0;
  5284. this.polygonOffsetUnits = 0;
  5285. this.dithering = false;
  5286. this.alphaTest = 0;
  5287. this.premultipliedAlpha = false;
  5288. this.visible = true;
  5289. this.toneMapped = true;
  5290. this.userData = {};
  5291. this.version = 0;
  5292. }
  5293. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5294. constructor: Material,
  5295. isMaterial: true,
  5296. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5297. customProgramCacheKey: function () {
  5298. return this.onBeforeCompile.toString();
  5299. },
  5300. setValues: function ( values ) {
  5301. if ( values === undefined ) { return; }
  5302. for ( var key in values ) {
  5303. var newValue = values[ key ];
  5304. if ( newValue === undefined ) {
  5305. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5306. continue;
  5307. }
  5308. // for backward compatability if shading is set in the constructor
  5309. if ( key === 'shading' ) {
  5310. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5311. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5312. continue;
  5313. }
  5314. var currentValue = this[ key ];
  5315. if ( currentValue === undefined ) {
  5316. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5317. continue;
  5318. }
  5319. if ( currentValue && currentValue.isColor ) {
  5320. currentValue.set( newValue );
  5321. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5322. currentValue.copy( newValue );
  5323. } else {
  5324. this[ key ] = newValue;
  5325. }
  5326. }
  5327. },
  5328. toJSON: function ( meta ) {
  5329. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5330. if ( isRoot ) {
  5331. meta = {
  5332. textures: {},
  5333. images: {}
  5334. };
  5335. }
  5336. var data = {
  5337. metadata: {
  5338. version: 4.5,
  5339. type: 'Material',
  5340. generator: 'Material.toJSON'
  5341. }
  5342. };
  5343. // standard Material serialization
  5344. data.uuid = this.uuid;
  5345. data.type = this.type;
  5346. if ( this.name !== '' ) { data.name = this.name; }
  5347. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5348. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5349. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5350. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5351. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5352. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5353. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5354. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5355. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5356. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5357. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5358. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5359. }
  5360. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5361. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5362. }
  5363. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5364. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5365. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5366. }
  5367. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5368. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5369. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5370. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5371. if ( this.aoMap && this.aoMap.isTexture ) {
  5372. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5373. data.aoMapIntensity = this.aoMapIntensity;
  5374. }
  5375. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5376. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5377. data.bumpScale = this.bumpScale;
  5378. }
  5379. if ( this.normalMap && this.normalMap.isTexture ) {
  5380. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5381. data.normalMapType = this.normalMapType;
  5382. data.normalScale = this.normalScale.toArray();
  5383. }
  5384. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5385. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5386. data.displacementScale = this.displacementScale;
  5387. data.displacementBias = this.displacementBias;
  5388. }
  5389. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5390. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5391. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5392. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5393. if ( this.envMap && this.envMap.isTexture ) {
  5394. data.envMap = this.envMap.toJSON( meta ).uuid;
  5395. data.reflectivity = this.reflectivity; // Scale behind envMap
  5396. data.refractionRatio = this.refractionRatio;
  5397. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5398. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5399. }
  5400. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5401. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5402. }
  5403. if ( this.size !== undefined ) { data.size = this.size; }
  5404. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5405. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5406. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5407. if ( this.side !== FrontSide ) { data.side = this.side; }
  5408. if ( this.vertexColors ) { data.vertexColors = true; }
  5409. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5410. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5411. data.depthFunc = this.depthFunc;
  5412. data.depthTest = this.depthTest;
  5413. data.depthWrite = this.depthWrite;
  5414. data.stencilWrite = this.stencilWrite;
  5415. data.stencilWriteMask = this.stencilWriteMask;
  5416. data.stencilFunc = this.stencilFunc;
  5417. data.stencilRef = this.stencilRef;
  5418. data.stencilFuncMask = this.stencilFuncMask;
  5419. data.stencilFail = this.stencilFail;
  5420. data.stencilZFail = this.stencilZFail;
  5421. data.stencilZPass = this.stencilZPass;
  5422. // rotation (SpriteMaterial)
  5423. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5424. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5425. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5426. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5427. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5428. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5429. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5430. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5431. if ( this.dithering === true ) { data.dithering = true; }
  5432. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5433. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5434. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5435. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5436. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5437. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5438. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5439. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5440. if ( this.skinning === true ) { data.skinning = true; }
  5441. if ( this.visible === false ) { data.visible = false; }
  5442. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5443. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5444. // TODO: Copied from Object3D.toJSON
  5445. function extractFromCache( cache ) {
  5446. var values = [];
  5447. for ( var key in cache ) {
  5448. var data = cache[ key ];
  5449. delete data.metadata;
  5450. values.push( data );
  5451. }
  5452. return values;
  5453. }
  5454. if ( isRoot ) {
  5455. var textures = extractFromCache( meta.textures );
  5456. var images = extractFromCache( meta.images );
  5457. if ( textures.length > 0 ) { data.textures = textures; }
  5458. if ( images.length > 0 ) { data.images = images; }
  5459. }
  5460. return data;
  5461. },
  5462. clone: function () {
  5463. return new this.constructor().copy( this );
  5464. },
  5465. copy: function ( source ) {
  5466. this.name = source.name;
  5467. this.fog = source.fog;
  5468. this.blending = source.blending;
  5469. this.side = source.side;
  5470. this.flatShading = source.flatShading;
  5471. this.vertexColors = source.vertexColors;
  5472. this.opacity = source.opacity;
  5473. this.transparent = source.transparent;
  5474. this.blendSrc = source.blendSrc;
  5475. this.blendDst = source.blendDst;
  5476. this.blendEquation = source.blendEquation;
  5477. this.blendSrcAlpha = source.blendSrcAlpha;
  5478. this.blendDstAlpha = source.blendDstAlpha;
  5479. this.blendEquationAlpha = source.blendEquationAlpha;
  5480. this.depthFunc = source.depthFunc;
  5481. this.depthTest = source.depthTest;
  5482. this.depthWrite = source.depthWrite;
  5483. this.stencilWriteMask = source.stencilWriteMask;
  5484. this.stencilFunc = source.stencilFunc;
  5485. this.stencilRef = source.stencilRef;
  5486. this.stencilFuncMask = source.stencilFuncMask;
  5487. this.stencilFail = source.stencilFail;
  5488. this.stencilZFail = source.stencilZFail;
  5489. this.stencilZPass = source.stencilZPass;
  5490. this.stencilWrite = source.stencilWrite;
  5491. var srcPlanes = source.clippingPlanes;
  5492. var dstPlanes = null;
  5493. if ( srcPlanes !== null ) {
  5494. var n = srcPlanes.length;
  5495. dstPlanes = new Array( n );
  5496. for ( var i = 0; i !== n; ++ i ) {
  5497. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5498. }
  5499. }
  5500. this.clippingPlanes = dstPlanes;
  5501. this.clipIntersection = source.clipIntersection;
  5502. this.clipShadows = source.clipShadows;
  5503. this.shadowSide = source.shadowSide;
  5504. this.colorWrite = source.colorWrite;
  5505. this.precision = source.precision;
  5506. this.polygonOffset = source.polygonOffset;
  5507. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5508. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5509. this.dithering = source.dithering;
  5510. this.alphaTest = source.alphaTest;
  5511. this.premultipliedAlpha = source.premultipliedAlpha;
  5512. this.visible = source.visible;
  5513. this.toneMapped = source.toneMapped;
  5514. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5515. return this;
  5516. },
  5517. dispose: function () {
  5518. this.dispatchEvent( { type: 'dispose' } );
  5519. }
  5520. } );
  5521. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5522. set: function ( value ) {
  5523. if ( value === true ) { this.version ++; }
  5524. }
  5525. } );
  5526. /**
  5527. * @author mrdoob / http://mrdoob.com/
  5528. * @author alteredq / http://alteredqualia.com/
  5529. *
  5530. * parameters = {
  5531. * color: <hex>,
  5532. * opacity: <float>,
  5533. * map: new THREE.Texture( <Image> ),
  5534. *
  5535. * lightMap: new THREE.Texture( <Image> ),
  5536. * lightMapIntensity: <float>
  5537. *
  5538. * aoMap: new THREE.Texture( <Image> ),
  5539. * aoMapIntensity: <float>
  5540. *
  5541. * specularMap: new THREE.Texture( <Image> ),
  5542. *
  5543. * alphaMap: new THREE.Texture( <Image> ),
  5544. *
  5545. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5546. * combine: THREE.Multiply,
  5547. * reflectivity: <float>,
  5548. * refractionRatio: <float>,
  5549. *
  5550. * depthTest: <bool>,
  5551. * depthWrite: <bool>,
  5552. *
  5553. * wireframe: <boolean>,
  5554. * wireframeLinewidth: <float>,
  5555. *
  5556. * skinning: <bool>,
  5557. * morphTargets: <bool>
  5558. * }
  5559. */
  5560. function MeshBasicMaterial( parameters ) {
  5561. Material.call( this );
  5562. this.type = 'MeshBasicMaterial';
  5563. this.color = new Color( 0xffffff ); // emissive
  5564. this.map = null;
  5565. this.lightMap = null;
  5566. this.lightMapIntensity = 1.0;
  5567. this.aoMap = null;
  5568. this.aoMapIntensity = 1.0;
  5569. this.specularMap = null;
  5570. this.alphaMap = null;
  5571. this.envMap = null;
  5572. this.combine = MultiplyOperation;
  5573. this.reflectivity = 1;
  5574. this.refractionRatio = 0.98;
  5575. this.wireframe = false;
  5576. this.wireframeLinewidth = 1;
  5577. this.wireframeLinecap = 'round';
  5578. this.wireframeLinejoin = 'round';
  5579. this.skinning = false;
  5580. this.morphTargets = false;
  5581. this.setValues( parameters );
  5582. }
  5583. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5584. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5585. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5586. MeshBasicMaterial.prototype.copy = function ( source ) {
  5587. Material.prototype.copy.call( this, source );
  5588. this.color.copy( source.color );
  5589. this.map = source.map;
  5590. this.lightMap = source.lightMap;
  5591. this.lightMapIntensity = source.lightMapIntensity;
  5592. this.aoMap = source.aoMap;
  5593. this.aoMapIntensity = source.aoMapIntensity;
  5594. this.specularMap = source.specularMap;
  5595. this.alphaMap = source.alphaMap;
  5596. this.envMap = source.envMap;
  5597. this.combine = source.combine;
  5598. this.reflectivity = source.reflectivity;
  5599. this.refractionRatio = source.refractionRatio;
  5600. this.wireframe = source.wireframe;
  5601. this.wireframeLinewidth = source.wireframeLinewidth;
  5602. this.wireframeLinecap = source.wireframeLinecap;
  5603. this.wireframeLinejoin = source.wireframeLinejoin;
  5604. this.skinning = source.skinning;
  5605. this.morphTargets = source.morphTargets;
  5606. return this;
  5607. };
  5608. /**
  5609. * @author mrdoob / http://mrdoob.com/
  5610. */
  5611. var _vector$3 = new Vector3();
  5612. var _vector2$1 = new Vector2();
  5613. function BufferAttribute( array, itemSize, normalized ) {
  5614. if ( Array.isArray( array ) ) {
  5615. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5616. }
  5617. this.name = '';
  5618. this.array = array;
  5619. this.itemSize = itemSize;
  5620. this.count = array !== undefined ? array.length / itemSize : 0;
  5621. this.normalized = normalized === true;
  5622. this.usage = StaticDrawUsage;
  5623. this.updateRange = { offset: 0, count: - 1 };
  5624. this.version = 0;
  5625. }
  5626. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5627. set: function ( value ) {
  5628. if ( value === true ) { this.version ++; }
  5629. }
  5630. } );
  5631. Object.assign( BufferAttribute.prototype, {
  5632. isBufferAttribute: true,
  5633. onUploadCallback: function () {},
  5634. setUsage: function ( value ) {
  5635. this.usage = value;
  5636. return this;
  5637. },
  5638. copy: function ( source ) {
  5639. this.name = source.name;
  5640. this.array = new source.array.constructor( source.array );
  5641. this.itemSize = source.itemSize;
  5642. this.count = source.count;
  5643. this.normalized = source.normalized;
  5644. this.usage = source.usage;
  5645. return this;
  5646. },
  5647. copyAt: function ( index1, attribute, index2 ) {
  5648. index1 *= this.itemSize;
  5649. index2 *= attribute.itemSize;
  5650. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5651. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5652. }
  5653. return this;
  5654. },
  5655. copyArray: function ( array ) {
  5656. this.array.set( array );
  5657. return this;
  5658. },
  5659. copyColorsArray: function ( colors ) {
  5660. var array = this.array;
  5661. var offset = 0;
  5662. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5663. var color = colors[ i ];
  5664. if ( color === undefined ) {
  5665. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5666. color = new Color();
  5667. }
  5668. array[ offset ++ ] = color.r;
  5669. array[ offset ++ ] = color.g;
  5670. array[ offset ++ ] = color.b;
  5671. }
  5672. return this;
  5673. },
  5674. copyVector2sArray: function ( vectors ) {
  5675. var array = this.array;
  5676. var offset = 0;
  5677. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5678. var vector = vectors[ i ];
  5679. if ( vector === undefined ) {
  5680. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5681. vector = new Vector2();
  5682. }
  5683. array[ offset ++ ] = vector.x;
  5684. array[ offset ++ ] = vector.y;
  5685. }
  5686. return this;
  5687. },
  5688. copyVector3sArray: function ( vectors ) {
  5689. var array = this.array;
  5690. var offset = 0;
  5691. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5692. var vector = vectors[ i ];
  5693. if ( vector === undefined ) {
  5694. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5695. vector = new Vector3();
  5696. }
  5697. array[ offset ++ ] = vector.x;
  5698. array[ offset ++ ] = vector.y;
  5699. array[ offset ++ ] = vector.z;
  5700. }
  5701. return this;
  5702. },
  5703. copyVector4sArray: function ( vectors ) {
  5704. var array = this.array;
  5705. var offset = 0;
  5706. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5707. var vector = vectors[ i ];
  5708. if ( vector === undefined ) {
  5709. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5710. vector = new Vector4();
  5711. }
  5712. array[ offset ++ ] = vector.x;
  5713. array[ offset ++ ] = vector.y;
  5714. array[ offset ++ ] = vector.z;
  5715. array[ offset ++ ] = vector.w;
  5716. }
  5717. return this;
  5718. },
  5719. applyMatrix3: function ( m ) {
  5720. if ( this.itemSize === 2 ) {
  5721. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5722. _vector2$1.fromBufferAttribute( this, i );
  5723. _vector2$1.applyMatrix3( m );
  5724. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5725. }
  5726. } else if ( this.itemSize === 3 ) {
  5727. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5728. _vector$3.fromBufferAttribute( this, i$1 );
  5729. _vector$3.applyMatrix3( m );
  5730. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5731. }
  5732. }
  5733. return this;
  5734. },
  5735. applyMatrix4: function ( m ) {
  5736. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5737. _vector$3.x = this.getX( i );
  5738. _vector$3.y = this.getY( i );
  5739. _vector$3.z = this.getZ( i );
  5740. _vector$3.applyMatrix4( m );
  5741. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5742. }
  5743. return this;
  5744. },
  5745. applyNormalMatrix: function ( m ) {
  5746. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5747. _vector$3.x = this.getX( i );
  5748. _vector$3.y = this.getY( i );
  5749. _vector$3.z = this.getZ( i );
  5750. _vector$3.applyNormalMatrix( m );
  5751. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5752. }
  5753. return this;
  5754. },
  5755. transformDirection: function ( m ) {
  5756. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5757. _vector$3.x = this.getX( i );
  5758. _vector$3.y = this.getY( i );
  5759. _vector$3.z = this.getZ( i );
  5760. _vector$3.transformDirection( m );
  5761. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5762. }
  5763. return this;
  5764. },
  5765. set: function ( value, offset ) {
  5766. if ( offset === undefined ) { offset = 0; }
  5767. this.array.set( value, offset );
  5768. return this;
  5769. },
  5770. getX: function ( index ) {
  5771. return this.array[ index * this.itemSize ];
  5772. },
  5773. setX: function ( index, x ) {
  5774. this.array[ index * this.itemSize ] = x;
  5775. return this;
  5776. },
  5777. getY: function ( index ) {
  5778. return this.array[ index * this.itemSize + 1 ];
  5779. },
  5780. setY: function ( index, y ) {
  5781. this.array[ index * this.itemSize + 1 ] = y;
  5782. return this;
  5783. },
  5784. getZ: function ( index ) {
  5785. return this.array[ index * this.itemSize + 2 ];
  5786. },
  5787. setZ: function ( index, z ) {
  5788. this.array[ index * this.itemSize + 2 ] = z;
  5789. return this;
  5790. },
  5791. getW: function ( index ) {
  5792. return this.array[ index * this.itemSize + 3 ];
  5793. },
  5794. setW: function ( index, w ) {
  5795. this.array[ index * this.itemSize + 3 ] = w;
  5796. return this;
  5797. },
  5798. setXY: function ( index, x, y ) {
  5799. index *= this.itemSize;
  5800. this.array[ index + 0 ] = x;
  5801. this.array[ index + 1 ] = y;
  5802. return this;
  5803. },
  5804. setXYZ: function ( index, x, y, z ) {
  5805. index *= this.itemSize;
  5806. this.array[ index + 0 ] = x;
  5807. this.array[ index + 1 ] = y;
  5808. this.array[ index + 2 ] = z;
  5809. return this;
  5810. },
  5811. setXYZW: function ( index, x, y, z, w ) {
  5812. index *= this.itemSize;
  5813. this.array[ index + 0 ] = x;
  5814. this.array[ index + 1 ] = y;
  5815. this.array[ index + 2 ] = z;
  5816. this.array[ index + 3 ] = w;
  5817. return this;
  5818. },
  5819. onUpload: function ( callback ) {
  5820. this.onUploadCallback = callback;
  5821. return this;
  5822. },
  5823. clone: function () {
  5824. return new this.constructor( this.array, this.itemSize ).copy( this );
  5825. },
  5826. toJSON: function () {
  5827. return {
  5828. itemSize: this.itemSize,
  5829. type: this.array.constructor.name,
  5830. array: Array.prototype.slice.call( this.array ),
  5831. normalized: this.normalized
  5832. };
  5833. }
  5834. } );
  5835. //
  5836. function Int8BufferAttribute( array, itemSize, normalized ) {
  5837. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5838. }
  5839. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5840. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5841. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5842. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5843. }
  5844. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5845. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5846. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5847. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5848. }
  5849. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5850. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5851. function Int16BufferAttribute( array, itemSize, normalized ) {
  5852. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5853. }
  5854. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5855. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5856. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5857. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5858. }
  5859. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5860. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5861. function Int32BufferAttribute( array, itemSize, normalized ) {
  5862. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5863. }
  5864. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5865. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5866. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5867. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5868. }
  5869. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5870. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5871. function Float32BufferAttribute( array, itemSize, normalized ) {
  5872. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5873. }
  5874. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5875. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5876. function Float64BufferAttribute( array, itemSize, normalized ) {
  5877. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5878. }
  5879. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5880. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5881. /**
  5882. * @author mrdoob / http://mrdoob.com/
  5883. */
  5884. function DirectGeometry() {
  5885. this.vertices = [];
  5886. this.normals = [];
  5887. this.colors = [];
  5888. this.uvs = [];
  5889. this.uvs2 = [];
  5890. this.groups = [];
  5891. this.morphTargets = {};
  5892. this.skinWeights = [];
  5893. this.skinIndices = [];
  5894. // this.lineDistances = [];
  5895. this.boundingBox = null;
  5896. this.boundingSphere = null;
  5897. // update flags
  5898. this.verticesNeedUpdate = false;
  5899. this.normalsNeedUpdate = false;
  5900. this.colorsNeedUpdate = false;
  5901. this.uvsNeedUpdate = false;
  5902. this.groupsNeedUpdate = false;
  5903. }
  5904. Object.assign( DirectGeometry.prototype, {
  5905. computeGroups: function ( geometry ) {
  5906. var groups = [];
  5907. var group, i;
  5908. var materialIndex = undefined;
  5909. var faces = geometry.faces;
  5910. for ( i = 0; i < faces.length; i ++ ) {
  5911. var face = faces[ i ];
  5912. // materials
  5913. if ( face.materialIndex !== materialIndex ) {
  5914. materialIndex = face.materialIndex;
  5915. if ( group !== undefined ) {
  5916. group.count = ( i * 3 ) - group.start;
  5917. groups.push( group );
  5918. }
  5919. group = {
  5920. start: i * 3,
  5921. materialIndex: materialIndex
  5922. };
  5923. }
  5924. }
  5925. if ( group !== undefined ) {
  5926. group.count = ( i * 3 ) - group.start;
  5927. groups.push( group );
  5928. }
  5929. this.groups = groups;
  5930. },
  5931. fromGeometry: function ( geometry ) {
  5932. var faces = geometry.faces;
  5933. var vertices = geometry.vertices;
  5934. var faceVertexUvs = geometry.faceVertexUvs;
  5935. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5936. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5937. // morphs
  5938. var morphTargets = geometry.morphTargets;
  5939. var morphTargetsLength = morphTargets.length;
  5940. var morphTargetsPosition;
  5941. if ( morphTargetsLength > 0 ) {
  5942. morphTargetsPosition = [];
  5943. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5944. morphTargetsPosition[ i ] = {
  5945. name: morphTargets[ i ].name,
  5946. data: []
  5947. };
  5948. }
  5949. this.morphTargets.position = morphTargetsPosition;
  5950. }
  5951. var morphNormals = geometry.morphNormals;
  5952. var morphNormalsLength = morphNormals.length;
  5953. var morphTargetsNormal;
  5954. if ( morphNormalsLength > 0 ) {
  5955. morphTargetsNormal = [];
  5956. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5957. morphTargetsNormal[ i$1 ] = {
  5958. name: morphNormals[ i$1 ].name,
  5959. data: []
  5960. };
  5961. }
  5962. this.morphTargets.normal = morphTargetsNormal;
  5963. }
  5964. // skins
  5965. var skinIndices = geometry.skinIndices;
  5966. var skinWeights = geometry.skinWeights;
  5967. var hasSkinIndices = skinIndices.length === vertices.length;
  5968. var hasSkinWeights = skinWeights.length === vertices.length;
  5969. //
  5970. if ( vertices.length > 0 && faces.length === 0 ) {
  5971. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5972. }
  5973. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5974. var face = faces[ i$2 ];
  5975. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5976. var vertexNormals = face.vertexNormals;
  5977. if ( vertexNormals.length === 3 ) {
  5978. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5979. } else {
  5980. var normal = face.normal;
  5981. this.normals.push( normal, normal, normal );
  5982. }
  5983. var vertexColors = face.vertexColors;
  5984. if ( vertexColors.length === 3 ) {
  5985. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5986. } else {
  5987. var color = face.color;
  5988. this.colors.push( color, color, color );
  5989. }
  5990. if ( hasFaceVertexUv === true ) {
  5991. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  5992. if ( vertexUvs !== undefined ) {
  5993. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5994. } else {
  5995. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  5996. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5997. }
  5998. }
  5999. if ( hasFaceVertexUv2 === true ) {
  6000. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  6001. if ( vertexUvs$1 !== undefined ) {
  6002. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  6003. } else {
  6004. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  6005. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6006. }
  6007. }
  6008. // morphs
  6009. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6010. var morphTarget = morphTargets[ j ].vertices;
  6011. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6012. }
  6013. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  6014. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  6015. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6016. }
  6017. // skins
  6018. if ( hasSkinIndices ) {
  6019. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6020. }
  6021. if ( hasSkinWeights ) {
  6022. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6023. }
  6024. }
  6025. this.computeGroups( geometry );
  6026. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6027. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6028. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6029. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6030. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6031. if ( geometry.boundingSphere !== null ) {
  6032. this.boundingSphere = geometry.boundingSphere.clone();
  6033. }
  6034. if ( geometry.boundingBox !== null ) {
  6035. this.boundingBox = geometry.boundingBox.clone();
  6036. }
  6037. return this;
  6038. }
  6039. } );
  6040. /**
  6041. * @author mrdoob / http://mrdoob.com/
  6042. */
  6043. function arrayMax( array ) {
  6044. if ( array.length === 0 ) { return - Infinity; }
  6045. var max = array[ 0 ];
  6046. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6047. if ( array[ i ] > max ) { max = array[ i ]; }
  6048. }
  6049. return max;
  6050. }
  6051. /**
  6052. * @author alteredq / http://alteredqualia.com/
  6053. * @author mrdoob / http://mrdoob.com/
  6054. */
  6055. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6056. var _m1$2 = new Matrix4();
  6057. var _obj = new Object3D();
  6058. var _offset = new Vector3();
  6059. var _box$2 = new Box3();
  6060. var _boxMorphTargets = new Box3();
  6061. var _vector$4 = new Vector3();
  6062. function BufferGeometry() {
  6063. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6064. this.uuid = MathUtils.generateUUID();
  6065. this.name = '';
  6066. this.type = 'BufferGeometry';
  6067. this.index = null;
  6068. this.attributes = {};
  6069. this.morphAttributes = {};
  6070. this.morphTargetsRelative = false;
  6071. this.groups = [];
  6072. this.boundingBox = null;
  6073. this.boundingSphere = null;
  6074. this.drawRange = { start: 0, count: Infinity };
  6075. this.userData = {};
  6076. }
  6077. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6078. constructor: BufferGeometry,
  6079. isBufferGeometry: true,
  6080. getIndex: function () {
  6081. return this.index;
  6082. },
  6083. setIndex: function ( index ) {
  6084. if ( Array.isArray( index ) ) {
  6085. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6086. } else {
  6087. this.index = index;
  6088. }
  6089. },
  6090. getAttribute: function ( name ) {
  6091. return this.attributes[ name ];
  6092. },
  6093. setAttribute: function ( name, attribute ) {
  6094. this.attributes[ name ] = attribute;
  6095. return this;
  6096. },
  6097. deleteAttribute: function ( name ) {
  6098. delete this.attributes[ name ];
  6099. return this;
  6100. },
  6101. addGroup: function ( start, count, materialIndex ) {
  6102. this.groups.push( {
  6103. start: start,
  6104. count: count,
  6105. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6106. } );
  6107. },
  6108. clearGroups: function () {
  6109. this.groups = [];
  6110. },
  6111. setDrawRange: function ( start, count ) {
  6112. this.drawRange.start = start;
  6113. this.drawRange.count = count;
  6114. },
  6115. applyMatrix4: function ( matrix ) {
  6116. var position = this.attributes.position;
  6117. if ( position !== undefined ) {
  6118. position.applyMatrix4( matrix );
  6119. position.needsUpdate = true;
  6120. }
  6121. var normal = this.attributes.normal;
  6122. if ( normal !== undefined ) {
  6123. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6124. normal.applyNormalMatrix( normalMatrix );
  6125. normal.needsUpdate = true;
  6126. }
  6127. var tangent = this.attributes.tangent;
  6128. if ( tangent !== undefined ) {
  6129. tangent.transformDirection( matrix );
  6130. tangent.needsUpdate = true;
  6131. }
  6132. if ( this.boundingBox !== null ) {
  6133. this.computeBoundingBox();
  6134. }
  6135. if ( this.boundingSphere !== null ) {
  6136. this.computeBoundingSphere();
  6137. }
  6138. return this;
  6139. },
  6140. rotateX: function ( angle ) {
  6141. // rotate geometry around world x-axis
  6142. _m1$2.makeRotationX( angle );
  6143. this.applyMatrix4( _m1$2 );
  6144. return this;
  6145. },
  6146. rotateY: function ( angle ) {
  6147. // rotate geometry around world y-axis
  6148. _m1$2.makeRotationY( angle );
  6149. this.applyMatrix4( _m1$2 );
  6150. return this;
  6151. },
  6152. rotateZ: function ( angle ) {
  6153. // rotate geometry around world z-axis
  6154. _m1$2.makeRotationZ( angle );
  6155. this.applyMatrix4( _m1$2 );
  6156. return this;
  6157. },
  6158. translate: function ( x, y, z ) {
  6159. // translate geometry
  6160. _m1$2.makeTranslation( x, y, z );
  6161. this.applyMatrix4( _m1$2 );
  6162. return this;
  6163. },
  6164. scale: function ( x, y, z ) {
  6165. // scale geometry
  6166. _m1$2.makeScale( x, y, z );
  6167. this.applyMatrix4( _m1$2 );
  6168. return this;
  6169. },
  6170. lookAt: function ( vector ) {
  6171. _obj.lookAt( vector );
  6172. _obj.updateMatrix();
  6173. this.applyMatrix4( _obj.matrix );
  6174. return this;
  6175. },
  6176. center: function () {
  6177. this.computeBoundingBox();
  6178. this.boundingBox.getCenter( _offset ).negate();
  6179. this.translate( _offset.x, _offset.y, _offset.z );
  6180. return this;
  6181. },
  6182. setFromObject: function ( object ) {
  6183. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6184. var geometry = object.geometry;
  6185. if ( object.isPoints || object.isLine ) {
  6186. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6187. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6188. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6189. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6190. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6191. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6192. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6193. }
  6194. if ( geometry.boundingSphere !== null ) {
  6195. this.boundingSphere = geometry.boundingSphere.clone();
  6196. }
  6197. if ( geometry.boundingBox !== null ) {
  6198. this.boundingBox = geometry.boundingBox.clone();
  6199. }
  6200. } else if ( object.isMesh ) {
  6201. if ( geometry && geometry.isGeometry ) {
  6202. this.fromGeometry( geometry );
  6203. }
  6204. }
  6205. return this;
  6206. },
  6207. setFromPoints: function ( points ) {
  6208. var position = [];
  6209. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6210. var point = points[ i ];
  6211. position.push( point.x, point.y, point.z || 0 );
  6212. }
  6213. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6214. return this;
  6215. },
  6216. updateFromObject: function ( object ) {
  6217. var geometry = object.geometry;
  6218. if ( object.isMesh ) {
  6219. var direct = geometry.__directGeometry;
  6220. if ( geometry.elementsNeedUpdate === true ) {
  6221. direct = undefined;
  6222. geometry.elementsNeedUpdate = false;
  6223. }
  6224. if ( direct === undefined ) {
  6225. return this.fromGeometry( geometry );
  6226. }
  6227. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6228. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6229. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6230. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6231. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6232. geometry.verticesNeedUpdate = false;
  6233. geometry.normalsNeedUpdate = false;
  6234. geometry.colorsNeedUpdate = false;
  6235. geometry.uvsNeedUpdate = false;
  6236. geometry.groupsNeedUpdate = false;
  6237. geometry = direct;
  6238. }
  6239. if ( geometry.verticesNeedUpdate === true ) {
  6240. var attribute = this.attributes.position;
  6241. if ( attribute !== undefined ) {
  6242. attribute.copyVector3sArray( geometry.vertices );
  6243. attribute.needsUpdate = true;
  6244. }
  6245. geometry.verticesNeedUpdate = false;
  6246. }
  6247. if ( geometry.normalsNeedUpdate === true ) {
  6248. var attribute$1 = this.attributes.normal;
  6249. if ( attribute$1 !== undefined ) {
  6250. attribute$1.copyVector3sArray( geometry.normals );
  6251. attribute$1.needsUpdate = true;
  6252. }
  6253. geometry.normalsNeedUpdate = false;
  6254. }
  6255. if ( geometry.colorsNeedUpdate === true ) {
  6256. var attribute$2 = this.attributes.color;
  6257. if ( attribute$2 !== undefined ) {
  6258. attribute$2.copyColorsArray( geometry.colors );
  6259. attribute$2.needsUpdate = true;
  6260. }
  6261. geometry.colorsNeedUpdate = false;
  6262. }
  6263. if ( geometry.uvsNeedUpdate ) {
  6264. var attribute$3 = this.attributes.uv;
  6265. if ( attribute$3 !== undefined ) {
  6266. attribute$3.copyVector2sArray( geometry.uvs );
  6267. attribute$3.needsUpdate = true;
  6268. }
  6269. geometry.uvsNeedUpdate = false;
  6270. }
  6271. if ( geometry.lineDistancesNeedUpdate ) {
  6272. var attribute$4 = this.attributes.lineDistance;
  6273. if ( attribute$4 !== undefined ) {
  6274. attribute$4.copyArray( geometry.lineDistances );
  6275. attribute$4.needsUpdate = true;
  6276. }
  6277. geometry.lineDistancesNeedUpdate = false;
  6278. }
  6279. if ( geometry.groupsNeedUpdate ) {
  6280. geometry.computeGroups( object.geometry );
  6281. this.groups = geometry.groups;
  6282. geometry.groupsNeedUpdate = false;
  6283. }
  6284. return this;
  6285. },
  6286. fromGeometry: function ( geometry ) {
  6287. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6288. return this.fromDirectGeometry( geometry.__directGeometry );
  6289. },
  6290. fromDirectGeometry: function ( geometry ) {
  6291. var positions = new Float32Array( geometry.vertices.length * 3 );
  6292. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6293. if ( geometry.normals.length > 0 ) {
  6294. var normals = new Float32Array( geometry.normals.length * 3 );
  6295. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6296. }
  6297. if ( geometry.colors.length > 0 ) {
  6298. var colors = new Float32Array( geometry.colors.length * 3 );
  6299. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6300. }
  6301. if ( geometry.uvs.length > 0 ) {
  6302. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6303. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6304. }
  6305. if ( geometry.uvs2.length > 0 ) {
  6306. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6307. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6308. }
  6309. // groups
  6310. this.groups = geometry.groups;
  6311. // morphs
  6312. for ( var name in geometry.morphTargets ) {
  6313. var array = [];
  6314. var morphTargets = geometry.morphTargets[ name ];
  6315. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6316. var morphTarget = morphTargets[ i ];
  6317. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6318. attribute.name = morphTarget.name;
  6319. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6320. }
  6321. this.morphAttributes[ name ] = array;
  6322. }
  6323. // skinning
  6324. if ( geometry.skinIndices.length > 0 ) {
  6325. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6326. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6327. }
  6328. if ( geometry.skinWeights.length > 0 ) {
  6329. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6330. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6331. }
  6332. //
  6333. if ( geometry.boundingSphere !== null ) {
  6334. this.boundingSphere = geometry.boundingSphere.clone();
  6335. }
  6336. if ( geometry.boundingBox !== null ) {
  6337. this.boundingBox = geometry.boundingBox.clone();
  6338. }
  6339. return this;
  6340. },
  6341. computeBoundingBox: function () {
  6342. if ( this.boundingBox === null ) {
  6343. this.boundingBox = new Box3();
  6344. }
  6345. var position = this.attributes.position;
  6346. var morphAttributesPosition = this.morphAttributes.position;
  6347. if ( position !== undefined ) {
  6348. this.boundingBox.setFromBufferAttribute( position );
  6349. // process morph attributes if present
  6350. if ( morphAttributesPosition ) {
  6351. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6352. var morphAttribute = morphAttributesPosition[ i ];
  6353. _box$2.setFromBufferAttribute( morphAttribute );
  6354. if ( this.morphTargetsRelative ) {
  6355. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6356. this.boundingBox.expandByPoint( _vector$4 );
  6357. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6358. this.boundingBox.expandByPoint( _vector$4 );
  6359. } else {
  6360. this.boundingBox.expandByPoint( _box$2.min );
  6361. this.boundingBox.expandByPoint( _box$2.max );
  6362. }
  6363. }
  6364. }
  6365. } else {
  6366. this.boundingBox.makeEmpty();
  6367. }
  6368. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6369. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6370. }
  6371. },
  6372. computeBoundingSphere: function () {
  6373. if ( this.boundingSphere === null ) {
  6374. this.boundingSphere = new Sphere();
  6375. }
  6376. var position = this.attributes.position;
  6377. var morphAttributesPosition = this.morphAttributes.position;
  6378. if ( position ) {
  6379. // first, find the center of the bounding sphere
  6380. var center = this.boundingSphere.center;
  6381. _box$2.setFromBufferAttribute( position );
  6382. // process morph attributes if present
  6383. if ( morphAttributesPosition ) {
  6384. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6385. var morphAttribute = morphAttributesPosition[ i ];
  6386. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6387. if ( this.morphTargetsRelative ) {
  6388. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6389. _box$2.expandByPoint( _vector$4 );
  6390. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6391. _box$2.expandByPoint( _vector$4 );
  6392. } else {
  6393. _box$2.expandByPoint( _boxMorphTargets.min );
  6394. _box$2.expandByPoint( _boxMorphTargets.max );
  6395. }
  6396. }
  6397. }
  6398. _box$2.getCenter( center );
  6399. // second, try to find a boundingSphere with a radius smaller than the
  6400. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6401. var maxRadiusSq = 0;
  6402. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6403. _vector$4.fromBufferAttribute( position, i$1 );
  6404. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6405. }
  6406. // process morph attributes if present
  6407. if ( morphAttributesPosition ) {
  6408. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6409. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6410. var morphTargetsRelative = this.morphTargetsRelative;
  6411. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6412. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6413. if ( morphTargetsRelative ) {
  6414. _offset.fromBufferAttribute( position, j );
  6415. _vector$4.add( _offset );
  6416. }
  6417. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6418. }
  6419. }
  6420. }
  6421. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6422. if ( isNaN( this.boundingSphere.radius ) ) {
  6423. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6424. }
  6425. }
  6426. },
  6427. computeFaceNormals: function () {
  6428. // backwards compatibility
  6429. },
  6430. computeVertexNormals: function () {
  6431. var index = this.index;
  6432. var positionAttribute = this.getAttribute( 'position' );
  6433. if ( positionAttribute !== undefined ) {
  6434. var normalAttribute = this.getAttribute( 'normal' );
  6435. if ( normalAttribute === undefined ) {
  6436. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6437. this.setAttribute( 'normal', normalAttribute );
  6438. } else {
  6439. // reset existing normals to zero
  6440. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6441. normalAttribute.setXYZ( i, 0, 0, 0 );
  6442. }
  6443. }
  6444. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6445. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6446. var cb = new Vector3(), ab = new Vector3();
  6447. // indexed elements
  6448. if ( index ) {
  6449. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6450. var vA = index.getX( i$1 + 0 );
  6451. var vB = index.getX( i$1 + 1 );
  6452. var vC = index.getX( i$1 + 2 );
  6453. pA.fromBufferAttribute( positionAttribute, vA );
  6454. pB.fromBufferAttribute( positionAttribute, vB );
  6455. pC.fromBufferAttribute( positionAttribute, vC );
  6456. cb.subVectors( pC, pB );
  6457. ab.subVectors( pA, pB );
  6458. cb.cross( ab );
  6459. nA.fromBufferAttribute( normalAttribute, vA );
  6460. nB.fromBufferAttribute( normalAttribute, vB );
  6461. nC.fromBufferAttribute( normalAttribute, vC );
  6462. nA.add( cb );
  6463. nB.add( cb );
  6464. nC.add( cb );
  6465. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6466. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6467. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6468. }
  6469. } else {
  6470. // non-indexed elements (unconnected triangle soup)
  6471. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6472. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6473. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6474. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6475. cb.subVectors( pC, pB );
  6476. ab.subVectors( pA, pB );
  6477. cb.cross( ab );
  6478. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6479. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6480. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6481. }
  6482. }
  6483. this.normalizeNormals();
  6484. normalAttribute.needsUpdate = true;
  6485. }
  6486. },
  6487. merge: function ( geometry, offset ) {
  6488. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6489. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6490. return;
  6491. }
  6492. if ( offset === undefined ) {
  6493. offset = 0;
  6494. console.warn(
  6495. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6496. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6497. );
  6498. }
  6499. var attributes = this.attributes;
  6500. for ( var key in attributes ) {
  6501. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6502. var attribute1 = attributes[ key ];
  6503. var attributeArray1 = attribute1.array;
  6504. var attribute2 = geometry.attributes[ key ];
  6505. var attributeArray2 = attribute2.array;
  6506. var attributeOffset = attribute2.itemSize * offset;
  6507. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6508. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6509. attributeArray1[ j ] = attributeArray2[ i ];
  6510. }
  6511. }
  6512. return this;
  6513. },
  6514. normalizeNormals: function () {
  6515. var normals = this.attributes.normal;
  6516. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6517. _vector$4.fromBufferAttribute( normals, i );
  6518. _vector$4.normalize();
  6519. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6520. }
  6521. },
  6522. toNonIndexed: function () {
  6523. function convertBufferAttribute( attribute, indices ) {
  6524. var array = attribute.array;
  6525. var itemSize = attribute.itemSize;
  6526. var normalized = attribute.normalized;
  6527. var array2 = new array.constructor( indices.length * itemSize );
  6528. var index = 0, index2 = 0;
  6529. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6530. index = indices[ i ] * itemSize;
  6531. for ( var j = 0; j < itemSize; j ++ ) {
  6532. array2[ index2 ++ ] = array[ index ++ ];
  6533. }
  6534. }
  6535. return new BufferAttribute( array2, itemSize, normalized );
  6536. }
  6537. //
  6538. if ( this.index === null ) {
  6539. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6540. return this;
  6541. }
  6542. var geometry2 = new BufferGeometry();
  6543. var indices = this.index.array;
  6544. var attributes = this.attributes;
  6545. // attributes
  6546. for ( var name in attributes ) {
  6547. var attribute = attributes[ name ];
  6548. var newAttribute = convertBufferAttribute( attribute, indices );
  6549. geometry2.setAttribute( name, newAttribute );
  6550. }
  6551. // morph attributes
  6552. var morphAttributes = this.morphAttributes;
  6553. for ( var name$1 in morphAttributes ) {
  6554. var morphArray = [];
  6555. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6556. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6557. var attribute$1 = morphAttribute[ i ];
  6558. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6559. morphArray.push( newAttribute$1 );
  6560. }
  6561. geometry2.morphAttributes[ name$1 ] = morphArray;
  6562. }
  6563. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6564. // groups
  6565. var groups = this.groups;
  6566. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6567. var group = groups[ i$1 ];
  6568. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6569. }
  6570. return geometry2;
  6571. },
  6572. toJSON: function () {
  6573. var data = {
  6574. metadata: {
  6575. version: 4.5,
  6576. type: 'BufferGeometry',
  6577. generator: 'BufferGeometry.toJSON'
  6578. }
  6579. };
  6580. // standard BufferGeometry serialization
  6581. data.uuid = this.uuid;
  6582. data.type = this.type;
  6583. if ( this.name !== '' ) { data.name = this.name; }
  6584. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6585. if ( this.parameters !== undefined ) {
  6586. var parameters = this.parameters;
  6587. for ( var key in parameters ) {
  6588. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6589. }
  6590. return data;
  6591. }
  6592. data.data = { attributes: {} };
  6593. var index = this.index;
  6594. if ( index !== null ) {
  6595. data.data.index = {
  6596. type: index.array.constructor.name,
  6597. array: Array.prototype.slice.call( index.array )
  6598. };
  6599. }
  6600. var attributes = this.attributes;
  6601. for ( var key$1 in attributes ) {
  6602. var attribute = attributes[ key$1 ];
  6603. var attributeData = attribute.toJSON( data.data );
  6604. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6605. data.data.attributes[ key$1 ] = attributeData;
  6606. }
  6607. var morphAttributes = {};
  6608. var hasMorphAttributes = false;
  6609. for ( var key$2 in this.morphAttributes ) {
  6610. var attributeArray = this.morphAttributes[ key$2 ];
  6611. var array = [];
  6612. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6613. var attribute$1 = attributeArray[ i ];
  6614. var attributeData$1 = attribute$1.toJSON( data.data );
  6615. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6616. array.push( attributeData$1 );
  6617. }
  6618. if ( array.length > 0 ) {
  6619. morphAttributes[ key$2 ] = array;
  6620. hasMorphAttributes = true;
  6621. }
  6622. }
  6623. if ( hasMorphAttributes ) {
  6624. data.data.morphAttributes = morphAttributes;
  6625. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6626. }
  6627. var groups = this.groups;
  6628. if ( groups.length > 0 ) {
  6629. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6630. }
  6631. var boundingSphere = this.boundingSphere;
  6632. if ( boundingSphere !== null ) {
  6633. data.data.boundingSphere = {
  6634. center: boundingSphere.center.toArray(),
  6635. radius: boundingSphere.radius
  6636. };
  6637. }
  6638. return data;
  6639. },
  6640. clone: function () {
  6641. /*
  6642. // Handle primitives
  6643. const parameters = this.parameters;
  6644. if ( parameters !== undefined ) {
  6645. const values = [];
  6646. for ( const key in parameters ) {
  6647. values.push( parameters[ key ] );
  6648. }
  6649. const geometry = Object.create( this.constructor.prototype );
  6650. this.constructor.apply( geometry, values );
  6651. return geometry;
  6652. }
  6653. return new this.constructor().copy( this );
  6654. */
  6655. return new BufferGeometry().copy( this );
  6656. },
  6657. copy: function ( source ) {
  6658. // reset
  6659. this.index = null;
  6660. this.attributes = {};
  6661. this.morphAttributes = {};
  6662. this.groups = [];
  6663. this.boundingBox = null;
  6664. this.boundingSphere = null;
  6665. // used for storing cloned, shared data
  6666. var data = {};
  6667. // name
  6668. this.name = source.name;
  6669. // index
  6670. var index = source.index;
  6671. if ( index !== null ) {
  6672. this.setIndex( index.clone( data ) );
  6673. }
  6674. // attributes
  6675. var attributes = source.attributes;
  6676. for ( var name in attributes ) {
  6677. var attribute = attributes[ name ];
  6678. this.setAttribute( name, attribute.clone( data ) );
  6679. }
  6680. // morph attributes
  6681. var morphAttributes = source.morphAttributes;
  6682. for ( var name$1 in morphAttributes ) {
  6683. var array = [];
  6684. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6685. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6686. array.push( morphAttribute[ i ].clone( data ) );
  6687. }
  6688. this.morphAttributes[ name$1 ] = array;
  6689. }
  6690. this.morphTargetsRelative = source.morphTargetsRelative;
  6691. // groups
  6692. var groups = source.groups;
  6693. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6694. var group = groups[ i$1 ];
  6695. this.addGroup( group.start, group.count, group.materialIndex );
  6696. }
  6697. // bounding box
  6698. var boundingBox = source.boundingBox;
  6699. if ( boundingBox !== null ) {
  6700. this.boundingBox = boundingBox.clone();
  6701. }
  6702. // bounding sphere
  6703. var boundingSphere = source.boundingSphere;
  6704. if ( boundingSphere !== null ) {
  6705. this.boundingSphere = boundingSphere.clone();
  6706. }
  6707. // draw range
  6708. this.drawRange.start = source.drawRange.start;
  6709. this.drawRange.count = source.drawRange.count;
  6710. // user data
  6711. this.userData = source.userData;
  6712. return this;
  6713. },
  6714. dispose: function () {
  6715. this.dispatchEvent( { type: 'dispose' } );
  6716. }
  6717. } );
  6718. /**
  6719. * @author mrdoob / http://mrdoob.com/
  6720. * @author alteredq / http://alteredqualia.com/
  6721. * @author mikael emtinger / http://gomo.se/
  6722. * @author jonobr1 / http://jonobr1.com/
  6723. */
  6724. var _inverseMatrix = new Matrix4();
  6725. var _ray = new Ray();
  6726. var _sphere = new Sphere();
  6727. var _vA = new Vector3();
  6728. var _vB = new Vector3();
  6729. var _vC = new Vector3();
  6730. var _tempA = new Vector3();
  6731. var _tempB = new Vector3();
  6732. var _tempC = new Vector3();
  6733. var _morphA = new Vector3();
  6734. var _morphB = new Vector3();
  6735. var _morphC = new Vector3();
  6736. var _uvA = new Vector2();
  6737. var _uvB = new Vector2();
  6738. var _uvC = new Vector2();
  6739. var _intersectionPoint = new Vector3();
  6740. var _intersectionPointWorld = new Vector3();
  6741. function Mesh( geometry, material ) {
  6742. Object3D.call( this );
  6743. this.type = 'Mesh';
  6744. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6745. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6746. this.updateMorphTargets();
  6747. }
  6748. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6749. constructor: Mesh,
  6750. isMesh: true,
  6751. copy: function ( source ) {
  6752. Object3D.prototype.copy.call( this, source );
  6753. if ( source.morphTargetInfluences !== undefined ) {
  6754. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6755. }
  6756. if ( source.morphTargetDictionary !== undefined ) {
  6757. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6758. }
  6759. this.material = source.material;
  6760. this.geometry = source.geometry;
  6761. return this;
  6762. },
  6763. updateMorphTargets: function () {
  6764. var geometry = this.geometry;
  6765. if ( geometry.isBufferGeometry ) {
  6766. var morphAttributes = geometry.morphAttributes;
  6767. var keys = Object.keys( morphAttributes );
  6768. if ( keys.length > 0 ) {
  6769. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6770. if ( morphAttribute !== undefined ) {
  6771. this.morphTargetInfluences = [];
  6772. this.morphTargetDictionary = {};
  6773. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6774. var name = morphAttribute[ m ].name || String( m );
  6775. this.morphTargetInfluences.push( 0 );
  6776. this.morphTargetDictionary[ name ] = m;
  6777. }
  6778. }
  6779. }
  6780. } else {
  6781. var morphTargets = geometry.morphTargets;
  6782. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6783. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6784. }
  6785. }
  6786. },
  6787. raycast: function ( raycaster, intersects ) {
  6788. var geometry = this.geometry;
  6789. var material = this.material;
  6790. var matrixWorld = this.matrixWorld;
  6791. if ( material === undefined ) { return; }
  6792. // Checking boundingSphere distance to ray
  6793. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6794. _sphere.copy( geometry.boundingSphere );
  6795. _sphere.applyMatrix4( matrixWorld );
  6796. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6797. //
  6798. _inverseMatrix.getInverse( matrixWorld );
  6799. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6800. // Check boundingBox before continuing
  6801. if ( geometry.boundingBox !== null ) {
  6802. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6803. }
  6804. var intersection;
  6805. if ( geometry.isBufferGeometry ) {
  6806. var index = geometry.index;
  6807. var position = geometry.attributes.position;
  6808. var morphPosition = geometry.morphAttributes.position;
  6809. var morphTargetsRelative = geometry.morphTargetsRelative;
  6810. var uv = geometry.attributes.uv;
  6811. var uv2 = geometry.attributes.uv2;
  6812. var groups = geometry.groups;
  6813. var drawRange = geometry.drawRange;
  6814. if ( index !== null ) {
  6815. // indexed buffer geometry
  6816. if ( Array.isArray( material ) ) {
  6817. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6818. var group = groups[ i ];
  6819. var groupMaterial = material[ group.materialIndex ];
  6820. var start = Math.max( group.start, drawRange.start );
  6821. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6822. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6823. var a = index.getX( j );
  6824. var b = index.getX( j + 1 );
  6825. var c = index.getX( j + 2 );
  6826. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6827. if ( intersection ) {
  6828. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6829. intersection.face.materialIndex = group.materialIndex;
  6830. intersects.push( intersection );
  6831. }
  6832. }
  6833. }
  6834. } else {
  6835. var start$1 = Math.max( 0, drawRange.start );
  6836. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6837. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6838. var a$1 = index.getX( i$1 );
  6839. var b$1 = index.getX( i$1 + 1 );
  6840. var c$1 = index.getX( i$1 + 2 );
  6841. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6842. if ( intersection ) {
  6843. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6844. intersects.push( intersection );
  6845. }
  6846. }
  6847. }
  6848. } else if ( position !== undefined ) {
  6849. // non-indexed buffer geometry
  6850. if ( Array.isArray( material ) ) {
  6851. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6852. var group$1 = groups[ i$2 ];
  6853. var groupMaterial$1 = material[ group$1.materialIndex ];
  6854. var start$2 = Math.max( group$1.start, drawRange.start );
  6855. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6856. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6857. var a$2 = j$1;
  6858. var b$2 = j$1 + 1;
  6859. var c$2 = j$1 + 2;
  6860. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6861. if ( intersection ) {
  6862. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6863. intersection.face.materialIndex = group$1.materialIndex;
  6864. intersects.push( intersection );
  6865. }
  6866. }
  6867. }
  6868. } else {
  6869. var start$3 = Math.max( 0, drawRange.start );
  6870. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6871. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6872. var a$3 = i$3;
  6873. var b$3 = i$3 + 1;
  6874. var c$3 = i$3 + 2;
  6875. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6876. if ( intersection ) {
  6877. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6878. intersects.push( intersection );
  6879. }
  6880. }
  6881. }
  6882. }
  6883. } else if ( geometry.isGeometry ) {
  6884. var isMultiMaterial = Array.isArray( material );
  6885. var vertices = geometry.vertices;
  6886. var faces = geometry.faces;
  6887. var uvs;
  6888. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6889. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6890. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6891. var face = faces[ f ];
  6892. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6893. if ( faceMaterial === undefined ) { continue; }
  6894. var fvA = vertices[ face.a ];
  6895. var fvB = vertices[ face.b ];
  6896. var fvC = vertices[ face.c ];
  6897. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6898. if ( intersection ) {
  6899. if ( uvs && uvs[ f ] ) {
  6900. var uvs_f = uvs[ f ];
  6901. _uvA.copy( uvs_f[ 0 ] );
  6902. _uvB.copy( uvs_f[ 1 ] );
  6903. _uvC.copy( uvs_f[ 2 ] );
  6904. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6905. }
  6906. intersection.face = face;
  6907. intersection.faceIndex = f;
  6908. intersects.push( intersection );
  6909. }
  6910. }
  6911. }
  6912. }
  6913. } );
  6914. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6915. var intersect;
  6916. if ( material.side === BackSide ) {
  6917. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6918. } else {
  6919. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6920. }
  6921. if ( intersect === null ) { return null; }
  6922. _intersectionPointWorld.copy( point );
  6923. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6924. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6925. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6926. return {
  6927. distance: distance,
  6928. point: _intersectionPointWorld.clone(),
  6929. object: object
  6930. };
  6931. }
  6932. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6933. _vA.fromBufferAttribute( position, a );
  6934. _vB.fromBufferAttribute( position, b );
  6935. _vC.fromBufferAttribute( position, c );
  6936. var morphInfluences = object.morphTargetInfluences;
  6937. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6938. _morphA.set( 0, 0, 0 );
  6939. _morphB.set( 0, 0, 0 );
  6940. _morphC.set( 0, 0, 0 );
  6941. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6942. var influence = morphInfluences[ i ];
  6943. var morphAttribute = morphPosition[ i ];
  6944. if ( influence === 0 ) { continue; }
  6945. _tempA.fromBufferAttribute( morphAttribute, a );
  6946. _tempB.fromBufferAttribute( morphAttribute, b );
  6947. _tempC.fromBufferAttribute( morphAttribute, c );
  6948. if ( morphTargetsRelative ) {
  6949. _morphA.addScaledVector( _tempA, influence );
  6950. _morphB.addScaledVector( _tempB, influence );
  6951. _morphC.addScaledVector( _tempC, influence );
  6952. } else {
  6953. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6954. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6955. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6956. }
  6957. }
  6958. _vA.add( _morphA );
  6959. _vB.add( _morphB );
  6960. _vC.add( _morphC );
  6961. }
  6962. if ( object.isSkinnedMesh ) {
  6963. object.boneTransform( a, _vA );
  6964. object.boneTransform( b, _vB );
  6965. object.boneTransform( c, _vC );
  6966. }
  6967. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6968. if ( intersection ) {
  6969. if ( uv ) {
  6970. _uvA.fromBufferAttribute( uv, a );
  6971. _uvB.fromBufferAttribute( uv, b );
  6972. _uvC.fromBufferAttribute( uv, c );
  6973. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6974. }
  6975. if ( uv2 ) {
  6976. _uvA.fromBufferAttribute( uv2, a );
  6977. _uvB.fromBufferAttribute( uv2, b );
  6978. _uvC.fromBufferAttribute( uv2, c );
  6979. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6980. }
  6981. var face = new Face3( a, b, c );
  6982. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6983. intersection.face = face;
  6984. }
  6985. return intersection;
  6986. }
  6987. /**
  6988. * @author mrdoob / http://mrdoob.com/
  6989. * @author kile / http://kile.stravaganza.org/
  6990. * @author alteredq / http://alteredqualia.com/
  6991. * @author mikael emtinger / http://gomo.se/
  6992. * @author zz85 / http://www.lab4games.net/zz85/blog
  6993. * @author bhouston / http://clara.io
  6994. */
  6995. var _geometryId = 0; // Geometry uses even numbers as Id
  6996. var _m1$3 = new Matrix4();
  6997. var _obj$1 = new Object3D();
  6998. var _offset$1 = new Vector3();
  6999. function Geometry() {
  7000. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  7001. this.uuid = MathUtils.generateUUID();
  7002. this.name = '';
  7003. this.type = 'Geometry';
  7004. this.vertices = [];
  7005. this.colors = [];
  7006. this.faces = [];
  7007. this.faceVertexUvs = [[]];
  7008. this.morphTargets = [];
  7009. this.morphNormals = [];
  7010. this.skinWeights = [];
  7011. this.skinIndices = [];
  7012. this.lineDistances = [];
  7013. this.boundingBox = null;
  7014. this.boundingSphere = null;
  7015. // update flags
  7016. this.elementsNeedUpdate = false;
  7017. this.verticesNeedUpdate = false;
  7018. this.uvsNeedUpdate = false;
  7019. this.normalsNeedUpdate = false;
  7020. this.colorsNeedUpdate = false;
  7021. this.lineDistancesNeedUpdate = false;
  7022. this.groupsNeedUpdate = false;
  7023. }
  7024. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7025. constructor: Geometry,
  7026. isGeometry: true,
  7027. applyMatrix4: function ( matrix ) {
  7028. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7029. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7030. var vertex = this.vertices[ i ];
  7031. vertex.applyMatrix4( matrix );
  7032. }
  7033. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7034. var face = this.faces[ i$1 ];
  7035. face.normal.applyMatrix3( normalMatrix ).normalize();
  7036. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7037. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7038. }
  7039. }
  7040. if ( this.boundingBox !== null ) {
  7041. this.computeBoundingBox();
  7042. }
  7043. if ( this.boundingSphere !== null ) {
  7044. this.computeBoundingSphere();
  7045. }
  7046. this.verticesNeedUpdate = true;
  7047. this.normalsNeedUpdate = true;
  7048. return this;
  7049. },
  7050. rotateX: function ( angle ) {
  7051. // rotate geometry around world x-axis
  7052. _m1$3.makeRotationX( angle );
  7053. this.applyMatrix4( _m1$3 );
  7054. return this;
  7055. },
  7056. rotateY: function ( angle ) {
  7057. // rotate geometry around world y-axis
  7058. _m1$3.makeRotationY( angle );
  7059. this.applyMatrix4( _m1$3 );
  7060. return this;
  7061. },
  7062. rotateZ: function ( angle ) {
  7063. // rotate geometry around world z-axis
  7064. _m1$3.makeRotationZ( angle );
  7065. this.applyMatrix4( _m1$3 );
  7066. return this;
  7067. },
  7068. translate: function ( x, y, z ) {
  7069. // translate geometry
  7070. _m1$3.makeTranslation( x, y, z );
  7071. this.applyMatrix4( _m1$3 );
  7072. return this;
  7073. },
  7074. scale: function ( x, y, z ) {
  7075. // scale geometry
  7076. _m1$3.makeScale( x, y, z );
  7077. this.applyMatrix4( _m1$3 );
  7078. return this;
  7079. },
  7080. lookAt: function ( vector ) {
  7081. _obj$1.lookAt( vector );
  7082. _obj$1.updateMatrix();
  7083. this.applyMatrix4( _obj$1.matrix );
  7084. return this;
  7085. },
  7086. fromBufferGeometry: function ( geometry ) {
  7087. var scope = this;
  7088. var index = geometry.index !== null ? geometry.index : undefined;
  7089. var attributes = geometry.attributes;
  7090. if ( attributes.position === undefined ) {
  7091. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7092. return this;
  7093. }
  7094. var position = attributes.position;
  7095. var normal = attributes.normal;
  7096. var color = attributes.color;
  7097. var uv = attributes.uv;
  7098. var uv2 = attributes.uv2;
  7099. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7100. for ( var i = 0; i < position.count; i ++ ) {
  7101. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7102. if ( color !== undefined ) {
  7103. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7104. }
  7105. }
  7106. function addFace( a, b, c, materialIndex ) {
  7107. var vertexColors = ( color === undefined ) ? [] : [
  7108. scope.colors[ a ].clone(),
  7109. scope.colors[ b ].clone(),
  7110. scope.colors[ c ].clone()
  7111. ];
  7112. var vertexNormals = ( normal === undefined ) ? [] : [
  7113. new Vector3().fromBufferAttribute( normal, a ),
  7114. new Vector3().fromBufferAttribute( normal, b ),
  7115. new Vector3().fromBufferAttribute( normal, c )
  7116. ];
  7117. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7118. scope.faces.push( face );
  7119. if ( uv !== undefined ) {
  7120. scope.faceVertexUvs[ 0 ].push( [
  7121. new Vector2().fromBufferAttribute( uv, a ),
  7122. new Vector2().fromBufferAttribute( uv, b ),
  7123. new Vector2().fromBufferAttribute( uv, c )
  7124. ] );
  7125. }
  7126. if ( uv2 !== undefined ) {
  7127. scope.faceVertexUvs[ 1 ].push( [
  7128. new Vector2().fromBufferAttribute( uv2, a ),
  7129. new Vector2().fromBufferAttribute( uv2, b ),
  7130. new Vector2().fromBufferAttribute( uv2, c )
  7131. ] );
  7132. }
  7133. }
  7134. var groups = geometry.groups;
  7135. if ( groups.length > 0 ) {
  7136. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7137. var group = groups[ i$1 ];
  7138. var start = group.start;
  7139. var count = group.count;
  7140. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7141. if ( index !== undefined ) {
  7142. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7143. } else {
  7144. addFace( j, j + 1, j + 2, group.materialIndex );
  7145. }
  7146. }
  7147. }
  7148. } else {
  7149. if ( index !== undefined ) {
  7150. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7151. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7152. }
  7153. } else {
  7154. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7155. addFace( i$3, i$3 + 1, i$3 + 2 );
  7156. }
  7157. }
  7158. }
  7159. this.computeFaceNormals();
  7160. if ( geometry.boundingBox !== null ) {
  7161. this.boundingBox = geometry.boundingBox.clone();
  7162. }
  7163. if ( geometry.boundingSphere !== null ) {
  7164. this.boundingSphere = geometry.boundingSphere.clone();
  7165. }
  7166. return this;
  7167. },
  7168. center: function () {
  7169. this.computeBoundingBox();
  7170. this.boundingBox.getCenter( _offset$1 ).negate();
  7171. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7172. return this;
  7173. },
  7174. normalize: function () {
  7175. this.computeBoundingSphere();
  7176. var center = this.boundingSphere.center;
  7177. var radius = this.boundingSphere.radius;
  7178. var s = radius === 0 ? 1 : 1.0 / radius;
  7179. var matrix = new Matrix4();
  7180. matrix.set(
  7181. s, 0, 0, - s * center.x,
  7182. 0, s, 0, - s * center.y,
  7183. 0, 0, s, - s * center.z,
  7184. 0, 0, 0, 1
  7185. );
  7186. this.applyMatrix4( matrix );
  7187. return this;
  7188. },
  7189. computeFaceNormals: function () {
  7190. var cb = new Vector3(), ab = new Vector3();
  7191. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7192. var face = this.faces[ f ];
  7193. var vA = this.vertices[ face.a ];
  7194. var vB = this.vertices[ face.b ];
  7195. var vC = this.vertices[ face.c ];
  7196. cb.subVectors( vC, vB );
  7197. ab.subVectors( vA, vB );
  7198. cb.cross( ab );
  7199. cb.normalize();
  7200. face.normal.copy( cb );
  7201. }
  7202. },
  7203. computeVertexNormals: function ( areaWeighted ) {
  7204. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7205. var vertices = new Array( this.vertices.length );
  7206. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7207. vertices[ v ] = new Vector3();
  7208. }
  7209. if ( areaWeighted ) {
  7210. // vertex normals weighted by triangle areas
  7211. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7212. var cb = new Vector3(), ab = new Vector3();
  7213. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7214. var face = this.faces[ f ];
  7215. var vA = this.vertices[ face.a ];
  7216. var vB = this.vertices[ face.b ];
  7217. var vC = this.vertices[ face.c ];
  7218. cb.subVectors( vC, vB );
  7219. ab.subVectors( vA, vB );
  7220. cb.cross( ab );
  7221. vertices[ face.a ].add( cb );
  7222. vertices[ face.b ].add( cb );
  7223. vertices[ face.c ].add( cb );
  7224. }
  7225. } else {
  7226. this.computeFaceNormals();
  7227. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7228. var face$1 = this.faces[ f$1 ];
  7229. vertices[ face$1.a ].add( face$1.normal );
  7230. vertices[ face$1.b ].add( face$1.normal );
  7231. vertices[ face$1.c ].add( face$1.normal );
  7232. }
  7233. }
  7234. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7235. vertices[ v$1 ].normalize();
  7236. }
  7237. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7238. var face$2 = this.faces[ f$2 ];
  7239. var vertexNormals = face$2.vertexNormals;
  7240. if ( vertexNormals.length === 3 ) {
  7241. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7242. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7243. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7244. } else {
  7245. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7246. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7247. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7248. }
  7249. }
  7250. if ( this.faces.length > 0 ) {
  7251. this.normalsNeedUpdate = true;
  7252. }
  7253. },
  7254. computeFlatVertexNormals: function () {
  7255. this.computeFaceNormals();
  7256. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7257. var face = this.faces[ f ];
  7258. var vertexNormals = face.vertexNormals;
  7259. if ( vertexNormals.length === 3 ) {
  7260. vertexNormals[ 0 ].copy( face.normal );
  7261. vertexNormals[ 1 ].copy( face.normal );
  7262. vertexNormals[ 2 ].copy( face.normal );
  7263. } else {
  7264. vertexNormals[ 0 ] = face.normal.clone();
  7265. vertexNormals[ 1 ] = face.normal.clone();
  7266. vertexNormals[ 2 ] = face.normal.clone();
  7267. }
  7268. }
  7269. if ( this.faces.length > 0 ) {
  7270. this.normalsNeedUpdate = true;
  7271. }
  7272. },
  7273. computeMorphNormals: function () {
  7274. // save original normals
  7275. // - create temp variables on first access
  7276. // otherwise just copy (for faster repeated calls)
  7277. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7278. var face = this.faces[ f ];
  7279. if ( ! face.__originalFaceNormal ) {
  7280. face.__originalFaceNormal = face.normal.clone();
  7281. } else {
  7282. face.__originalFaceNormal.copy( face.normal );
  7283. }
  7284. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7285. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7286. if ( ! face.__originalVertexNormals[ i ] ) {
  7287. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7288. } else {
  7289. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7290. }
  7291. }
  7292. }
  7293. // use temp geometry to compute face and vertex normals for each morph
  7294. var tmpGeo = new Geometry();
  7295. tmpGeo.faces = this.faces;
  7296. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7297. // create on first access
  7298. if ( ! this.morphNormals[ i$1 ] ) {
  7299. this.morphNormals[ i$1 ] = {};
  7300. this.morphNormals[ i$1 ].faceNormals = [];
  7301. this.morphNormals[ i$1 ].vertexNormals = [];
  7302. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7303. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7304. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7305. var faceNormal = new Vector3();
  7306. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7307. dstNormalsFace.push( faceNormal );
  7308. dstNormalsVertex.push( vertexNormals );
  7309. }
  7310. }
  7311. var morphNormals = this.morphNormals[ i$1 ];
  7312. // set vertices to morph target
  7313. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7314. // compute morph normals
  7315. tmpGeo.computeFaceNormals();
  7316. tmpGeo.computeVertexNormals();
  7317. // store morph normals
  7318. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7319. var face$1 = this.faces[ f$2 ];
  7320. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7321. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7322. faceNormal$1.copy( face$1.normal );
  7323. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7324. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7325. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7326. }
  7327. }
  7328. // restore original normals
  7329. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7330. var face$2 = this.faces[ f$3 ];
  7331. face$2.normal = face$2.__originalFaceNormal;
  7332. face$2.vertexNormals = face$2.__originalVertexNormals;
  7333. }
  7334. },
  7335. computeBoundingBox: function () {
  7336. if ( this.boundingBox === null ) {
  7337. this.boundingBox = new Box3();
  7338. }
  7339. this.boundingBox.setFromPoints( this.vertices );
  7340. },
  7341. computeBoundingSphere: function () {
  7342. if ( this.boundingSphere === null ) {
  7343. this.boundingSphere = new Sphere();
  7344. }
  7345. this.boundingSphere.setFromPoints( this.vertices );
  7346. },
  7347. merge: function ( geometry, matrix, materialIndexOffset ) {
  7348. if ( ! ( geometry && geometry.isGeometry ) ) {
  7349. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7350. return;
  7351. }
  7352. var normalMatrix,
  7353. vertexOffset = this.vertices.length,
  7354. vertices1 = this.vertices,
  7355. vertices2 = geometry.vertices,
  7356. faces1 = this.faces,
  7357. faces2 = geometry.faces,
  7358. colors1 = this.colors,
  7359. colors2 = geometry.colors;
  7360. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7361. if ( matrix !== undefined ) {
  7362. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7363. }
  7364. // vertices
  7365. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7366. var vertex = vertices2[ i ];
  7367. var vertexCopy = vertex.clone();
  7368. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7369. vertices1.push( vertexCopy );
  7370. }
  7371. // colors
  7372. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7373. colors1.push( colors2[ i$1 ].clone() );
  7374. }
  7375. // faces
  7376. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7377. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7378. faceVertexNormals = face.vertexNormals,
  7379. faceVertexColors = face.vertexColors;
  7380. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7381. faceCopy.normal.copy( face.normal );
  7382. if ( normalMatrix !== undefined ) {
  7383. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7384. }
  7385. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7386. normal = faceVertexNormals[ j ].clone();
  7387. if ( normalMatrix !== undefined ) {
  7388. normal.applyMatrix3( normalMatrix ).normalize();
  7389. }
  7390. faceCopy.vertexNormals.push( normal );
  7391. }
  7392. faceCopy.color.copy( face.color );
  7393. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7394. color = faceVertexColors[ j$1 ];
  7395. faceCopy.vertexColors.push( color.clone() );
  7396. }
  7397. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7398. faces1.push( faceCopy );
  7399. }
  7400. // uvs
  7401. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7402. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7403. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7404. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7405. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7406. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7407. uvsCopy.push( uvs2[ k ].clone() );
  7408. }
  7409. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7410. }
  7411. }
  7412. },
  7413. mergeMesh: function ( mesh ) {
  7414. if ( ! ( mesh && mesh.isMesh ) ) {
  7415. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7416. return;
  7417. }
  7418. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7419. this.merge( mesh.geometry, mesh.matrix );
  7420. },
  7421. /*
  7422. * Checks for duplicate vertices with hashmap.
  7423. * Duplicated vertices are removed
  7424. * and faces' vertices are updated.
  7425. */
  7426. mergeVertices: function () {
  7427. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7428. var unique = [], changes = [];
  7429. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7430. var precision = Math.pow( 10, precisionPoints );
  7431. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7432. var v = this.vertices[ i ];
  7433. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7434. if ( verticesMap[ key ] === undefined ) {
  7435. verticesMap[ key ] = i;
  7436. unique.push( this.vertices[ i ] );
  7437. changes[ i ] = unique.length - 1;
  7438. } else {
  7439. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7440. changes[ i ] = changes[ verticesMap[ key ] ];
  7441. }
  7442. }
  7443. // if faces are completely degenerate after merging vertices, we
  7444. // have to remove them from the geometry.
  7445. var faceIndicesToRemove = [];
  7446. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7447. var face = this.faces[ i$1 ];
  7448. face.a = changes[ face.a ];
  7449. face.b = changes[ face.b ];
  7450. face.c = changes[ face.c ];
  7451. var indices = [ face.a, face.b, face.c ];
  7452. // if any duplicate vertices are found in a Face3
  7453. // we have to remove the face as nothing can be saved
  7454. for ( var n = 0; n < 3; n ++ ) {
  7455. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7456. faceIndicesToRemove.push( i$1 );
  7457. break;
  7458. }
  7459. }
  7460. }
  7461. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7462. var idx = faceIndicesToRemove[ i$2 ];
  7463. this.faces.splice( idx, 1 );
  7464. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7465. this.faceVertexUvs[ j ].splice( idx, 1 );
  7466. }
  7467. }
  7468. // Use unique set of vertices
  7469. var diff = this.vertices.length - unique.length;
  7470. this.vertices = unique;
  7471. return diff;
  7472. },
  7473. setFromPoints: function ( points ) {
  7474. this.vertices = [];
  7475. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7476. var point = points[ i ];
  7477. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7478. }
  7479. return this;
  7480. },
  7481. sortFacesByMaterialIndex: function () {
  7482. var faces = this.faces;
  7483. var length = faces.length;
  7484. // tag faces
  7485. for ( var i = 0; i < length; i ++ ) {
  7486. faces[ i ]._id = i;
  7487. }
  7488. // sort faces
  7489. function materialIndexSort( a, b ) {
  7490. return a.materialIndex - b.materialIndex;
  7491. }
  7492. faces.sort( materialIndexSort );
  7493. // sort uvs
  7494. var uvs1 = this.faceVertexUvs[ 0 ];
  7495. var uvs2 = this.faceVertexUvs[ 1 ];
  7496. var newUvs1, newUvs2;
  7497. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7498. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7499. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7500. var id = faces[ i$1 ]._id;
  7501. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7502. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7503. }
  7504. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7505. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7506. },
  7507. toJSON: function () {
  7508. var data = {
  7509. metadata: {
  7510. version: 4.5,
  7511. type: 'Geometry',
  7512. generator: 'Geometry.toJSON'
  7513. }
  7514. };
  7515. // standard Geometry serialization
  7516. data.uuid = this.uuid;
  7517. data.type = this.type;
  7518. if ( this.name !== '' ) { data.name = this.name; }
  7519. if ( this.parameters !== undefined ) {
  7520. var parameters = this.parameters;
  7521. for ( var key in parameters ) {
  7522. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7523. }
  7524. return data;
  7525. }
  7526. var vertices = [];
  7527. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7528. var vertex = this.vertices[ i ];
  7529. vertices.push( vertex.x, vertex.y, vertex.z );
  7530. }
  7531. var faces = [];
  7532. var normals = [];
  7533. var normalsHash = {};
  7534. var colors = [];
  7535. var colorsHash = {};
  7536. var uvs = [];
  7537. var uvsHash = {};
  7538. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7539. var face = this.faces[ i$1 ];
  7540. var hasMaterial = true;
  7541. var hasFaceUv = false; // deprecated
  7542. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7543. var hasFaceNormal = face.normal.length() > 0;
  7544. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7545. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7546. var hasFaceVertexColor = face.vertexColors.length > 0;
  7547. var faceType = 0;
  7548. faceType = setBit( faceType, 0, 0 ); // isQuad
  7549. faceType = setBit( faceType, 1, hasMaterial );
  7550. faceType = setBit( faceType, 2, hasFaceUv );
  7551. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7552. faceType = setBit( faceType, 4, hasFaceNormal );
  7553. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7554. faceType = setBit( faceType, 6, hasFaceColor );
  7555. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7556. faces.push( faceType );
  7557. faces.push( face.a, face.b, face.c );
  7558. faces.push( face.materialIndex );
  7559. if ( hasFaceVertexUv ) {
  7560. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7561. faces.push(
  7562. getUvIndex( faceVertexUvs[ 0 ] ),
  7563. getUvIndex( faceVertexUvs[ 1 ] ),
  7564. getUvIndex( faceVertexUvs[ 2 ] )
  7565. );
  7566. }
  7567. if ( hasFaceNormal ) {
  7568. faces.push( getNormalIndex( face.normal ) );
  7569. }
  7570. if ( hasFaceVertexNormal ) {
  7571. var vertexNormals = face.vertexNormals;
  7572. faces.push(
  7573. getNormalIndex( vertexNormals[ 0 ] ),
  7574. getNormalIndex( vertexNormals[ 1 ] ),
  7575. getNormalIndex( vertexNormals[ 2 ] )
  7576. );
  7577. }
  7578. if ( hasFaceColor ) {
  7579. faces.push( getColorIndex( face.color ) );
  7580. }
  7581. if ( hasFaceVertexColor ) {
  7582. var vertexColors = face.vertexColors;
  7583. faces.push(
  7584. getColorIndex( vertexColors[ 0 ] ),
  7585. getColorIndex( vertexColors[ 1 ] ),
  7586. getColorIndex( vertexColors[ 2 ] )
  7587. );
  7588. }
  7589. }
  7590. function setBit( value, position, enabled ) {
  7591. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7592. }
  7593. function getNormalIndex( normal ) {
  7594. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7595. if ( normalsHash[ hash ] !== undefined ) {
  7596. return normalsHash[ hash ];
  7597. }
  7598. normalsHash[ hash ] = normals.length / 3;
  7599. normals.push( normal.x, normal.y, normal.z );
  7600. return normalsHash[ hash ];
  7601. }
  7602. function getColorIndex( color ) {
  7603. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7604. if ( colorsHash[ hash ] !== undefined ) {
  7605. return colorsHash[ hash ];
  7606. }
  7607. colorsHash[ hash ] = colors.length;
  7608. colors.push( color.getHex() );
  7609. return colorsHash[ hash ];
  7610. }
  7611. function getUvIndex( uv ) {
  7612. var hash = uv.x.toString() + uv.y.toString();
  7613. if ( uvsHash[ hash ] !== undefined ) {
  7614. return uvsHash[ hash ];
  7615. }
  7616. uvsHash[ hash ] = uvs.length / 2;
  7617. uvs.push( uv.x, uv.y );
  7618. return uvsHash[ hash ];
  7619. }
  7620. data.data = {};
  7621. data.data.vertices = vertices;
  7622. data.data.normals = normals;
  7623. if ( colors.length > 0 ) { data.data.colors = colors; }
  7624. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7625. data.data.faces = faces;
  7626. return data;
  7627. },
  7628. clone: function () {
  7629. /*
  7630. // Handle primitives
  7631. const parameters = this.parameters;
  7632. if ( parameters !== undefined ) {
  7633. const values = [];
  7634. for ( const key in parameters ) {
  7635. values.push( parameters[ key ] );
  7636. }
  7637. const geometry = Object.create( this.constructor.prototype );
  7638. this.constructor.apply( geometry, values );
  7639. return geometry;
  7640. }
  7641. return new this.constructor().copy( this );
  7642. */
  7643. return new Geometry().copy( this );
  7644. },
  7645. copy: function ( source ) {
  7646. // reset
  7647. this.vertices = [];
  7648. this.colors = [];
  7649. this.faces = [];
  7650. this.faceVertexUvs = [[]];
  7651. this.morphTargets = [];
  7652. this.morphNormals = [];
  7653. this.skinWeights = [];
  7654. this.skinIndices = [];
  7655. this.lineDistances = [];
  7656. this.boundingBox = null;
  7657. this.boundingSphere = null;
  7658. // name
  7659. this.name = source.name;
  7660. // vertices
  7661. var vertices = source.vertices;
  7662. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7663. this.vertices.push( vertices[ i ].clone() );
  7664. }
  7665. // colors
  7666. var colors = source.colors;
  7667. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7668. this.colors.push( colors[ i$1 ].clone() );
  7669. }
  7670. // faces
  7671. var faces = source.faces;
  7672. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7673. this.faces.push( faces[ i$2 ].clone() );
  7674. }
  7675. // face vertex uvs
  7676. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7677. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7678. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7679. this.faceVertexUvs[ i$3 ] = [];
  7680. }
  7681. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7682. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7683. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7684. var uv = uvs[ k ];
  7685. uvsCopy.push( uv.clone() );
  7686. }
  7687. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7688. }
  7689. }
  7690. // morph targets
  7691. var morphTargets = source.morphTargets;
  7692. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7693. var morphTarget = {};
  7694. morphTarget.name = morphTargets[ i$4 ].name;
  7695. // vertices
  7696. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7697. morphTarget.vertices = [];
  7698. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7699. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7700. }
  7701. }
  7702. // normals
  7703. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7704. morphTarget.normals = [];
  7705. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7706. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7707. }
  7708. }
  7709. this.morphTargets.push( morphTarget );
  7710. }
  7711. // morph normals
  7712. var morphNormals = source.morphNormals;
  7713. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7714. var morphNormal = {};
  7715. // vertex normals
  7716. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7717. morphNormal.vertexNormals = [];
  7718. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7719. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7720. var destVertexNormal = {};
  7721. destVertexNormal.a = srcVertexNormal.a.clone();
  7722. destVertexNormal.b = srcVertexNormal.b.clone();
  7723. destVertexNormal.c = srcVertexNormal.c.clone();
  7724. morphNormal.vertexNormals.push( destVertexNormal );
  7725. }
  7726. }
  7727. // face normals
  7728. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7729. morphNormal.faceNormals = [];
  7730. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7731. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7732. }
  7733. }
  7734. this.morphNormals.push( morphNormal );
  7735. }
  7736. // skin weights
  7737. var skinWeights = source.skinWeights;
  7738. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7739. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7740. }
  7741. // skin indices
  7742. var skinIndices = source.skinIndices;
  7743. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7744. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7745. }
  7746. // line distances
  7747. var lineDistances = source.lineDistances;
  7748. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7749. this.lineDistances.push( lineDistances[ i$8 ] );
  7750. }
  7751. // bounding box
  7752. var boundingBox = source.boundingBox;
  7753. if ( boundingBox !== null ) {
  7754. this.boundingBox = boundingBox.clone();
  7755. }
  7756. // bounding sphere
  7757. var boundingSphere = source.boundingSphere;
  7758. if ( boundingSphere !== null ) {
  7759. this.boundingSphere = boundingSphere.clone();
  7760. }
  7761. // update flags
  7762. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7763. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7764. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7765. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7766. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7767. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7768. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7769. return this;
  7770. },
  7771. dispose: function () {
  7772. this.dispatchEvent( { type: 'dispose' } );
  7773. }
  7774. } );
  7775. /**
  7776. * @author mrdoob / http://mrdoob.com/
  7777. * @author Mugen87 / https://github.com/Mugen87
  7778. */
  7779. // BoxGeometry
  7780. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7781. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7782. Geometry.call(this);
  7783. this.type = 'BoxGeometry';
  7784. this.parameters = {
  7785. width: width,
  7786. height: height,
  7787. depth: depth,
  7788. widthSegments: widthSegments,
  7789. heightSegments: heightSegments,
  7790. depthSegments: depthSegments
  7791. };
  7792. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7793. this.mergeVertices();
  7794. }
  7795. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7796. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7797. BoxGeometry.prototype.constructor = BoxGeometry;
  7798. return BoxGeometry;
  7799. }(Geometry));
  7800. // BoxBufferGeometry
  7801. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7802. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7803. BufferGeometry.call(this);
  7804. this.type = 'BoxBufferGeometry';
  7805. this.parameters = {
  7806. width: width,
  7807. height: height,
  7808. depth: depth,
  7809. widthSegments: widthSegments,
  7810. heightSegments: heightSegments,
  7811. depthSegments: depthSegments
  7812. };
  7813. var scope = this;
  7814. width = width || 1;
  7815. height = height || 1;
  7816. depth = depth || 1;
  7817. // segments
  7818. widthSegments = Math.floor( widthSegments ) || 1;
  7819. heightSegments = Math.floor( heightSegments ) || 1;
  7820. depthSegments = Math.floor( depthSegments ) || 1;
  7821. // buffers
  7822. var indices = [];
  7823. var vertices = [];
  7824. var normals = [];
  7825. var uvs = [];
  7826. // helper variables
  7827. var numberOfVertices = 0;
  7828. var groupStart = 0;
  7829. // build each side of the box geometry
  7830. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7831. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7832. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7833. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7834. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7835. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7836. // build geometry
  7837. this.setIndex( indices );
  7838. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7839. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7840. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7841. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7842. var segmentWidth = width / gridX;
  7843. var segmentHeight = height / gridY;
  7844. var widthHalf = width / 2;
  7845. var heightHalf = height / 2;
  7846. var depthHalf = depth / 2;
  7847. var gridX1 = gridX + 1;
  7848. var gridY1 = gridY + 1;
  7849. var vertexCounter = 0;
  7850. var groupCount = 0;
  7851. var vector = new Vector3();
  7852. // generate vertices, normals and uvs
  7853. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7854. var y = iy * segmentHeight - heightHalf;
  7855. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7856. var x = ix * segmentWidth - widthHalf;
  7857. // set values to correct vector component
  7858. vector[ u ] = x * udir;
  7859. vector[ v ] = y * vdir;
  7860. vector[ w ] = depthHalf;
  7861. // now apply vector to vertex buffer
  7862. vertices.push( vector.x, vector.y, vector.z );
  7863. // set values to correct vector component
  7864. vector[ u ] = 0;
  7865. vector[ v ] = 0;
  7866. vector[ w ] = depth > 0 ? 1 : - 1;
  7867. // now apply vector to normal buffer
  7868. normals.push( vector.x, vector.y, vector.z );
  7869. // uvs
  7870. uvs.push( ix / gridX );
  7871. uvs.push( 1 - ( iy / gridY ) );
  7872. // counters
  7873. vertexCounter += 1;
  7874. }
  7875. }
  7876. // indices
  7877. // 1. you need three indices to draw a single face
  7878. // 2. a single segment consists of two faces
  7879. // 3. so we need to generate six (2*3) indices per segment
  7880. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7881. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7882. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7883. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7884. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7885. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7886. // faces
  7887. indices.push( a, b, d );
  7888. indices.push( b, c, d );
  7889. // increase counter
  7890. groupCount += 6;
  7891. }
  7892. }
  7893. // add a group to the geometry. this will ensure multi material support
  7894. scope.addGroup( groupStart, groupCount, materialIndex );
  7895. // calculate new start value for groups
  7896. groupStart += groupCount;
  7897. // update total number of vertices
  7898. numberOfVertices += vertexCounter;
  7899. }
  7900. }
  7901. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7902. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7903. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7904. return BoxBufferGeometry;
  7905. }(BufferGeometry));
  7906. /**
  7907. * Uniform Utilities
  7908. */
  7909. function cloneUniforms( src ) {
  7910. var dst = {};
  7911. for ( var u in src ) {
  7912. dst[ u ] = {};
  7913. for ( var p in src[ u ] ) {
  7914. var property = src[ u ][ p ];
  7915. if ( property && ( property.isColor ||
  7916. property.isMatrix3 || property.isMatrix4 ||
  7917. property.isVector2 || property.isVector3 || property.isVector4 ||
  7918. property.isTexture ) ) {
  7919. dst[ u ][ p ] = property.clone();
  7920. } else if ( Array.isArray( property ) ) {
  7921. dst[ u ][ p ] = property.slice();
  7922. } else {
  7923. dst[ u ][ p ] = property;
  7924. }
  7925. }
  7926. }
  7927. return dst;
  7928. }
  7929. function mergeUniforms( uniforms ) {
  7930. var merged = {};
  7931. for ( var u = 0; u < uniforms.length; u ++ ) {
  7932. var tmp = cloneUniforms( uniforms[ u ] );
  7933. for ( var p in tmp ) {
  7934. merged[ p ] = tmp[ p ];
  7935. }
  7936. }
  7937. return merged;
  7938. }
  7939. // Legacy
  7940. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7941. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7942. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7943. /**
  7944. * @author alteredq / http://alteredqualia.com/
  7945. *
  7946. * parameters = {
  7947. * defines: { "label" : "value" },
  7948. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7949. *
  7950. * fragmentShader: <string>,
  7951. * vertexShader: <string>,
  7952. *
  7953. * wireframe: <boolean>,
  7954. * wireframeLinewidth: <float>,
  7955. *
  7956. * lights: <bool>,
  7957. *
  7958. * skinning: <bool>,
  7959. * morphTargets: <bool>,
  7960. * morphNormals: <bool>
  7961. * }
  7962. */
  7963. function ShaderMaterial( parameters ) {
  7964. Material.call( this );
  7965. this.type = 'ShaderMaterial';
  7966. this.defines = {};
  7967. this.uniforms = {};
  7968. this.vertexShader = default_vertex;
  7969. this.fragmentShader = default_fragment;
  7970. this.linewidth = 1;
  7971. this.wireframe = false;
  7972. this.wireframeLinewidth = 1;
  7973. this.fog = false; // set to use scene fog
  7974. this.lights = false; // set to use scene lights
  7975. this.clipping = false; // set to use user-defined clipping planes
  7976. this.skinning = false; // set to use skinning attribute streams
  7977. this.morphTargets = false; // set to use morph targets
  7978. this.morphNormals = false; // set to use morph normals
  7979. this.extensions = {
  7980. derivatives: false, // set to use derivatives
  7981. fragDepth: false, // set to use fragment depth values
  7982. drawBuffers: false, // set to use draw buffers
  7983. shaderTextureLOD: false // set to use shader texture LOD
  7984. };
  7985. // When rendered geometry doesn't include these attributes but the material does,
  7986. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7987. this.defaultAttributeValues = {
  7988. 'color': [ 1, 1, 1 ],
  7989. 'uv': [ 0, 0 ],
  7990. 'uv2': [ 0, 0 ]
  7991. };
  7992. this.index0AttributeName = undefined;
  7993. this.uniformsNeedUpdate = false;
  7994. if ( parameters !== undefined ) {
  7995. if ( parameters.attributes !== undefined ) {
  7996. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7997. }
  7998. this.setValues( parameters );
  7999. }
  8000. }
  8001. ShaderMaterial.prototype = Object.create( Material.prototype );
  8002. ShaderMaterial.prototype.constructor = ShaderMaterial;
  8003. ShaderMaterial.prototype.isShaderMaterial = true;
  8004. ShaderMaterial.prototype.copy = function ( source ) {
  8005. Material.prototype.copy.call( this, source );
  8006. this.fragmentShader = source.fragmentShader;
  8007. this.vertexShader = source.vertexShader;
  8008. this.uniforms = cloneUniforms( source.uniforms );
  8009. this.defines = Object.assign( {}, source.defines );
  8010. this.wireframe = source.wireframe;
  8011. this.wireframeLinewidth = source.wireframeLinewidth;
  8012. this.lights = source.lights;
  8013. this.clipping = source.clipping;
  8014. this.skinning = source.skinning;
  8015. this.morphTargets = source.morphTargets;
  8016. this.morphNormals = source.morphNormals;
  8017. this.extensions = Object.assign( {}, source.extensions );
  8018. return this;
  8019. };
  8020. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8021. var data = Material.prototype.toJSON.call( this, meta );
  8022. data.uniforms = {};
  8023. for ( var name in this.uniforms ) {
  8024. var uniform = this.uniforms[ name ];
  8025. var value = uniform.value;
  8026. if ( value && value.isTexture ) {
  8027. data.uniforms[ name ] = {
  8028. type: 't',
  8029. value: value.toJSON( meta ).uuid
  8030. };
  8031. } else if ( value && value.isColor ) {
  8032. data.uniforms[ name ] = {
  8033. type: 'c',
  8034. value: value.getHex()
  8035. };
  8036. } else if ( value && value.isVector2 ) {
  8037. data.uniforms[ name ] = {
  8038. type: 'v2',
  8039. value: value.toArray()
  8040. };
  8041. } else if ( value && value.isVector3 ) {
  8042. data.uniforms[ name ] = {
  8043. type: 'v3',
  8044. value: value.toArray()
  8045. };
  8046. } else if ( value && value.isVector4 ) {
  8047. data.uniforms[ name ] = {
  8048. type: 'v4',
  8049. value: value.toArray()
  8050. };
  8051. } else if ( value && value.isMatrix3 ) {
  8052. data.uniforms[ name ] = {
  8053. type: 'm3',
  8054. value: value.toArray()
  8055. };
  8056. } else if ( value && value.isMatrix4 ) {
  8057. data.uniforms[ name ] = {
  8058. type: 'm4',
  8059. value: value.toArray()
  8060. };
  8061. } else {
  8062. data.uniforms[ name ] = {
  8063. value: value
  8064. };
  8065. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8066. }
  8067. }
  8068. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8069. data.vertexShader = this.vertexShader;
  8070. data.fragmentShader = this.fragmentShader;
  8071. var extensions = {};
  8072. for ( var key in this.extensions ) {
  8073. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8074. }
  8075. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8076. return data;
  8077. };
  8078. /**
  8079. * @author mrdoob / http://mrdoob.com/
  8080. * @author mikael emtinger / http://gomo.se/
  8081. * @author WestLangley / http://github.com/WestLangley
  8082. */
  8083. function Camera() {
  8084. Object3D.call( this );
  8085. this.type = 'Camera';
  8086. this.matrixWorldInverse = new Matrix4();
  8087. this.projectionMatrix = new Matrix4();
  8088. this.projectionMatrixInverse = new Matrix4();
  8089. }
  8090. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8091. constructor: Camera,
  8092. isCamera: true,
  8093. copy: function ( source, recursive ) {
  8094. Object3D.prototype.copy.call( this, source, recursive );
  8095. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8096. this.projectionMatrix.copy( source.projectionMatrix );
  8097. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8098. return this;
  8099. },
  8100. getWorldDirection: function ( target ) {
  8101. if ( target === undefined ) {
  8102. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8103. target = new Vector3();
  8104. }
  8105. this.updateMatrixWorld( true );
  8106. var e = this.matrixWorld.elements;
  8107. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8108. },
  8109. updateMatrixWorld: function ( force ) {
  8110. Object3D.prototype.updateMatrixWorld.call( this, force );
  8111. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8112. },
  8113. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8114. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8115. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8116. },
  8117. clone: function () {
  8118. return new this.constructor().copy( this );
  8119. }
  8120. } );
  8121. /**
  8122. * @author mrdoob / http://mrdoob.com/
  8123. * @author greggman / http://games.greggman.com/
  8124. * @author zz85 / http://www.lab4games.net/zz85/blog
  8125. * @author tschw
  8126. */
  8127. function PerspectiveCamera( fov, aspect, near, far ) {
  8128. Camera.call( this );
  8129. this.type = 'PerspectiveCamera';
  8130. this.fov = fov !== undefined ? fov : 50;
  8131. this.zoom = 1;
  8132. this.near = near !== undefined ? near : 0.1;
  8133. this.far = far !== undefined ? far : 2000;
  8134. this.focus = 10;
  8135. this.aspect = aspect !== undefined ? aspect : 1;
  8136. this.view = null;
  8137. this.filmGauge = 35; // width of the film (default in millimeters)
  8138. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8139. this.updateProjectionMatrix();
  8140. }
  8141. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8142. constructor: PerspectiveCamera,
  8143. isPerspectiveCamera: true,
  8144. copy: function ( source, recursive ) {
  8145. Camera.prototype.copy.call( this, source, recursive );
  8146. this.fov = source.fov;
  8147. this.zoom = source.zoom;
  8148. this.near = source.near;
  8149. this.far = source.far;
  8150. this.focus = source.focus;
  8151. this.aspect = source.aspect;
  8152. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8153. this.filmGauge = source.filmGauge;
  8154. this.filmOffset = source.filmOffset;
  8155. return this;
  8156. },
  8157. /**
  8158. * Sets the FOV by focal length in respect to the current .filmGauge.
  8159. *
  8160. * The default film gauge is 35, so that the focal length can be specified for
  8161. * a 35mm (full frame) camera.
  8162. *
  8163. * Values for focal length and film gauge must have the same unit.
  8164. */
  8165. setFocalLength: function ( focalLength ) {
  8166. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8167. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8168. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8169. this.updateProjectionMatrix();
  8170. },
  8171. /**
  8172. * Calculates the focal length from the current .fov and .filmGauge.
  8173. */
  8174. getFocalLength: function () {
  8175. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8176. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8177. },
  8178. getEffectiveFOV: function () {
  8179. return MathUtils.RAD2DEG * 2 * Math.atan(
  8180. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8181. },
  8182. getFilmWidth: function () {
  8183. // film not completely covered in portrait format (aspect < 1)
  8184. return this.filmGauge * Math.min( this.aspect, 1 );
  8185. },
  8186. getFilmHeight: function () {
  8187. // film not completely covered in landscape format (aspect > 1)
  8188. return this.filmGauge / Math.max( this.aspect, 1 );
  8189. },
  8190. /**
  8191. * Sets an offset in a larger frustum. This is useful for multi-window or
  8192. * multi-monitor/multi-machine setups.
  8193. *
  8194. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8195. * the monitors are in grid like this
  8196. *
  8197. * +---+---+---+
  8198. * | A | B | C |
  8199. * +---+---+---+
  8200. * | D | E | F |
  8201. * +---+---+---+
  8202. *
  8203. * then for each monitor you would call it like this
  8204. *
  8205. * const w = 1920;
  8206. * const h = 1080;
  8207. * const fullWidth = w * 3;
  8208. * const fullHeight = h * 2;
  8209. *
  8210. * --A--
  8211. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8212. * --B--
  8213. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8214. * --C--
  8215. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8216. * --D--
  8217. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8218. * --E--
  8219. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8220. * --F--
  8221. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8222. *
  8223. * Note there is no reason monitors have to be the same size or in a grid.
  8224. */
  8225. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8226. this.aspect = fullWidth / fullHeight;
  8227. if ( this.view === null ) {
  8228. this.view = {
  8229. enabled: true,
  8230. fullWidth: 1,
  8231. fullHeight: 1,
  8232. offsetX: 0,
  8233. offsetY: 0,
  8234. width: 1,
  8235. height: 1
  8236. };
  8237. }
  8238. this.view.enabled = true;
  8239. this.view.fullWidth = fullWidth;
  8240. this.view.fullHeight = fullHeight;
  8241. this.view.offsetX = x;
  8242. this.view.offsetY = y;
  8243. this.view.width = width;
  8244. this.view.height = height;
  8245. this.updateProjectionMatrix();
  8246. },
  8247. clearViewOffset: function () {
  8248. if ( this.view !== null ) {
  8249. this.view.enabled = false;
  8250. }
  8251. this.updateProjectionMatrix();
  8252. },
  8253. updateProjectionMatrix: function () {
  8254. var near = this.near,
  8255. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8256. height = 2 * top,
  8257. width = this.aspect * height,
  8258. left = - 0.5 * width,
  8259. view = this.view;
  8260. if ( this.view !== null && this.view.enabled ) {
  8261. var fullWidth = view.fullWidth,
  8262. fullHeight = view.fullHeight;
  8263. left += view.offsetX * width / fullWidth;
  8264. top -= view.offsetY * height / fullHeight;
  8265. width *= view.width / fullWidth;
  8266. height *= view.height / fullHeight;
  8267. }
  8268. var skew = this.filmOffset;
  8269. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8270. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8271. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8272. },
  8273. toJSON: function ( meta ) {
  8274. var data = Object3D.prototype.toJSON.call( this, meta );
  8275. data.object.fov = this.fov;
  8276. data.object.zoom = this.zoom;
  8277. data.object.near = this.near;
  8278. data.object.far = this.far;
  8279. data.object.focus = this.focus;
  8280. data.object.aspect = this.aspect;
  8281. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8282. data.object.filmGauge = this.filmGauge;
  8283. data.object.filmOffset = this.filmOffset;
  8284. return data;
  8285. }
  8286. } );
  8287. /**
  8288. * Camera for rendering cube maps
  8289. * - renders scene into axis-aligned cube
  8290. *
  8291. * @author alteredq / http://alteredqualia.com/
  8292. */
  8293. var fov = 90, aspect = 1;
  8294. function CubeCamera( near, far, renderTarget ) {
  8295. Object3D.call( this );
  8296. this.type = 'CubeCamera';
  8297. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8298. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8299. return;
  8300. }
  8301. this.renderTarget = renderTarget;
  8302. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8303. cameraPX.layers = this.layers;
  8304. cameraPX.up.set( 0, - 1, 0 );
  8305. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8306. this.add( cameraPX );
  8307. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8308. cameraNX.layers = this.layers;
  8309. cameraNX.up.set( 0, - 1, 0 );
  8310. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8311. this.add( cameraNX );
  8312. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8313. cameraPY.layers = this.layers;
  8314. cameraPY.up.set( 0, 0, 1 );
  8315. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8316. this.add( cameraPY );
  8317. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8318. cameraNY.layers = this.layers;
  8319. cameraNY.up.set( 0, 0, - 1 );
  8320. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8321. this.add( cameraNY );
  8322. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8323. cameraPZ.layers = this.layers;
  8324. cameraPZ.up.set( 0, - 1, 0 );
  8325. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8326. this.add( cameraPZ );
  8327. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8328. cameraNZ.layers = this.layers;
  8329. cameraNZ.up.set( 0, - 1, 0 );
  8330. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8331. this.add( cameraNZ );
  8332. this.update = function ( renderer, scene ) {
  8333. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8334. var currentXrEnabled = renderer.xr.enabled;
  8335. var currentRenderTarget = renderer.getRenderTarget();
  8336. renderer.xr.enabled = false;
  8337. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8338. renderTarget.texture.generateMipmaps = false;
  8339. renderer.setRenderTarget( renderTarget, 0 );
  8340. renderer.render( scene, cameraPX );
  8341. renderer.setRenderTarget( renderTarget, 1 );
  8342. renderer.render( scene, cameraNX );
  8343. renderer.setRenderTarget( renderTarget, 2 );
  8344. renderer.render( scene, cameraPY );
  8345. renderer.setRenderTarget( renderTarget, 3 );
  8346. renderer.render( scene, cameraNY );
  8347. renderer.setRenderTarget( renderTarget, 4 );
  8348. renderer.render( scene, cameraPZ );
  8349. renderTarget.texture.generateMipmaps = generateMipmaps;
  8350. renderer.setRenderTarget( renderTarget, 5 );
  8351. renderer.render( scene, cameraNZ );
  8352. renderer.setRenderTarget( currentRenderTarget );
  8353. renderer.xr.enabled = currentXrEnabled;
  8354. };
  8355. this.clear = function ( renderer, color, depth, stencil ) {
  8356. var currentRenderTarget = renderer.getRenderTarget();
  8357. for ( var i = 0; i < 6; i ++ ) {
  8358. renderer.setRenderTarget( renderTarget, i );
  8359. renderer.clear( color, depth, stencil );
  8360. }
  8361. renderer.setRenderTarget( currentRenderTarget );
  8362. };
  8363. }
  8364. CubeCamera.prototype = Object.create( Object3D.prototype );
  8365. CubeCamera.prototype.constructor = CubeCamera;
  8366. /**
  8367. * @author alteredq / http://alteredqualia.com
  8368. * @author WestLangley / http://github.com/WestLangley
  8369. */
  8370. function WebGLCubeRenderTarget( size, options, dummy ) {
  8371. if ( Number.isInteger( options ) ) {
  8372. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8373. options = dummy;
  8374. }
  8375. WebGLRenderTarget.call( this, size, size, options );
  8376. }
  8377. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8378. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8379. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8380. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8381. this.texture.type = texture.type;
  8382. this.texture.format = texture.format;
  8383. this.texture.encoding = texture.encoding;
  8384. var scene = new Scene();
  8385. var shader = {
  8386. uniforms: {
  8387. tEquirect: { value: null },
  8388. },
  8389. vertexShader: [
  8390. "varying vec3 vWorldDirection;",
  8391. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8392. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8393. "}",
  8394. "void main() {",
  8395. " vWorldDirection = transformDirection( position, modelMatrix );",
  8396. " #include <begin_vertex>",
  8397. " #include <project_vertex>",
  8398. "}"
  8399. ].join( '\n' ),
  8400. fragmentShader: [
  8401. "uniform sampler2D tEquirect;",
  8402. "varying vec3 vWorldDirection;",
  8403. "#include <common>",
  8404. "void main() {",
  8405. " vec3 direction = normalize( vWorldDirection );",
  8406. " vec2 sampleUV = equirectUv( direction );",
  8407. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8408. "}"
  8409. ].join( '\n' ),
  8410. };
  8411. var material = new ShaderMaterial( {
  8412. name: 'CubemapFromEquirect',
  8413. uniforms: cloneUniforms( shader.uniforms ),
  8414. vertexShader: shader.vertexShader,
  8415. fragmentShader: shader.fragmentShader,
  8416. side: BackSide,
  8417. blending: NoBlending
  8418. } );
  8419. material.uniforms.tEquirect.value = texture;
  8420. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8421. scene.add( mesh );
  8422. var camera = new CubeCamera( 1, 10, this );
  8423. camera.update( renderer, scene );
  8424. mesh.geometry.dispose();
  8425. mesh.material.dispose();
  8426. return this;
  8427. };
  8428. /**
  8429. * @author alteredq / http://alteredqualia.com/
  8430. */
  8431. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8432. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8433. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8434. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8435. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8436. this.generateMipmaps = false;
  8437. this.flipY = false;
  8438. this.unpackAlignment = 1;
  8439. this.needsUpdate = true;
  8440. }
  8441. DataTexture.prototype = Object.create( Texture.prototype );
  8442. DataTexture.prototype.constructor = DataTexture;
  8443. DataTexture.prototype.isDataTexture = true;
  8444. /**
  8445. * @author mrdoob / http://mrdoob.com/
  8446. * @author alteredq / http://alteredqualia.com/
  8447. * @author bhouston / http://clara.io
  8448. */
  8449. var _sphere$1 = new Sphere();
  8450. var _vector$5 = new Vector3();
  8451. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8452. this.planes = [
  8453. ( p0 !== undefined ) ? p0 : new Plane(),
  8454. ( p1 !== undefined ) ? p1 : new Plane(),
  8455. ( p2 !== undefined ) ? p2 : new Plane(),
  8456. ( p3 !== undefined ) ? p3 : new Plane(),
  8457. ( p4 !== undefined ) ? p4 : new Plane(),
  8458. ( p5 !== undefined ) ? p5 : new Plane()
  8459. ];
  8460. }
  8461. Object.assign( Frustum.prototype, {
  8462. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8463. var planes = this.planes;
  8464. planes[ 0 ].copy( p0 );
  8465. planes[ 1 ].copy( p1 );
  8466. planes[ 2 ].copy( p2 );
  8467. planes[ 3 ].copy( p3 );
  8468. planes[ 4 ].copy( p4 );
  8469. planes[ 5 ].copy( p5 );
  8470. return this;
  8471. },
  8472. clone: function () {
  8473. return new this.constructor().copy( this );
  8474. },
  8475. copy: function ( frustum ) {
  8476. var planes = this.planes;
  8477. for ( var i = 0; i < 6; i ++ ) {
  8478. planes[ i ].copy( frustum.planes[ i ] );
  8479. }
  8480. return this;
  8481. },
  8482. setFromProjectionMatrix: function ( m ) {
  8483. var planes = this.planes;
  8484. var me = m.elements;
  8485. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8486. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8487. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8488. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8489. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8490. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8491. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8492. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8493. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8494. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8495. return this;
  8496. },
  8497. intersectsObject: function ( object ) {
  8498. var geometry = object.geometry;
  8499. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8500. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8501. return this.intersectsSphere( _sphere$1 );
  8502. },
  8503. intersectsSprite: function ( sprite ) {
  8504. _sphere$1.center.set( 0, 0, 0 );
  8505. _sphere$1.radius = 0.7071067811865476;
  8506. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8507. return this.intersectsSphere( _sphere$1 );
  8508. },
  8509. intersectsSphere: function ( sphere ) {
  8510. var planes = this.planes;
  8511. var center = sphere.center;
  8512. var negRadius = - sphere.radius;
  8513. for ( var i = 0; i < 6; i ++ ) {
  8514. var distance = planes[ i ].distanceToPoint( center );
  8515. if ( distance < negRadius ) {
  8516. return false;
  8517. }
  8518. }
  8519. return true;
  8520. },
  8521. intersectsBox: function ( box ) {
  8522. var planes = this.planes;
  8523. for ( var i = 0; i < 6; i ++ ) {
  8524. var plane = planes[ i ];
  8525. // corner at max distance
  8526. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8527. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8528. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8529. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8530. return false;
  8531. }
  8532. }
  8533. return true;
  8534. },
  8535. containsPoint: function ( point ) {
  8536. var planes = this.planes;
  8537. for ( var i = 0; i < 6; i ++ ) {
  8538. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8539. return false;
  8540. }
  8541. }
  8542. return true;
  8543. }
  8544. } );
  8545. /**
  8546. * Uniforms library for shared webgl shaders
  8547. */
  8548. var UniformsLib = {
  8549. common: {
  8550. diffuse: { value: new Color( 0xeeeeee ) },
  8551. opacity: { value: 1.0 },
  8552. map: { value: null },
  8553. uvTransform: { value: new Matrix3() },
  8554. uv2Transform: { value: new Matrix3() },
  8555. alphaMap: { value: null },
  8556. },
  8557. specularmap: {
  8558. specularMap: { value: null },
  8559. },
  8560. envmap: {
  8561. envMap: { value: null },
  8562. flipEnvMap: { value: - 1 },
  8563. reflectivity: { value: 1.0 },
  8564. refractionRatio: { value: 0.98 },
  8565. maxMipLevel: { value: 0 }
  8566. },
  8567. aomap: {
  8568. aoMap: { value: null },
  8569. aoMapIntensity: { value: 1 }
  8570. },
  8571. lightmap: {
  8572. lightMap: { value: null },
  8573. lightMapIntensity: { value: 1 }
  8574. },
  8575. emissivemap: {
  8576. emissiveMap: { value: null }
  8577. },
  8578. bumpmap: {
  8579. bumpMap: { value: null },
  8580. bumpScale: { value: 1 }
  8581. },
  8582. normalmap: {
  8583. normalMap: { value: null },
  8584. normalScale: { value: new Vector2( 1, 1 ) }
  8585. },
  8586. displacementmap: {
  8587. displacementMap: { value: null },
  8588. displacementScale: { value: 1 },
  8589. displacementBias: { value: 0 }
  8590. },
  8591. roughnessmap: {
  8592. roughnessMap: { value: null }
  8593. },
  8594. metalnessmap: {
  8595. metalnessMap: { value: null }
  8596. },
  8597. gradientmap: {
  8598. gradientMap: { value: null }
  8599. },
  8600. fog: {
  8601. fogDensity: { value: 0.00025 },
  8602. fogNear: { value: 1 },
  8603. fogFar: { value: 2000 },
  8604. fogColor: { value: new Color( 0xffffff ) }
  8605. },
  8606. lights: {
  8607. ambientLightColor: { value: [] },
  8608. lightProbe: { value: [] },
  8609. directionalLights: { value: [], properties: {
  8610. direction: {},
  8611. color: {}
  8612. } },
  8613. directionalLightShadows: { value: [], properties: {
  8614. shadowBias: {},
  8615. shadowNormalBias: {},
  8616. shadowRadius: {},
  8617. shadowMapSize: {}
  8618. } },
  8619. directionalShadowMap: { value: [] },
  8620. directionalShadowMatrix: { value: [] },
  8621. spotLights: { value: [], properties: {
  8622. color: {},
  8623. position: {},
  8624. direction: {},
  8625. distance: {},
  8626. coneCos: {},
  8627. penumbraCos: {},
  8628. decay: {}
  8629. } },
  8630. spotLightShadows: { value: [], properties: {
  8631. shadowBias: {},
  8632. shadowNormalBias: {},
  8633. shadowRadius: {},
  8634. shadowMapSize: {}
  8635. } },
  8636. spotShadowMap: { value: [] },
  8637. spotShadowMatrix: { value: [] },
  8638. pointLights: { value: [], properties: {
  8639. color: {},
  8640. position: {},
  8641. decay: {},
  8642. distance: {}
  8643. } },
  8644. pointLightShadows: { value: [], properties: {
  8645. shadowBias: {},
  8646. shadowNormalBias: {},
  8647. shadowRadius: {},
  8648. shadowMapSize: {},
  8649. shadowCameraNear: {},
  8650. shadowCameraFar: {}
  8651. } },
  8652. pointShadowMap: { value: [] },
  8653. pointShadowMatrix: { value: [] },
  8654. hemisphereLights: { value: [], properties: {
  8655. direction: {},
  8656. skyColor: {},
  8657. groundColor: {}
  8658. } },
  8659. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8660. rectAreaLights: { value: [], properties: {
  8661. color: {},
  8662. position: {},
  8663. width: {},
  8664. height: {}
  8665. } }
  8666. },
  8667. points: {
  8668. diffuse: { value: new Color( 0xeeeeee ) },
  8669. opacity: { value: 1.0 },
  8670. size: { value: 1.0 },
  8671. scale: { value: 1.0 },
  8672. map: { value: null },
  8673. alphaMap: { value: null },
  8674. uvTransform: { value: new Matrix3() }
  8675. },
  8676. sprite: {
  8677. diffuse: { value: new Color( 0xeeeeee ) },
  8678. opacity: { value: 1.0 },
  8679. center: { value: new Vector2( 0.5, 0.5 ) },
  8680. rotation: { value: 0.0 },
  8681. map: { value: null },
  8682. alphaMap: { value: null },
  8683. uvTransform: { value: new Matrix3() }
  8684. }
  8685. };
  8686. /**
  8687. * @author mrdoob / http://mrdoob.com/
  8688. */
  8689. function WebGLAnimation() {
  8690. var context = null;
  8691. var isAnimating = false;
  8692. var animationLoop = null;
  8693. var requestId = null;
  8694. function onAnimationFrame( time, frame ) {
  8695. animationLoop( time, frame );
  8696. requestId = context.requestAnimationFrame( onAnimationFrame );
  8697. }
  8698. return {
  8699. start: function () {
  8700. if ( isAnimating === true ) { return; }
  8701. if ( animationLoop === null ) { return; }
  8702. requestId = context.requestAnimationFrame( onAnimationFrame );
  8703. isAnimating = true;
  8704. },
  8705. stop: function () {
  8706. context.cancelAnimationFrame( requestId );
  8707. isAnimating = false;
  8708. },
  8709. setAnimationLoop: function ( callback ) {
  8710. animationLoop = callback;
  8711. },
  8712. setContext: function ( value ) {
  8713. context = value;
  8714. }
  8715. };
  8716. }
  8717. /**
  8718. * @author mrdoob / http://mrdoob.com/
  8719. */
  8720. function WebGLAttributes( gl, capabilities ) {
  8721. var isWebGL2 = capabilities.isWebGL2;
  8722. var buffers = new WeakMap();
  8723. function createBuffer( attribute, bufferType ) {
  8724. var array = attribute.array;
  8725. var usage = attribute.usage;
  8726. var buffer = gl.createBuffer();
  8727. gl.bindBuffer( bufferType, buffer );
  8728. gl.bufferData( bufferType, array, usage );
  8729. attribute.onUploadCallback();
  8730. var type = 5126;
  8731. if ( array instanceof Float32Array ) {
  8732. type = 5126;
  8733. } else if ( array instanceof Float64Array ) {
  8734. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8735. } else if ( array instanceof Uint16Array ) {
  8736. type = 5123;
  8737. } else if ( array instanceof Int16Array ) {
  8738. type = 5122;
  8739. } else if ( array instanceof Uint32Array ) {
  8740. type = 5125;
  8741. } else if ( array instanceof Int32Array ) {
  8742. type = 5124;
  8743. } else if ( array instanceof Int8Array ) {
  8744. type = 5120;
  8745. } else if ( array instanceof Uint8Array ) {
  8746. type = 5121;
  8747. }
  8748. return {
  8749. buffer: buffer,
  8750. type: type,
  8751. bytesPerElement: array.BYTES_PER_ELEMENT,
  8752. version: attribute.version
  8753. };
  8754. }
  8755. function updateBuffer( buffer, attribute, bufferType ) {
  8756. var array = attribute.array;
  8757. var updateRange = attribute.updateRange;
  8758. gl.bindBuffer( bufferType, buffer );
  8759. if ( updateRange.count === - 1 ) {
  8760. // Not using update ranges
  8761. gl.bufferSubData( bufferType, 0, array );
  8762. } else {
  8763. if ( isWebGL2 ) {
  8764. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8765. array, updateRange.offset, updateRange.count );
  8766. } else {
  8767. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8768. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8769. }
  8770. updateRange.count = - 1; // reset range
  8771. }
  8772. }
  8773. //
  8774. function get( attribute ) {
  8775. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8776. return buffers.get( attribute );
  8777. }
  8778. function remove( attribute ) {
  8779. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8780. var data = buffers.get( attribute );
  8781. if ( data ) {
  8782. gl.deleteBuffer( data.buffer );
  8783. buffers.delete( attribute );
  8784. }
  8785. }
  8786. function update( attribute, bufferType ) {
  8787. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8788. var data = buffers.get( attribute );
  8789. if ( data === undefined ) {
  8790. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8791. } else if ( data.version < attribute.version ) {
  8792. updateBuffer( data.buffer, attribute, bufferType );
  8793. data.version = attribute.version;
  8794. }
  8795. }
  8796. return {
  8797. get: get,
  8798. remove: remove,
  8799. update: update
  8800. };
  8801. }
  8802. /**
  8803. * @author mrdoob / http://mrdoob.com/
  8804. * @author Mugen87 / https://github.com/Mugen87
  8805. */
  8806. // PlaneGeometry
  8807. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8808. Geometry.call( this );
  8809. this.type = 'PlaneGeometry';
  8810. this.parameters = {
  8811. width: width,
  8812. height: height,
  8813. widthSegments: widthSegments,
  8814. heightSegments: heightSegments
  8815. };
  8816. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8817. this.mergeVertices();
  8818. }
  8819. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8820. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8821. // PlaneBufferGeometry
  8822. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8823. BufferGeometry.call( this );
  8824. this.type = 'PlaneBufferGeometry';
  8825. this.parameters = {
  8826. width: width,
  8827. height: height,
  8828. widthSegments: widthSegments,
  8829. heightSegments: heightSegments
  8830. };
  8831. width = width || 1;
  8832. height = height || 1;
  8833. var width_half = width / 2;
  8834. var height_half = height / 2;
  8835. var gridX = Math.floor( widthSegments ) || 1;
  8836. var gridY = Math.floor( heightSegments ) || 1;
  8837. var gridX1 = gridX + 1;
  8838. var gridY1 = gridY + 1;
  8839. var segment_width = width / gridX;
  8840. var segment_height = height / gridY;
  8841. // buffers
  8842. var indices = [];
  8843. var vertices = [];
  8844. var normals = [];
  8845. var uvs = [];
  8846. // generate vertices, normals and uvs
  8847. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8848. var y = iy * segment_height - height_half;
  8849. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8850. var x = ix * segment_width - width_half;
  8851. vertices.push( x, - y, 0 );
  8852. normals.push( 0, 0, 1 );
  8853. uvs.push( ix / gridX );
  8854. uvs.push( 1 - ( iy / gridY ) );
  8855. }
  8856. }
  8857. // indices
  8858. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8859. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8860. var a = ix$1 + gridX1 * iy$1;
  8861. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8862. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8863. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8864. // faces
  8865. indices.push( a, b, d );
  8866. indices.push( b, c, d );
  8867. }
  8868. }
  8869. // build geometry
  8870. this.setIndex( indices );
  8871. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8872. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8873. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8874. }
  8875. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8876. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8877. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8878. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8879. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8880. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8881. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8882. var begin_vertex = "vec3 transformed = vec3( position );";
  8883. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8884. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8885. var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
  8886. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8887. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8888. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8889. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8890. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8891. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8892. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8893. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8894. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8895. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x); } else if (face == 1.0) {\n uv = vec2(-direction.x, -direction.z) / abs(direction.y); } else if (face == 2.0) {\n uv = vec2(-direction.x, direction.y) / abs(direction.z); } else if (face == 3.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x); } else if (face == 4.0) {\n uv = vec2(-direction.x, direction.z) / abs(direction.y); } else {\n uv = vec2(direction.x, direction.y) / abs(direction.z); }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8896. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8897. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8898. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8899. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8900. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8901. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8902. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8903. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8904. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8905. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8906. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8907. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8908. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8909. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8910. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8911. var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
  8912. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8913. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8914. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8915. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  8916. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8917. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8918. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8919. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8920. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8921. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8922. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8923. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8924. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8925. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8926. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8927. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8928. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8929. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8930. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8931. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8932. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8933. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8934. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8935. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8936. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8937. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8938. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8939. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8940. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8941. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8942. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8943. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8944. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8945. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8946. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8947. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8948. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8949. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8950. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8951. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8952. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8953. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8954. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8955. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8956. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8957. var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
  8958. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  8959. var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
  8960. var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
  8961. var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
  8962. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8963. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8964. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
  8965. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8966. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8967. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8968. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8969. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8970. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8971. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8972. var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8973. var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
  8974. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8975. var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
  8976. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8977. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  8978. var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
  8979. var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
  8980. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8981. var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
  8982. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8983. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8984. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8985. var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
  8986. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8987. var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8988. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8989. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8990. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8991. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8992. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8993. var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8994. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8995. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8996. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8997. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8998. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8999. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  9000. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  9001. var shadow_vert = "#include <common>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  9002. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  9003. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  9004. var ShaderChunk = {
  9005. alphamap_fragment: alphamap_fragment,
  9006. alphamap_pars_fragment: alphamap_pars_fragment,
  9007. alphatest_fragment: alphatest_fragment,
  9008. aomap_fragment: aomap_fragment,
  9009. aomap_pars_fragment: aomap_pars_fragment,
  9010. begin_vertex: begin_vertex,
  9011. beginnormal_vertex: beginnormal_vertex,
  9012. bsdfs: bsdfs,
  9013. bumpmap_pars_fragment: bumpmap_pars_fragment,
  9014. clipping_planes_fragment: clipping_planes_fragment,
  9015. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  9016. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  9017. clipping_planes_vertex: clipping_planes_vertex,
  9018. color_fragment: color_fragment,
  9019. color_pars_fragment: color_pars_fragment,
  9020. color_pars_vertex: color_pars_vertex,
  9021. color_vertex: color_vertex,
  9022. common: common,
  9023. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  9024. defaultnormal_vertex: defaultnormal_vertex,
  9025. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9026. displacementmap_vertex: displacementmap_vertex,
  9027. emissivemap_fragment: emissivemap_fragment,
  9028. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9029. encodings_fragment: encodings_fragment,
  9030. encodings_pars_fragment: encodings_pars_fragment,
  9031. envmap_fragment: envmap_fragment,
  9032. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9033. envmap_pars_fragment: envmap_pars_fragment,
  9034. envmap_pars_vertex: envmap_pars_vertex,
  9035. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9036. envmap_vertex: envmap_vertex,
  9037. fog_vertex: fog_vertex,
  9038. fog_pars_vertex: fog_pars_vertex,
  9039. fog_fragment: fog_fragment,
  9040. fog_pars_fragment: fog_pars_fragment,
  9041. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9042. lightmap_fragment: lightmap_fragment,
  9043. lightmap_pars_fragment: lightmap_pars_fragment,
  9044. lights_lambert_vertex: lights_lambert_vertex,
  9045. lights_pars_begin: lights_pars_begin,
  9046. lights_toon_fragment: lights_toon_fragment,
  9047. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9048. lights_phong_fragment: lights_phong_fragment,
  9049. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9050. lights_physical_fragment: lights_physical_fragment,
  9051. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9052. lights_fragment_begin: lights_fragment_begin,
  9053. lights_fragment_maps: lights_fragment_maps,
  9054. lights_fragment_end: lights_fragment_end,
  9055. logdepthbuf_fragment: logdepthbuf_fragment,
  9056. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9057. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9058. logdepthbuf_vertex: logdepthbuf_vertex,
  9059. map_fragment: map_fragment,
  9060. map_pars_fragment: map_pars_fragment,
  9061. map_particle_fragment: map_particle_fragment,
  9062. map_particle_pars_fragment: map_particle_pars_fragment,
  9063. metalnessmap_fragment: metalnessmap_fragment,
  9064. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9065. morphnormal_vertex: morphnormal_vertex,
  9066. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9067. morphtarget_vertex: morphtarget_vertex,
  9068. normal_fragment_begin: normal_fragment_begin,
  9069. normal_fragment_maps: normal_fragment_maps,
  9070. normalmap_pars_fragment: normalmap_pars_fragment,
  9071. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9072. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9073. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9074. packing: packing,
  9075. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9076. project_vertex: project_vertex,
  9077. dithering_fragment: dithering_fragment,
  9078. dithering_pars_fragment: dithering_pars_fragment,
  9079. roughnessmap_fragment: roughnessmap_fragment,
  9080. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9081. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9082. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9083. shadowmap_vertex: shadowmap_vertex,
  9084. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9085. skinbase_vertex: skinbase_vertex,
  9086. skinning_pars_vertex: skinning_pars_vertex,
  9087. skinning_vertex: skinning_vertex,
  9088. skinnormal_vertex: skinnormal_vertex,
  9089. specularmap_fragment: specularmap_fragment,
  9090. specularmap_pars_fragment: specularmap_pars_fragment,
  9091. tonemapping_fragment: tonemapping_fragment,
  9092. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9093. uv_pars_fragment: uv_pars_fragment,
  9094. uv_pars_vertex: uv_pars_vertex,
  9095. uv_vertex: uv_vertex,
  9096. uv2_pars_fragment: uv2_pars_fragment,
  9097. uv2_pars_vertex: uv2_pars_vertex,
  9098. uv2_vertex: uv2_vertex,
  9099. worldpos_vertex: worldpos_vertex,
  9100. background_frag: background_frag,
  9101. background_vert: background_vert,
  9102. cube_frag: cube_frag,
  9103. cube_vert: cube_vert,
  9104. depth_frag: depth_frag,
  9105. depth_vert: depth_vert,
  9106. distanceRGBA_frag: distanceRGBA_frag,
  9107. distanceRGBA_vert: distanceRGBA_vert,
  9108. equirect_frag: equirect_frag,
  9109. equirect_vert: equirect_vert,
  9110. linedashed_frag: linedashed_frag,
  9111. linedashed_vert: linedashed_vert,
  9112. meshbasic_frag: meshbasic_frag,
  9113. meshbasic_vert: meshbasic_vert,
  9114. meshlambert_frag: meshlambert_frag,
  9115. meshlambert_vert: meshlambert_vert,
  9116. meshmatcap_frag: meshmatcap_frag,
  9117. meshmatcap_vert: meshmatcap_vert,
  9118. meshtoon_frag: meshtoon_frag,
  9119. meshtoon_vert: meshtoon_vert,
  9120. meshphong_frag: meshphong_frag,
  9121. meshphong_vert: meshphong_vert,
  9122. meshphysical_frag: meshphysical_frag,
  9123. meshphysical_vert: meshphysical_vert,
  9124. normal_frag: normal_frag,
  9125. normal_vert: normal_vert,
  9126. points_frag: points_frag,
  9127. points_vert: points_vert,
  9128. shadow_frag: shadow_frag,
  9129. shadow_vert: shadow_vert,
  9130. sprite_frag: sprite_frag,
  9131. sprite_vert: sprite_vert
  9132. };
  9133. /**
  9134. * @author alteredq / http://alteredqualia.com/
  9135. * @author mrdoob / http://mrdoob.com/
  9136. * @author mikael emtinger / http://gomo.se/
  9137. */
  9138. var ShaderLib = {
  9139. basic: {
  9140. uniforms: mergeUniforms( [
  9141. UniformsLib.common,
  9142. UniformsLib.specularmap,
  9143. UniformsLib.envmap,
  9144. UniformsLib.aomap,
  9145. UniformsLib.lightmap,
  9146. UniformsLib.fog
  9147. ] ),
  9148. vertexShader: ShaderChunk.meshbasic_vert,
  9149. fragmentShader: ShaderChunk.meshbasic_frag
  9150. },
  9151. lambert: {
  9152. uniforms: mergeUniforms( [
  9153. UniformsLib.common,
  9154. UniformsLib.specularmap,
  9155. UniformsLib.envmap,
  9156. UniformsLib.aomap,
  9157. UniformsLib.lightmap,
  9158. UniformsLib.emissivemap,
  9159. UniformsLib.fog,
  9160. UniformsLib.lights,
  9161. {
  9162. emissive: { value: new Color( 0x000000 ) }
  9163. }
  9164. ] ),
  9165. vertexShader: ShaderChunk.meshlambert_vert,
  9166. fragmentShader: ShaderChunk.meshlambert_frag
  9167. },
  9168. phong: {
  9169. uniforms: mergeUniforms( [
  9170. UniformsLib.common,
  9171. UniformsLib.specularmap,
  9172. UniformsLib.envmap,
  9173. UniformsLib.aomap,
  9174. UniformsLib.lightmap,
  9175. UniformsLib.emissivemap,
  9176. UniformsLib.bumpmap,
  9177. UniformsLib.normalmap,
  9178. UniformsLib.displacementmap,
  9179. UniformsLib.fog,
  9180. UniformsLib.lights,
  9181. {
  9182. emissive: { value: new Color( 0x000000 ) },
  9183. specular: { value: new Color( 0x111111 ) },
  9184. shininess: { value: 30 }
  9185. }
  9186. ] ),
  9187. vertexShader: ShaderChunk.meshphong_vert,
  9188. fragmentShader: ShaderChunk.meshphong_frag
  9189. },
  9190. standard: {
  9191. uniforms: mergeUniforms( [
  9192. UniformsLib.common,
  9193. UniformsLib.envmap,
  9194. UniformsLib.aomap,
  9195. UniformsLib.lightmap,
  9196. UniformsLib.emissivemap,
  9197. UniformsLib.bumpmap,
  9198. UniformsLib.normalmap,
  9199. UniformsLib.displacementmap,
  9200. UniformsLib.roughnessmap,
  9201. UniformsLib.metalnessmap,
  9202. UniformsLib.fog,
  9203. UniformsLib.lights,
  9204. {
  9205. emissive: { value: new Color( 0x000000 ) },
  9206. roughness: { value: 1.0 },
  9207. metalness: { value: 0.0 },
  9208. envMapIntensity: { value: 1 } // temporary
  9209. }
  9210. ] ),
  9211. vertexShader: ShaderChunk.meshphysical_vert,
  9212. fragmentShader: ShaderChunk.meshphysical_frag
  9213. },
  9214. toon: {
  9215. uniforms: mergeUniforms( [
  9216. UniformsLib.common,
  9217. UniformsLib.specularmap,
  9218. UniformsLib.aomap,
  9219. UniformsLib.lightmap,
  9220. UniformsLib.emissivemap,
  9221. UniformsLib.bumpmap,
  9222. UniformsLib.normalmap,
  9223. UniformsLib.displacementmap,
  9224. UniformsLib.gradientmap,
  9225. UniformsLib.fog,
  9226. UniformsLib.lights,
  9227. {
  9228. emissive: { value: new Color( 0x000000 ) },
  9229. specular: { value: new Color( 0x111111 ) },
  9230. shininess: { value: 30 }
  9231. }
  9232. ] ),
  9233. vertexShader: ShaderChunk.meshtoon_vert,
  9234. fragmentShader: ShaderChunk.meshtoon_frag
  9235. },
  9236. matcap: {
  9237. uniforms: mergeUniforms( [
  9238. UniformsLib.common,
  9239. UniformsLib.bumpmap,
  9240. UniformsLib.normalmap,
  9241. UniformsLib.displacementmap,
  9242. UniformsLib.fog,
  9243. {
  9244. matcap: { value: null }
  9245. }
  9246. ] ),
  9247. vertexShader: ShaderChunk.meshmatcap_vert,
  9248. fragmentShader: ShaderChunk.meshmatcap_frag
  9249. },
  9250. points: {
  9251. uniforms: mergeUniforms( [
  9252. UniformsLib.points,
  9253. UniformsLib.fog
  9254. ] ),
  9255. vertexShader: ShaderChunk.points_vert,
  9256. fragmentShader: ShaderChunk.points_frag
  9257. },
  9258. dashed: {
  9259. uniforms: mergeUniforms( [
  9260. UniformsLib.common,
  9261. UniformsLib.fog,
  9262. {
  9263. scale: { value: 1 },
  9264. dashSize: { value: 1 },
  9265. totalSize: { value: 2 }
  9266. }
  9267. ] ),
  9268. vertexShader: ShaderChunk.linedashed_vert,
  9269. fragmentShader: ShaderChunk.linedashed_frag
  9270. },
  9271. depth: {
  9272. uniforms: mergeUniforms( [
  9273. UniformsLib.common,
  9274. UniformsLib.displacementmap
  9275. ] ),
  9276. vertexShader: ShaderChunk.depth_vert,
  9277. fragmentShader: ShaderChunk.depth_frag
  9278. },
  9279. normal: {
  9280. uniforms: mergeUniforms( [
  9281. UniformsLib.common,
  9282. UniformsLib.bumpmap,
  9283. UniformsLib.normalmap,
  9284. UniformsLib.displacementmap,
  9285. {
  9286. opacity: { value: 1.0 }
  9287. }
  9288. ] ),
  9289. vertexShader: ShaderChunk.normal_vert,
  9290. fragmentShader: ShaderChunk.normal_frag
  9291. },
  9292. sprite: {
  9293. uniforms: mergeUniforms( [
  9294. UniformsLib.sprite,
  9295. UniformsLib.fog
  9296. ] ),
  9297. vertexShader: ShaderChunk.sprite_vert,
  9298. fragmentShader: ShaderChunk.sprite_frag
  9299. },
  9300. background: {
  9301. uniforms: {
  9302. uvTransform: { value: new Matrix3() },
  9303. t2D: { value: null },
  9304. },
  9305. vertexShader: ShaderChunk.background_vert,
  9306. fragmentShader: ShaderChunk.background_frag
  9307. },
  9308. /* -------------------------------------------------------------------------
  9309. // Cube map shader
  9310. ------------------------------------------------------------------------- */
  9311. cube: {
  9312. uniforms: mergeUniforms( [
  9313. UniformsLib.envmap,
  9314. {
  9315. opacity: { value: 1.0 }
  9316. }
  9317. ] ),
  9318. vertexShader: ShaderChunk.cube_vert,
  9319. fragmentShader: ShaderChunk.cube_frag
  9320. },
  9321. equirect: {
  9322. uniforms: {
  9323. tEquirect: { value: null },
  9324. },
  9325. vertexShader: ShaderChunk.equirect_vert,
  9326. fragmentShader: ShaderChunk.equirect_frag
  9327. },
  9328. distanceRGBA: {
  9329. uniforms: mergeUniforms( [
  9330. UniformsLib.common,
  9331. UniformsLib.displacementmap,
  9332. {
  9333. referencePosition: { value: new Vector3() },
  9334. nearDistance: { value: 1 },
  9335. farDistance: { value: 1000 }
  9336. }
  9337. ] ),
  9338. vertexShader: ShaderChunk.distanceRGBA_vert,
  9339. fragmentShader: ShaderChunk.distanceRGBA_frag
  9340. },
  9341. shadow: {
  9342. uniforms: mergeUniforms( [
  9343. UniformsLib.lights,
  9344. UniformsLib.fog,
  9345. {
  9346. color: { value: new Color( 0x00000 ) },
  9347. opacity: { value: 1.0 }
  9348. } ] ),
  9349. vertexShader: ShaderChunk.shadow_vert,
  9350. fragmentShader: ShaderChunk.shadow_frag
  9351. }
  9352. };
  9353. ShaderLib.physical = {
  9354. uniforms: mergeUniforms( [
  9355. ShaderLib.standard.uniforms,
  9356. {
  9357. clearcoat: { value: 0 },
  9358. clearcoatMap: { value: null },
  9359. clearcoatRoughness: { value: 0 },
  9360. clearcoatRoughnessMap: { value: null },
  9361. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9362. clearcoatNormalMap: { value: null },
  9363. sheen: { value: new Color( 0x000000 ) },
  9364. transparency: { value: 0 },
  9365. }
  9366. ] ),
  9367. vertexShader: ShaderChunk.meshphysical_vert,
  9368. fragmentShader: ShaderChunk.meshphysical_frag
  9369. };
  9370. /**
  9371. * @author mrdoob / http://mrdoob.com/
  9372. */
  9373. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9374. var clearColor = new Color( 0x000000 );
  9375. var clearAlpha = 0;
  9376. var planeMesh;
  9377. var boxMesh;
  9378. var currentBackground = null;
  9379. var currentBackgroundVersion = 0;
  9380. var currentTonemapping = null;
  9381. function render( renderList, scene, camera, forceClear ) {
  9382. var background = scene.isScene === true ? scene.background : null;
  9383. // Ignore background in AR
  9384. // TODO: Reconsider this.
  9385. var xr = renderer.xr;
  9386. var session = xr.getSession && xr.getSession();
  9387. if ( session && session.environmentBlendMode === 'additive' ) {
  9388. background = null;
  9389. }
  9390. if ( background === null ) {
  9391. setClear( clearColor, clearAlpha );
  9392. } else if ( background && background.isColor ) {
  9393. setClear( background, 1 );
  9394. forceClear = true;
  9395. }
  9396. if ( renderer.autoClear || forceClear ) {
  9397. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9398. }
  9399. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9400. if ( boxMesh === undefined ) {
  9401. boxMesh = new Mesh(
  9402. new BoxBufferGeometry( 1, 1, 1 ),
  9403. new ShaderMaterial( {
  9404. name: 'BackgroundCubeMaterial',
  9405. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9406. vertexShader: ShaderLib.cube.vertexShader,
  9407. fragmentShader: ShaderLib.cube.fragmentShader,
  9408. side: BackSide,
  9409. depthTest: false,
  9410. depthWrite: false,
  9411. fog: false
  9412. } )
  9413. );
  9414. boxMesh.geometry.deleteAttribute( 'normal' );
  9415. boxMesh.geometry.deleteAttribute( 'uv' );
  9416. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9417. this.matrixWorld.copyPosition( camera.matrixWorld );
  9418. };
  9419. // enable code injection for non-built-in material
  9420. Object.defineProperty( boxMesh.material, 'envMap', {
  9421. get: function () {
  9422. return this.uniforms.envMap.value;
  9423. }
  9424. } );
  9425. objects.update( boxMesh );
  9426. }
  9427. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9428. boxMesh.material.uniforms.envMap.value = texture;
  9429. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9430. if ( currentBackground !== background ||
  9431. currentBackgroundVersion !== texture.version ||
  9432. currentTonemapping !== renderer.toneMapping ) {
  9433. boxMesh.material.needsUpdate = true;
  9434. currentBackground = background;
  9435. currentBackgroundVersion = texture.version;
  9436. currentTonemapping = renderer.toneMapping;
  9437. }
  9438. // push to the pre-sorted opaque render list
  9439. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9440. } else if ( background && background.isTexture ) {
  9441. if ( planeMesh === undefined ) {
  9442. planeMesh = new Mesh(
  9443. new PlaneBufferGeometry( 2, 2 ),
  9444. new ShaderMaterial( {
  9445. name: 'BackgroundMaterial',
  9446. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9447. vertexShader: ShaderLib.background.vertexShader,
  9448. fragmentShader: ShaderLib.background.fragmentShader,
  9449. side: FrontSide,
  9450. depthTest: false,
  9451. depthWrite: false,
  9452. fog: false
  9453. } )
  9454. );
  9455. planeMesh.geometry.deleteAttribute( 'normal' );
  9456. // enable code injection for non-built-in material
  9457. Object.defineProperty( planeMesh.material, 'map', {
  9458. get: function () {
  9459. return this.uniforms.t2D.value;
  9460. }
  9461. } );
  9462. objects.update( planeMesh );
  9463. }
  9464. planeMesh.material.uniforms.t2D.value = background;
  9465. if ( background.matrixAutoUpdate === true ) {
  9466. background.updateMatrix();
  9467. }
  9468. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9469. if ( currentBackground !== background ||
  9470. currentBackgroundVersion !== background.version ||
  9471. currentTonemapping !== renderer.toneMapping ) {
  9472. planeMesh.material.needsUpdate = true;
  9473. currentBackground = background;
  9474. currentBackgroundVersion = background.version;
  9475. currentTonemapping = renderer.toneMapping;
  9476. }
  9477. // push to the pre-sorted opaque render list
  9478. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9479. }
  9480. }
  9481. function setClear( color, alpha ) {
  9482. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9483. }
  9484. return {
  9485. getClearColor: function () {
  9486. return clearColor;
  9487. },
  9488. setClearColor: function ( color, alpha ) {
  9489. clearColor.set( color );
  9490. clearAlpha = alpha !== undefined ? alpha : 1;
  9491. setClear( clearColor, clearAlpha );
  9492. },
  9493. getClearAlpha: function () {
  9494. return clearAlpha;
  9495. },
  9496. setClearAlpha: function ( alpha ) {
  9497. clearAlpha = alpha;
  9498. setClear( clearColor, clearAlpha );
  9499. },
  9500. render: render
  9501. };
  9502. }
  9503. /**
  9504. * @author Mugen87 / https://github.com/Mugen87
  9505. * @author Takahiro / https://github.com/takahirox
  9506. */
  9507. function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
  9508. var maxVertexAttributes = gl.getParameter( 34921 );
  9509. var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  9510. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9511. var bindingStates = {};
  9512. var defaultState = createBindingState( null );
  9513. var currentState = defaultState;
  9514. function setup( object, material, program, geometry, index ) {
  9515. var updateBuffers = false;
  9516. if ( vaoAvailable ) {
  9517. var state = getBindingState( geometry, program, material );
  9518. if ( currentState !== state ) {
  9519. currentState = state;
  9520. bindVertexArrayObject( currentState.object );
  9521. }
  9522. updateBuffers = needsUpdate( geometry );
  9523. if ( updateBuffers ) { saveCache( geometry ); }
  9524. } else {
  9525. var wireframe = ( material.wireframe === true );
  9526. if ( currentState.geometry !== geometry.id ||
  9527. currentState.program !== program.id ||
  9528. currentState.wireframe !== wireframe ) {
  9529. currentState.geometry = geometry.id;
  9530. currentState.program = program.id;
  9531. currentState.wireframe = wireframe;
  9532. updateBuffers = true;
  9533. }
  9534. }
  9535. if ( object.isInstancedMesh === true ) {
  9536. updateBuffers = true;
  9537. }
  9538. if ( index !== null ) {
  9539. attributes.update( index, 34963 );
  9540. }
  9541. if ( updateBuffers ) {
  9542. setupVertexAttributes( object, material, program, geometry );
  9543. if ( index !== null ) {
  9544. gl.bindBuffer( 34963, attributes.get( index ).buffer );
  9545. }
  9546. }
  9547. }
  9548. function createVertexArrayObject() {
  9549. if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
  9550. return extension.createVertexArrayOES();
  9551. }
  9552. function bindVertexArrayObject( vao ) {
  9553. if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
  9554. return extension.bindVertexArrayOES( vao );
  9555. }
  9556. function deleteVertexArrayObject( vao ) {
  9557. if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
  9558. return extension.deleteVertexArrayOES( vao );
  9559. }
  9560. function getBindingState( geometry, program, material ) {
  9561. var wireframe = ( material.wireframe === true );
  9562. var programMap = bindingStates[ geometry.id ];
  9563. if ( programMap === undefined ) {
  9564. programMap = {};
  9565. bindingStates[ geometry.id ] = programMap;
  9566. }
  9567. var stateMap = programMap[ program.id ];
  9568. if ( stateMap === undefined ) {
  9569. stateMap = {};
  9570. programMap[ program.id ] = stateMap;
  9571. }
  9572. var state = stateMap[ wireframe ];
  9573. if ( state === undefined ) {
  9574. state = createBindingState( createVertexArrayObject() );
  9575. stateMap[ wireframe ] = state;
  9576. }
  9577. return state;
  9578. }
  9579. function createBindingState( vao ) {
  9580. var newAttributes = [];
  9581. var enabledAttributes = [];
  9582. var attributeDivisors = [];
  9583. for ( var i = 0; i < maxVertexAttributes; i ++ ) {
  9584. newAttributes[ i ] = 0;
  9585. enabledAttributes[ i ] = 0;
  9586. attributeDivisors[ i ] = 0;
  9587. }
  9588. return {
  9589. // for backward compatibility on non-VAO support browser
  9590. geometry: null,
  9591. program: null,
  9592. wireframe: false,
  9593. newAttributes: newAttributes,
  9594. enabledAttributes: enabledAttributes,
  9595. attributeDivisors: attributeDivisors,
  9596. object: vao,
  9597. attributes: {}
  9598. };
  9599. }
  9600. // If we sacrifice some BufferGeometry/Attribute API flexibility
  9601. // needsUpdate() and saveCache() can be much simpler. See #16287
  9602. function needsUpdate( geometry ) {
  9603. var cachedAttributes = currentState.attributes;
  9604. var geometryAttributes = geometry.attributes;
  9605. if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
  9606. for ( var key in geometryAttributes ) {
  9607. var cachedAttribute = cachedAttributes[ key ];
  9608. var geometryAttribute = geometryAttributes[ key ];
  9609. if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
  9610. if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
  9611. }
  9612. return false;
  9613. }
  9614. function saveCache( geometry ) {
  9615. var cache = {};
  9616. var attributes = geometry.attributes;
  9617. for ( var key in attributes ) {
  9618. var attribute = attributes[ key ];
  9619. var data = {};
  9620. data.attribute = attribute;
  9621. if ( attribute.data ) {
  9622. data.data = attribute.data;
  9623. }
  9624. cache[ key ] = data;
  9625. }
  9626. currentState.attributes = cache;
  9627. }
  9628. function initAttributes() {
  9629. var newAttributes = currentState.newAttributes;
  9630. for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
  9631. newAttributes[ i ] = 0;
  9632. }
  9633. }
  9634. function enableAttribute( attribute ) {
  9635. enableAttributeAndDivisor( attribute, 0 );
  9636. }
  9637. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  9638. var newAttributes = currentState.newAttributes;
  9639. var enabledAttributes = currentState.enabledAttributes;
  9640. var attributeDivisors = currentState.attributeDivisors;
  9641. newAttributes[ attribute ] = 1;
  9642. if ( enabledAttributes[ attribute ] === 0 ) {
  9643. gl.enableVertexAttribArray( attribute );
  9644. enabledAttributes[ attribute ] = 1;
  9645. }
  9646. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  9647. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  9648. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  9649. attributeDivisors[ attribute ] = meshPerAttribute;
  9650. }
  9651. }
  9652. function disableUnusedAttributes() {
  9653. var newAttributes = currentState.newAttributes;
  9654. var enabledAttributes = currentState.enabledAttributes;
  9655. for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
  9656. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  9657. gl.disableVertexAttribArray( i );
  9658. enabledAttributes[ i ] = 0;
  9659. }
  9660. }
  9661. }
  9662. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  9663. if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  9664. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  9665. } else {
  9666. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  9667. }
  9668. }
  9669. function setupVertexAttributes( object, material, program, geometry ) {
  9670. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  9671. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  9672. }
  9673. initAttributes();
  9674. var geometryAttributes = geometry.attributes;
  9675. var programAttributes = program.getAttributes();
  9676. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9677. for ( var name in programAttributes ) {
  9678. var programAttribute = programAttributes[ name ];
  9679. if ( programAttribute >= 0 ) {
  9680. var geometryAttribute = geometryAttributes[ name ];
  9681. if ( geometryAttribute !== undefined ) {
  9682. var normalized = geometryAttribute.normalized;
  9683. var size = geometryAttribute.itemSize;
  9684. var attribute = attributes.get( geometryAttribute );
  9685. // TODO Attribute may not be available on context restore
  9686. if ( attribute === undefined ) { continue; }
  9687. var buffer = attribute.buffer;
  9688. var type = attribute.type;
  9689. var bytesPerElement = attribute.bytesPerElement;
  9690. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  9691. var data = geometryAttribute.data;
  9692. var stride = data.stride;
  9693. var offset = geometryAttribute.offset;
  9694. if ( data && data.isInstancedInterleavedBuffer ) {
  9695. enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  9696. if ( geometry._maxInstanceCount === undefined ) {
  9697. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9698. }
  9699. } else {
  9700. enableAttribute( programAttribute );
  9701. }
  9702. gl.bindBuffer( 34962, buffer );
  9703. vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  9704. } else {
  9705. if ( geometryAttribute.isInstancedBufferAttribute ) {
  9706. enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  9707. if ( geometry._maxInstanceCount === undefined ) {
  9708. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9709. }
  9710. } else {
  9711. enableAttribute( programAttribute );
  9712. }
  9713. gl.bindBuffer( 34962, buffer );
  9714. vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  9715. }
  9716. } else if ( name === 'instanceMatrix' ) {
  9717. var attribute$1 = attributes.get( object.instanceMatrix );
  9718. // TODO Attribute may not be available on context restore
  9719. if ( attribute$1 === undefined ) { continue; }
  9720. var buffer$1 = attribute$1.buffer;
  9721. var type$1 = attribute$1.type;
  9722. enableAttributeAndDivisor( programAttribute + 0, 1 );
  9723. enableAttributeAndDivisor( programAttribute + 1, 1 );
  9724. enableAttributeAndDivisor( programAttribute + 2, 1 );
  9725. enableAttributeAndDivisor( programAttribute + 3, 1 );
  9726. gl.bindBuffer( 34962, buffer$1 );
  9727. gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  9728. gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  9729. gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  9730. gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  9731. } else if ( materialDefaultAttributeValues !== undefined ) {
  9732. var value = materialDefaultAttributeValues[ name ];
  9733. if ( value !== undefined ) {
  9734. switch ( value.length ) {
  9735. case 2:
  9736. gl.vertexAttrib2fv( programAttribute, value );
  9737. break;
  9738. case 3:
  9739. gl.vertexAttrib3fv( programAttribute, value );
  9740. break;
  9741. case 4:
  9742. gl.vertexAttrib4fv( programAttribute, value );
  9743. break;
  9744. default:
  9745. gl.vertexAttrib1fv( programAttribute, value );
  9746. }
  9747. }
  9748. }
  9749. }
  9750. }
  9751. disableUnusedAttributes();
  9752. }
  9753. function dispose() {
  9754. reset();
  9755. for ( var geometryId in bindingStates ) {
  9756. var programMap = bindingStates[ geometryId ];
  9757. for ( var programId in programMap ) {
  9758. var stateMap = programMap[ programId ];
  9759. for ( var wireframe in stateMap ) {
  9760. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9761. delete stateMap[ wireframe ];
  9762. }
  9763. delete programMap[ programId ];
  9764. }
  9765. delete bindingStates[ geometryId ];
  9766. }
  9767. }
  9768. function releaseStatesOfGeometry( geometry ) {
  9769. if ( bindingStates[ geometry.id ] === undefined ) { return; }
  9770. var programMap = bindingStates[ geometry.id ];
  9771. for ( var programId in programMap ) {
  9772. var stateMap = programMap[ programId ];
  9773. for ( var wireframe in stateMap ) {
  9774. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9775. delete stateMap[ wireframe ];
  9776. }
  9777. delete programMap[ programId ];
  9778. }
  9779. delete bindingStates[ geometry.id ];
  9780. }
  9781. function releaseStatesOfProgram( program ) {
  9782. for ( var geometryId in bindingStates ) {
  9783. var programMap = bindingStates[ geometryId ];
  9784. if ( programMap[ program.id ] === undefined ) { continue; }
  9785. var stateMap = programMap[ program.id ];
  9786. for ( var wireframe in stateMap ) {
  9787. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9788. delete stateMap[ wireframe ];
  9789. }
  9790. delete programMap[ program.id ];
  9791. }
  9792. }
  9793. function reset() {
  9794. resetDefaultState();
  9795. if ( currentState === defaultState ) { return; }
  9796. currentState = defaultState;
  9797. bindVertexArrayObject( currentState.object );
  9798. }
  9799. // for backward-compatilibity
  9800. function resetDefaultState() {
  9801. defaultState.geometry = null;
  9802. defaultState.program = null;
  9803. defaultState.wireframe = false;
  9804. }
  9805. return {
  9806. setup: setup,
  9807. reset: reset,
  9808. resetDefaultState: resetDefaultState,
  9809. dispose: dispose,
  9810. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9811. releaseStatesOfProgram: releaseStatesOfProgram,
  9812. initAttributes: initAttributes,
  9813. enableAttribute: enableAttribute,
  9814. disableUnusedAttributes: disableUnusedAttributes
  9815. };
  9816. }
  9817. /**
  9818. * @author mrdoob / http://mrdoob.com/
  9819. */
  9820. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9821. var isWebGL2 = capabilities.isWebGL2;
  9822. var mode;
  9823. function setMode( value ) {
  9824. mode = value;
  9825. }
  9826. function render( start, count ) {
  9827. gl.drawArrays( mode, start, count );
  9828. info.update( count, mode );
  9829. }
  9830. function renderInstances( geometry, start, count, primcount ) {
  9831. if ( primcount === 0 ) { return; }
  9832. var extension, methodName;
  9833. if ( isWebGL2 ) {
  9834. extension = gl;
  9835. methodName = 'drawArraysInstanced';
  9836. } else {
  9837. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9838. methodName = 'drawArraysInstancedANGLE';
  9839. if ( extension === null ) {
  9840. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9841. return;
  9842. }
  9843. }
  9844. extension[ methodName ]( mode, start, count, primcount );
  9845. info.update( count, mode, primcount );
  9846. }
  9847. //
  9848. this.setMode = setMode;
  9849. this.render = render;
  9850. this.renderInstances = renderInstances;
  9851. }
  9852. /**
  9853. * @author mrdoob / http://mrdoob.com/
  9854. */
  9855. function WebGLCapabilities( gl, extensions, parameters ) {
  9856. var maxAnisotropy;
  9857. function getMaxAnisotropy() {
  9858. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9859. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9860. if ( extension !== null ) {
  9861. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9862. } else {
  9863. maxAnisotropy = 0;
  9864. }
  9865. return maxAnisotropy;
  9866. }
  9867. function getMaxPrecision( precision ) {
  9868. if ( precision === 'highp' ) {
  9869. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9870. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9871. return 'highp';
  9872. }
  9873. precision = 'mediump';
  9874. }
  9875. if ( precision === 'mediump' ) {
  9876. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9877. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9878. return 'mediump';
  9879. }
  9880. }
  9881. return 'lowp';
  9882. }
  9883. /* eslint-disable no-undef */
  9884. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9885. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9886. /* eslint-enable no-undef */
  9887. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9888. var maxPrecision = getMaxPrecision( precision );
  9889. if ( maxPrecision !== precision ) {
  9890. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9891. precision = maxPrecision;
  9892. }
  9893. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9894. var maxTextures = gl.getParameter( 34930 );
  9895. var maxVertexTextures = gl.getParameter( 35660 );
  9896. var maxTextureSize = gl.getParameter( 3379 );
  9897. var maxCubemapSize = gl.getParameter( 34076 );
  9898. var maxAttributes = gl.getParameter( 34921 );
  9899. var maxVertexUniforms = gl.getParameter( 36347 );
  9900. var maxVaryings = gl.getParameter( 36348 );
  9901. var maxFragmentUniforms = gl.getParameter( 36349 );
  9902. var vertexTextures = maxVertexTextures > 0;
  9903. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9904. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9905. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9906. return {
  9907. isWebGL2: isWebGL2,
  9908. getMaxAnisotropy: getMaxAnisotropy,
  9909. getMaxPrecision: getMaxPrecision,
  9910. precision: precision,
  9911. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9912. maxTextures: maxTextures,
  9913. maxVertexTextures: maxVertexTextures,
  9914. maxTextureSize: maxTextureSize,
  9915. maxCubemapSize: maxCubemapSize,
  9916. maxAttributes: maxAttributes,
  9917. maxVertexUniforms: maxVertexUniforms,
  9918. maxVaryings: maxVaryings,
  9919. maxFragmentUniforms: maxFragmentUniforms,
  9920. vertexTextures: vertexTextures,
  9921. floatFragmentTextures: floatFragmentTextures,
  9922. floatVertexTextures: floatVertexTextures,
  9923. maxSamples: maxSamples
  9924. };
  9925. }
  9926. /**
  9927. * @author tschw
  9928. */
  9929. function WebGLClipping() {
  9930. var scope = this;
  9931. var globalState = null,
  9932. numGlobalPlanes = 0,
  9933. localClippingEnabled = false,
  9934. renderingShadows = false;
  9935. var plane = new Plane(),
  9936. viewNormalMatrix = new Matrix3(),
  9937. uniform = { value: null, needsUpdate: false };
  9938. this.uniform = uniform;
  9939. this.numPlanes = 0;
  9940. this.numIntersection = 0;
  9941. this.init = function ( planes, enableLocalClipping, camera ) {
  9942. var enabled =
  9943. planes.length !== 0 ||
  9944. enableLocalClipping ||
  9945. // enable state of previous frame - the clipping code has to
  9946. // run another frame in order to reset the state:
  9947. numGlobalPlanes !== 0 ||
  9948. localClippingEnabled;
  9949. localClippingEnabled = enableLocalClipping;
  9950. globalState = projectPlanes( planes, camera, 0 );
  9951. numGlobalPlanes = planes.length;
  9952. return enabled;
  9953. };
  9954. this.beginShadows = function () {
  9955. renderingShadows = true;
  9956. projectPlanes( null );
  9957. };
  9958. this.endShadows = function () {
  9959. renderingShadows = false;
  9960. resetGlobalState();
  9961. };
  9962. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9963. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9964. // there's no local clipping
  9965. if ( renderingShadows ) {
  9966. // there's no global clipping
  9967. projectPlanes( null );
  9968. } else {
  9969. resetGlobalState();
  9970. }
  9971. } else {
  9972. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9973. lGlobal = nGlobal * 4;
  9974. var dstArray = cache.clippingState || null;
  9975. uniform.value = dstArray; // ensure unique state
  9976. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9977. for ( var i = 0; i !== lGlobal; ++ i ) {
  9978. dstArray[ i ] = globalState[ i ];
  9979. }
  9980. cache.clippingState = dstArray;
  9981. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9982. this.numPlanes += nGlobal;
  9983. }
  9984. };
  9985. function resetGlobalState() {
  9986. if ( uniform.value !== globalState ) {
  9987. uniform.value = globalState;
  9988. uniform.needsUpdate = numGlobalPlanes > 0;
  9989. }
  9990. scope.numPlanes = numGlobalPlanes;
  9991. scope.numIntersection = 0;
  9992. }
  9993. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9994. var nPlanes = planes !== null ? planes.length : 0,
  9995. dstArray = null;
  9996. if ( nPlanes !== 0 ) {
  9997. dstArray = uniform.value;
  9998. if ( skipTransform !== true || dstArray === null ) {
  9999. var flatSize = dstOffset + nPlanes * 4,
  10000. viewMatrix = camera.matrixWorldInverse;
  10001. viewNormalMatrix.getNormalMatrix( viewMatrix );
  10002. if ( dstArray === null || dstArray.length < flatSize ) {
  10003. dstArray = new Float32Array( flatSize );
  10004. }
  10005. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  10006. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  10007. plane.normal.toArray( dstArray, i4 );
  10008. dstArray[ i4 + 3 ] = plane.constant;
  10009. }
  10010. }
  10011. uniform.value = dstArray;
  10012. uniform.needsUpdate = true;
  10013. }
  10014. scope.numPlanes = nPlanes;
  10015. scope.numIntersection = 0;
  10016. return dstArray;
  10017. }
  10018. }
  10019. /**
  10020. * @author mrdoob / http://mrdoob.com/
  10021. */
  10022. function WebGLExtensions( gl ) {
  10023. var extensions = {};
  10024. return {
  10025. get: function ( name ) {
  10026. if ( extensions[ name ] !== undefined ) {
  10027. return extensions[ name ];
  10028. }
  10029. var extension;
  10030. switch ( name ) {
  10031. case 'WEBGL_depth_texture':
  10032. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  10033. break;
  10034. case 'EXT_texture_filter_anisotropic':
  10035. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  10036. break;
  10037. case 'WEBGL_compressed_texture_s3tc':
  10038. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  10039. break;
  10040. case 'WEBGL_compressed_texture_pvrtc':
  10041. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  10042. break;
  10043. default:
  10044. extension = gl.getExtension( name );
  10045. }
  10046. if ( extension === null ) {
  10047. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  10048. }
  10049. extensions[ name ] = extension;
  10050. return extension;
  10051. }
  10052. };
  10053. }
  10054. /**
  10055. * @author mrdoob / http://mrdoob.com/
  10056. */
  10057. function WebGLGeometries( gl, attributes, info, bindingStates ) {
  10058. var geometries = new WeakMap();
  10059. var wireframeAttributes = new WeakMap();
  10060. function onGeometryDispose( event ) {
  10061. var geometry = event.target;
  10062. var buffergeometry = geometries.get( geometry );
  10063. if ( buffergeometry.index !== null ) {
  10064. attributes.remove( buffergeometry.index );
  10065. }
  10066. for ( var name in buffergeometry.attributes ) {
  10067. attributes.remove( buffergeometry.attributes[ name ] );
  10068. }
  10069. geometry.removeEventListener( 'dispose', onGeometryDispose );
  10070. geometries.delete( geometry );
  10071. var attribute = wireframeAttributes.get( buffergeometry );
  10072. if ( attribute ) {
  10073. attributes.remove( attribute );
  10074. wireframeAttributes.delete( buffergeometry );
  10075. }
  10076. bindingStates.releaseStatesOfGeometry( geometry );
  10077. //
  10078. info.memory.geometries --;
  10079. }
  10080. function get( object, geometry ) {
  10081. var buffergeometry = geometries.get( geometry );
  10082. if ( buffergeometry ) { return buffergeometry; }
  10083. geometry.addEventListener( 'dispose', onGeometryDispose );
  10084. if ( geometry.isBufferGeometry ) {
  10085. buffergeometry = geometry;
  10086. } else if ( geometry.isGeometry ) {
  10087. if ( geometry._bufferGeometry === undefined ) {
  10088. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  10089. }
  10090. buffergeometry = geometry._bufferGeometry;
  10091. }
  10092. geometries.set( geometry, buffergeometry );
  10093. info.memory.geometries ++;
  10094. return buffergeometry;
  10095. }
  10096. function update( geometry ) {
  10097. var geometryAttributes = geometry.attributes;
  10098. // Updating index buffer in VAO now. See WebGLBindingStates.
  10099. for ( var name in geometryAttributes ) {
  10100. attributes.update( geometryAttributes[ name ], 34962 );
  10101. }
  10102. // morph targets
  10103. var morphAttributes = geometry.morphAttributes;
  10104. for ( var name$1 in morphAttributes ) {
  10105. var array = morphAttributes[ name$1 ];
  10106. for ( var i = 0, l = array.length; i < l; i ++ ) {
  10107. attributes.update( array[ i ], 34962 );
  10108. }
  10109. }
  10110. }
  10111. function updateWireframeAttribute( geometry ) {
  10112. var indices = [];
  10113. var geometryIndex = geometry.index;
  10114. var geometryPosition = geometry.attributes.position;
  10115. var version = 0;
  10116. if ( geometryIndex !== null ) {
  10117. var array = geometryIndex.array;
  10118. version = geometryIndex.version;
  10119. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  10120. var a = array[ i + 0 ];
  10121. var b = array[ i + 1 ];
  10122. var c = array[ i + 2 ];
  10123. indices.push( a, b, b, c, c, a );
  10124. }
  10125. } else {
  10126. var array$1 = geometryPosition.array;
  10127. version = geometryPosition.version;
  10128. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  10129. var a$1 = i$1 + 0;
  10130. var b$1 = i$1 + 1;
  10131. var c$1 = i$1 + 2;
  10132. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  10133. }
  10134. }
  10135. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  10136. attribute.version = version;
  10137. // Updating index buffer in VAO now. See WebGLBindingStates
  10138. //
  10139. var previousAttribute = wireframeAttributes.get( geometry );
  10140. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  10141. //
  10142. wireframeAttributes.set( geometry, attribute );
  10143. }
  10144. function getWireframeAttribute( geometry ) {
  10145. var currentAttribute = wireframeAttributes.get( geometry );
  10146. if ( currentAttribute ) {
  10147. var geometryIndex = geometry.index;
  10148. if ( geometryIndex !== null ) {
  10149. // if the attribute is obsolete, create a new one
  10150. if ( currentAttribute.version < geometryIndex.version ) {
  10151. updateWireframeAttribute( geometry );
  10152. }
  10153. }
  10154. } else {
  10155. updateWireframeAttribute( geometry );
  10156. }
  10157. return wireframeAttributes.get( geometry );
  10158. }
  10159. return {
  10160. get: get,
  10161. update: update,
  10162. getWireframeAttribute: getWireframeAttribute
  10163. };
  10164. }
  10165. /**
  10166. * @author mrdoob / http://mrdoob.com/
  10167. */
  10168. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  10169. var isWebGL2 = capabilities.isWebGL2;
  10170. var mode;
  10171. function setMode( value ) {
  10172. mode = value;
  10173. }
  10174. var type, bytesPerElement;
  10175. function setIndex( value ) {
  10176. type = value.type;
  10177. bytesPerElement = value.bytesPerElement;
  10178. }
  10179. function render( start, count ) {
  10180. gl.drawElements( mode, count, type, start * bytesPerElement );
  10181. info.update( count, mode );
  10182. }
  10183. function renderInstances( geometry, start, count, primcount ) {
  10184. if ( primcount === 0 ) { return; }
  10185. var extension, methodName;
  10186. if ( isWebGL2 ) {
  10187. extension = gl;
  10188. methodName = 'drawElementsInstanced';
  10189. } else {
  10190. extension = extensions.get( 'ANGLE_instanced_arrays' );
  10191. methodName = 'drawElementsInstancedANGLE';
  10192. if ( extension === null ) {
  10193. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  10194. return;
  10195. }
  10196. }
  10197. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  10198. info.update( count, mode, primcount );
  10199. }
  10200. //
  10201. this.setMode = setMode;
  10202. this.setIndex = setIndex;
  10203. this.render = render;
  10204. this.renderInstances = renderInstances;
  10205. }
  10206. /**
  10207. * @author Mugen87 / https://github.com/Mugen87
  10208. */
  10209. function WebGLInfo( gl ) {
  10210. var memory = {
  10211. geometries: 0,
  10212. textures: 0
  10213. };
  10214. var render = {
  10215. frame: 0,
  10216. calls: 0,
  10217. triangles: 0,
  10218. points: 0,
  10219. lines: 0
  10220. };
  10221. function update( count, mode, instanceCount ) {
  10222. instanceCount = instanceCount || 1;
  10223. render.calls ++;
  10224. switch ( mode ) {
  10225. case 4:
  10226. render.triangles += instanceCount * ( count / 3 );
  10227. break;
  10228. case 1:
  10229. render.lines += instanceCount * ( count / 2 );
  10230. break;
  10231. case 3:
  10232. render.lines += instanceCount * ( count - 1 );
  10233. break;
  10234. case 2:
  10235. render.lines += instanceCount * count;
  10236. break;
  10237. case 0:
  10238. render.points += instanceCount * count;
  10239. break;
  10240. default:
  10241. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  10242. break;
  10243. }
  10244. }
  10245. function reset() {
  10246. render.frame ++;
  10247. render.calls = 0;
  10248. render.triangles = 0;
  10249. render.points = 0;
  10250. render.lines = 0;
  10251. }
  10252. return {
  10253. memory: memory,
  10254. render: render,
  10255. programs: null,
  10256. autoReset: true,
  10257. reset: reset,
  10258. update: update
  10259. };
  10260. }
  10261. /**
  10262. * @author mrdoob / http://mrdoob.com/
  10263. */
  10264. function numericalSort( a, b ) {
  10265. return a[ 0 ] - b[ 0 ];
  10266. }
  10267. function absNumericalSort( a, b ) {
  10268. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  10269. }
  10270. function WebGLMorphtargets( gl ) {
  10271. var influencesList = {};
  10272. var morphInfluences = new Float32Array( 8 );
  10273. var workInfluences = [];
  10274. for ( var i = 0; i < 8; i ++ ) {
  10275. workInfluences[ i ] = [ i, 0 ];
  10276. }
  10277. function update( object, geometry, material, program ) {
  10278. var objectInfluences = object.morphTargetInfluences;
  10279. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10280. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10281. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10282. var influences = influencesList[ geometry.id ];
  10283. if ( influences === undefined ) {
  10284. // initialise list
  10285. influences = [];
  10286. for ( var i = 0; i < length; i ++ ) {
  10287. influences[ i ] = [ i, 0 ];
  10288. }
  10289. influencesList[ geometry.id ] = influences;
  10290. }
  10291. // Collect influences
  10292. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  10293. var influence = influences[ i$1 ];
  10294. influence[ 0 ] = i$1;
  10295. influence[ 1 ] = objectInfluences[ i$1 ];
  10296. }
  10297. influences.sort( absNumericalSort );
  10298. for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
  10299. if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
  10300. workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
  10301. workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
  10302. } else {
  10303. workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
  10304. workInfluences[ i$2 ][ 1 ] = 0;
  10305. }
  10306. }
  10307. workInfluences.sort( numericalSort );
  10308. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10309. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10310. var morphInfluencesSum = 0;
  10311. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  10312. var influence$1 = workInfluences[ i$3 ];
  10313. var index = influence$1[ 0 ];
  10314. var value = influence$1[ 1 ];
  10315. if ( index !== Number.MAX_SAFE_INTEGER && value ) {
  10316. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
  10317. geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
  10318. }
  10319. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
  10320. geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
  10321. }
  10322. morphInfluences[ i$3 ] = value;
  10323. morphInfluencesSum += value;
  10324. } else {
  10325. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
  10326. geometry.deleteAttribute( 'morphTarget' + i$3 );
  10327. }
  10328. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
  10329. geometry.deleteAttribute( 'morphNormal' + i$3 );
  10330. }
  10331. morphInfluences[ i$3 ] = 0;
  10332. }
  10333. }
  10334. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10335. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10336. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10337. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10338. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10339. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10340. }
  10341. return {
  10342. update: update
  10343. };
  10344. }
  10345. /**
  10346. * @author mrdoob / http://mrdoob.com/
  10347. */
  10348. function WebGLObjects( gl, geometries, attributes, info ) {
  10349. var updateMap = new WeakMap();
  10350. function update( object ) {
  10351. var frame = info.render.frame;
  10352. var geometry = object.geometry;
  10353. var buffergeometry = geometries.get( object, geometry );
  10354. // Update once per frame
  10355. if ( updateMap.get( buffergeometry ) !== frame ) {
  10356. if ( geometry.isGeometry ) {
  10357. buffergeometry.updateFromObject( object );
  10358. }
  10359. geometries.update( buffergeometry );
  10360. updateMap.set( buffergeometry, frame );
  10361. }
  10362. if ( object.isInstancedMesh ) {
  10363. attributes.update( object.instanceMatrix, 34962 );
  10364. }
  10365. return buffergeometry;
  10366. }
  10367. function dispose() {
  10368. updateMap = new WeakMap();
  10369. }
  10370. return {
  10371. update: update,
  10372. dispose: dispose
  10373. };
  10374. }
  10375. /**
  10376. * @author mrdoob / http://mrdoob.com/
  10377. */
  10378. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10379. images = images !== undefined ? images : [];
  10380. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10381. format = format !== undefined ? format : RGBFormat;
  10382. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10383. this.flipY = false;
  10384. }
  10385. CubeTexture.prototype = Object.create( Texture.prototype );
  10386. CubeTexture.prototype.constructor = CubeTexture;
  10387. CubeTexture.prototype.isCubeTexture = true;
  10388. Object.defineProperty( CubeTexture.prototype, 'images', {
  10389. get: function () {
  10390. return this.image;
  10391. },
  10392. set: function ( value ) {
  10393. this.image = value;
  10394. }
  10395. } );
  10396. /**
  10397. * @author Takahiro https://github.com/takahirox
  10398. */
  10399. function DataTexture2DArray( data, width, height, depth ) {
  10400. Texture.call( this, null );
  10401. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10402. this.magFilter = NearestFilter;
  10403. this.minFilter = NearestFilter;
  10404. this.wrapR = ClampToEdgeWrapping;
  10405. this.generateMipmaps = false;
  10406. this.flipY = false;
  10407. this.needsUpdate = true;
  10408. }
  10409. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10410. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10411. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10412. /**
  10413. * @author Artur Trzesiok
  10414. */
  10415. function DataTexture3D( data, width, height, depth ) {
  10416. // We're going to add .setXXX() methods for setting properties later.
  10417. // Users can still set in DataTexture3D directly.
  10418. //
  10419. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10420. // texture.anisotropy = 16;
  10421. //
  10422. // See #14839
  10423. Texture.call( this, null );
  10424. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10425. this.magFilter = NearestFilter;
  10426. this.minFilter = NearestFilter;
  10427. this.wrapR = ClampToEdgeWrapping;
  10428. this.generateMipmaps = false;
  10429. this.flipY = false;
  10430. this.needsUpdate = true;
  10431. }
  10432. DataTexture3D.prototype = Object.create( Texture.prototype );
  10433. DataTexture3D.prototype.constructor = DataTexture3D;
  10434. DataTexture3D.prototype.isDataTexture3D = true;
  10435. /**
  10436. * @author tschw
  10437. * @author Mugen87 / https://github.com/Mugen87
  10438. * @author mrdoob / http://mrdoob.com/
  10439. *
  10440. * Uniforms of a program.
  10441. * Those form a tree structure with a special top-level container for the root,
  10442. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10443. *
  10444. *
  10445. * Properties of inner nodes including the top-level container:
  10446. *
  10447. * .seq - array of nested uniforms
  10448. * .map - nested uniforms by name
  10449. *
  10450. *
  10451. * Methods of all nodes except the top-level container:
  10452. *
  10453. * .setValue( gl, value, [textures] )
  10454. *
  10455. * uploads a uniform value(s)
  10456. * the 'textures' parameter is needed for sampler uniforms
  10457. *
  10458. *
  10459. * Static methods of the top-level container (textures factorizations):
  10460. *
  10461. * .upload( gl, seq, values, textures )
  10462. *
  10463. * sets uniforms in 'seq' to 'values[id].value'
  10464. *
  10465. * .seqWithValue( seq, values ) : filteredSeq
  10466. *
  10467. * filters 'seq' entries with corresponding entry in values
  10468. *
  10469. *
  10470. * Methods of the top-level container (textures factorizations):
  10471. *
  10472. * .setValue( gl, name, value, textures )
  10473. *
  10474. * sets uniform with name 'name' to 'value'
  10475. *
  10476. * .setOptional( gl, obj, prop )
  10477. *
  10478. * like .set for an optional property of the object
  10479. *
  10480. */
  10481. var emptyTexture = new Texture();
  10482. var emptyTexture2dArray = new DataTexture2DArray();
  10483. var emptyTexture3d = new DataTexture3D();
  10484. var emptyCubeTexture = new CubeTexture();
  10485. // --- Utilities ---
  10486. // Array Caches (provide typed arrays for temporary by size)
  10487. var arrayCacheF32 = [];
  10488. var arrayCacheI32 = [];
  10489. // Float32Array caches used for uploading Matrix uniforms
  10490. var mat4array = new Float32Array( 16 );
  10491. var mat3array = new Float32Array( 9 );
  10492. var mat2array = new Float32Array( 4 );
  10493. // Flattening for arrays of vectors and matrices
  10494. function flatten( array, nBlocks, blockSize ) {
  10495. var firstElem = array[ 0 ];
  10496. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10497. // unoptimized: ! isNaN( firstElem )
  10498. // see http://jacksondunstan.com/articles/983
  10499. var n = nBlocks * blockSize,
  10500. r = arrayCacheF32[ n ];
  10501. if ( r === undefined ) {
  10502. r = new Float32Array( n );
  10503. arrayCacheF32[ n ] = r;
  10504. }
  10505. if ( nBlocks !== 0 ) {
  10506. firstElem.toArray( r, 0 );
  10507. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10508. offset += blockSize;
  10509. array[ i ].toArray( r, offset );
  10510. }
  10511. }
  10512. return r;
  10513. }
  10514. function arraysEqual( a, b ) {
  10515. if ( a.length !== b.length ) { return false; }
  10516. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10517. if ( a[ i ] !== b[ i ] ) { return false; }
  10518. }
  10519. return true;
  10520. }
  10521. function copyArray( a, b ) {
  10522. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10523. a[ i ] = b[ i ];
  10524. }
  10525. }
  10526. // Texture unit allocation
  10527. function allocTexUnits( textures, n ) {
  10528. var r = arrayCacheI32[ n ];
  10529. if ( r === undefined ) {
  10530. r = new Int32Array( n );
  10531. arrayCacheI32[ n ] = r;
  10532. }
  10533. for ( var i = 0; i !== n; ++ i ) {
  10534. r[ i ] = textures.allocateTextureUnit();
  10535. }
  10536. return r;
  10537. }
  10538. // --- Setters ---
  10539. // Note: Defining these methods externally, because they come in a bunch
  10540. // and this way their names minify.
  10541. // Single scalar
  10542. function setValueV1f( gl, v ) {
  10543. var cache = this.cache;
  10544. if ( cache[ 0 ] === v ) { return; }
  10545. gl.uniform1f( this.addr, v );
  10546. cache[ 0 ] = v;
  10547. }
  10548. // Single float vector (from flat array or THREE.VectorN)
  10549. function setValueV2f( gl, v ) {
  10550. var cache = this.cache;
  10551. if ( v.x !== undefined ) {
  10552. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10553. gl.uniform2f( this.addr, v.x, v.y );
  10554. cache[ 0 ] = v.x;
  10555. cache[ 1 ] = v.y;
  10556. }
  10557. } else {
  10558. if ( arraysEqual( cache, v ) ) { return; }
  10559. gl.uniform2fv( this.addr, v );
  10560. copyArray( cache, v );
  10561. }
  10562. }
  10563. function setValueV3f( gl, v ) {
  10564. var cache = this.cache;
  10565. if ( v.x !== undefined ) {
  10566. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10567. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10568. cache[ 0 ] = v.x;
  10569. cache[ 1 ] = v.y;
  10570. cache[ 2 ] = v.z;
  10571. }
  10572. } else if ( v.r !== undefined ) {
  10573. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10574. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10575. cache[ 0 ] = v.r;
  10576. cache[ 1 ] = v.g;
  10577. cache[ 2 ] = v.b;
  10578. }
  10579. } else {
  10580. if ( arraysEqual( cache, v ) ) { return; }
  10581. gl.uniform3fv( this.addr, v );
  10582. copyArray( cache, v );
  10583. }
  10584. }
  10585. function setValueV4f( gl, v ) {
  10586. var cache = this.cache;
  10587. if ( v.x !== undefined ) {
  10588. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10589. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10590. cache[ 0 ] = v.x;
  10591. cache[ 1 ] = v.y;
  10592. cache[ 2 ] = v.z;
  10593. cache[ 3 ] = v.w;
  10594. }
  10595. } else {
  10596. if ( arraysEqual( cache, v ) ) { return; }
  10597. gl.uniform4fv( this.addr, v );
  10598. copyArray( cache, v );
  10599. }
  10600. }
  10601. // Single matrix (from flat array or MatrixN)
  10602. function setValueM2( gl, v ) {
  10603. var cache = this.cache;
  10604. var elements = v.elements;
  10605. if ( elements === undefined ) {
  10606. if ( arraysEqual( cache, v ) ) { return; }
  10607. gl.uniformMatrix2fv( this.addr, false, v );
  10608. copyArray( cache, v );
  10609. } else {
  10610. if ( arraysEqual( cache, elements ) ) { return; }
  10611. mat2array.set( elements );
  10612. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10613. copyArray( cache, elements );
  10614. }
  10615. }
  10616. function setValueM3( gl, v ) {
  10617. var cache = this.cache;
  10618. var elements = v.elements;
  10619. if ( elements === undefined ) {
  10620. if ( arraysEqual( cache, v ) ) { return; }
  10621. gl.uniformMatrix3fv( this.addr, false, v );
  10622. copyArray( cache, v );
  10623. } else {
  10624. if ( arraysEqual( cache, elements ) ) { return; }
  10625. mat3array.set( elements );
  10626. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10627. copyArray( cache, elements );
  10628. }
  10629. }
  10630. function setValueM4( gl, v ) {
  10631. var cache = this.cache;
  10632. var elements = v.elements;
  10633. if ( elements === undefined ) {
  10634. if ( arraysEqual( cache, v ) ) { return; }
  10635. gl.uniformMatrix4fv( this.addr, false, v );
  10636. copyArray( cache, v );
  10637. } else {
  10638. if ( arraysEqual( cache, elements ) ) { return; }
  10639. mat4array.set( elements );
  10640. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10641. copyArray( cache, elements );
  10642. }
  10643. }
  10644. // Single texture (2D / Cube)
  10645. function setValueT1( gl, v, textures ) {
  10646. var cache = this.cache;
  10647. var unit = textures.allocateTextureUnit();
  10648. if ( cache[ 0 ] !== unit ) {
  10649. gl.uniform1i( this.addr, unit );
  10650. cache[ 0 ] = unit;
  10651. }
  10652. textures.safeSetTexture2D( v || emptyTexture, unit );
  10653. }
  10654. function setValueT2DArray1( gl, v, textures ) {
  10655. var cache = this.cache;
  10656. var unit = textures.allocateTextureUnit();
  10657. if ( cache[ 0 ] !== unit ) {
  10658. gl.uniform1i( this.addr, unit );
  10659. cache[ 0 ] = unit;
  10660. }
  10661. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10662. }
  10663. function setValueT3D1( gl, v, textures ) {
  10664. var cache = this.cache;
  10665. var unit = textures.allocateTextureUnit();
  10666. if ( cache[ 0 ] !== unit ) {
  10667. gl.uniform1i( this.addr, unit );
  10668. cache[ 0 ] = unit;
  10669. }
  10670. textures.setTexture3D( v || emptyTexture3d, unit );
  10671. }
  10672. function setValueT6( gl, v, textures ) {
  10673. var cache = this.cache;
  10674. var unit = textures.allocateTextureUnit();
  10675. if ( cache[ 0 ] !== unit ) {
  10676. gl.uniform1i( this.addr, unit );
  10677. cache[ 0 ] = unit;
  10678. }
  10679. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10680. }
  10681. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10682. function setValueV1i( gl, v ) {
  10683. var cache = this.cache;
  10684. if ( cache[ 0 ] === v ) { return; }
  10685. gl.uniform1i( this.addr, v );
  10686. cache[ 0 ] = v;
  10687. }
  10688. function setValueV2i( gl, v ) {
  10689. var cache = this.cache;
  10690. if ( arraysEqual( cache, v ) ) { return; }
  10691. gl.uniform2iv( this.addr, v );
  10692. copyArray( cache, v );
  10693. }
  10694. function setValueV3i( gl, v ) {
  10695. var cache = this.cache;
  10696. if ( arraysEqual( cache, v ) ) { return; }
  10697. gl.uniform3iv( this.addr, v );
  10698. copyArray( cache, v );
  10699. }
  10700. function setValueV4i( gl, v ) {
  10701. var cache = this.cache;
  10702. if ( arraysEqual( cache, v ) ) { return; }
  10703. gl.uniform4iv( this.addr, v );
  10704. copyArray( cache, v );
  10705. }
  10706. // uint
  10707. function setValueV1ui( gl, v ) {
  10708. var cache = this.cache;
  10709. if ( cache[ 0 ] === v ) { return; }
  10710. gl.uniform1ui( this.addr, v );
  10711. cache[ 0 ] = v;
  10712. }
  10713. // Helper to pick the right setter for the singular case
  10714. function getSingularSetter( type ) {
  10715. switch ( type ) {
  10716. case 0x1406: return setValueV1f; // FLOAT
  10717. case 0x8b50: return setValueV2f; // _VEC2
  10718. case 0x8b51: return setValueV3f; // _VEC3
  10719. case 0x8b52: return setValueV4f; // _VEC4
  10720. case 0x8b5a: return setValueM2; // _MAT2
  10721. case 0x8b5b: return setValueM3; // _MAT3
  10722. case 0x8b5c: return setValueM4; // _MAT4
  10723. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10724. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10725. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10726. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10727. case 0x1405: return setValueV1ui; // UINT
  10728. case 0x8b5e: // SAMPLER_2D
  10729. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10730. case 0x8dca: // INT_SAMPLER_2D
  10731. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10732. case 0x8b62: // SAMPLER_2D_SHADOW
  10733. return setValueT1;
  10734. case 0x8b5f: // SAMPLER_3D
  10735. case 0x8dcb: // INT_SAMPLER_3D
  10736. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10737. return setValueT3D1;
  10738. case 0x8b60: // SAMPLER_CUBE
  10739. case 0x8dcc: // INT_SAMPLER_CUBE
  10740. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10741. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10742. return setValueT6;
  10743. case 0x8dc1: // SAMPLER_2D_ARRAY
  10744. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10745. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10746. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10747. return setValueT2DArray1;
  10748. }
  10749. }
  10750. // Array of scalars
  10751. function setValueV1fArray( gl, v ) {
  10752. gl.uniform1fv( this.addr, v );
  10753. }
  10754. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10755. function setValueV1iArray( gl, v ) {
  10756. gl.uniform1iv( this.addr, v );
  10757. }
  10758. function setValueV2iArray( gl, v ) {
  10759. gl.uniform2iv( this.addr, v );
  10760. }
  10761. function setValueV3iArray( gl, v ) {
  10762. gl.uniform3iv( this.addr, v );
  10763. }
  10764. function setValueV4iArray( gl, v ) {
  10765. gl.uniform4iv( this.addr, v );
  10766. }
  10767. // Array of vectors (flat or from THREE classes)
  10768. function setValueV2fArray( gl, v ) {
  10769. var data = flatten( v, this.size, 2 );
  10770. gl.uniform2fv( this.addr, data );
  10771. }
  10772. function setValueV3fArray( gl, v ) {
  10773. var data = flatten( v, this.size, 3 );
  10774. gl.uniform3fv( this.addr, data );
  10775. }
  10776. function setValueV4fArray( gl, v ) {
  10777. var data = flatten( v, this.size, 4 );
  10778. gl.uniform4fv( this.addr, data );
  10779. }
  10780. // Array of matrices (flat or from THREE clases)
  10781. function setValueM2Array( gl, v ) {
  10782. var data = flatten( v, this.size, 4 );
  10783. gl.uniformMatrix2fv( this.addr, false, data );
  10784. }
  10785. function setValueM3Array( gl, v ) {
  10786. var data = flatten( v, this.size, 9 );
  10787. gl.uniformMatrix3fv( this.addr, false, data );
  10788. }
  10789. function setValueM4Array( gl, v ) {
  10790. var data = flatten( v, this.size, 16 );
  10791. gl.uniformMatrix4fv( this.addr, false, data );
  10792. }
  10793. // Array of textures (2D / Cube)
  10794. function setValueT1Array( gl, v, textures ) {
  10795. var n = v.length;
  10796. var units = allocTexUnits( textures, n );
  10797. gl.uniform1iv( this.addr, units );
  10798. for ( var i = 0; i !== n; ++ i ) {
  10799. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10800. }
  10801. }
  10802. function setValueT6Array( gl, v, textures ) {
  10803. var n = v.length;
  10804. var units = allocTexUnits( textures, n );
  10805. gl.uniform1iv( this.addr, units );
  10806. for ( var i = 0; i !== n; ++ i ) {
  10807. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10808. }
  10809. }
  10810. // Helper to pick the right setter for a pure (bottom-level) array
  10811. function getPureArraySetter( type ) {
  10812. switch ( type ) {
  10813. case 0x1406: return setValueV1fArray; // FLOAT
  10814. case 0x8b50: return setValueV2fArray; // _VEC2
  10815. case 0x8b51: return setValueV3fArray; // _VEC3
  10816. case 0x8b52: return setValueV4fArray; // _VEC4
  10817. case 0x8b5a: return setValueM2Array; // _MAT2
  10818. case 0x8b5b: return setValueM3Array; // _MAT3
  10819. case 0x8b5c: return setValueM4Array; // _MAT4
  10820. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10821. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10822. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10823. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10824. case 0x8b5e: // SAMPLER_2D
  10825. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10826. case 0x8dca: // INT_SAMPLER_2D
  10827. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10828. case 0x8b62: // SAMPLER_2D_SHADOW
  10829. return setValueT1Array;
  10830. case 0x8b60: // SAMPLER_CUBE
  10831. case 0x8dcc: // INT_SAMPLER_CUBE
  10832. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10833. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10834. return setValueT6Array;
  10835. }
  10836. }
  10837. // --- Uniform Classes ---
  10838. function SingleUniform( id, activeInfo, addr ) {
  10839. this.id = id;
  10840. this.addr = addr;
  10841. this.cache = [];
  10842. this.setValue = getSingularSetter( activeInfo.type );
  10843. // this.path = activeInfo.name; // DEBUG
  10844. }
  10845. function PureArrayUniform( id, activeInfo, addr ) {
  10846. this.id = id;
  10847. this.addr = addr;
  10848. this.cache = [];
  10849. this.size = activeInfo.size;
  10850. this.setValue = getPureArraySetter( activeInfo.type );
  10851. // this.path = activeInfo.name; // DEBUG
  10852. }
  10853. PureArrayUniform.prototype.updateCache = function ( data ) {
  10854. var cache = this.cache;
  10855. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10856. this.cache = new Float32Array( data.length );
  10857. }
  10858. copyArray( cache, data );
  10859. };
  10860. function StructuredUniform( id ) {
  10861. this.id = id;
  10862. this.seq = [];
  10863. this.map = {};
  10864. }
  10865. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10866. var seq = this.seq;
  10867. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10868. var u = seq[ i ];
  10869. u.setValue( gl, value[ u.id ], textures );
  10870. }
  10871. };
  10872. // --- Top-level ---
  10873. // Parser - builds up the property tree from the path strings
  10874. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10875. // extracts
  10876. // - the identifier (member name or array index)
  10877. // - followed by an optional right bracket (found when array index)
  10878. // - followed by an optional left bracket or dot (type of subscript)
  10879. //
  10880. // Note: These portions can be read in a non-overlapping fashion and
  10881. // allow straightforward parsing of the hierarchy that WebGL encodes
  10882. // in the uniform names.
  10883. function addUniform( container, uniformObject ) {
  10884. container.seq.push( uniformObject );
  10885. container.map[ uniformObject.id ] = uniformObject;
  10886. }
  10887. function parseUniform( activeInfo, addr, container ) {
  10888. var path = activeInfo.name,
  10889. pathLength = path.length;
  10890. // reset RegExp object, because of the early exit of a previous run
  10891. RePathPart.lastIndex = 0;
  10892. while ( true ) {
  10893. var match = RePathPart.exec( path ),
  10894. matchEnd = RePathPart.lastIndex;
  10895. var id = match[ 1 ],
  10896. idIsIndex = match[ 2 ] === ']',
  10897. subscript = match[ 3 ];
  10898. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10899. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10900. // bare name or "pure" bottom-level array "[0]" suffix
  10901. addUniform( container, subscript === undefined ?
  10902. new SingleUniform( id, activeInfo, addr ) :
  10903. new PureArrayUniform( id, activeInfo, addr ) );
  10904. break;
  10905. } else {
  10906. // step into inner node / create it in case it doesn't exist
  10907. var map = container.map;
  10908. var next = map[ id ];
  10909. if ( next === undefined ) {
  10910. next = new StructuredUniform( id );
  10911. addUniform( container, next );
  10912. }
  10913. container = next;
  10914. }
  10915. }
  10916. }
  10917. // Root Container
  10918. function WebGLUniforms( gl, program ) {
  10919. this.seq = [];
  10920. this.map = {};
  10921. var n = gl.getProgramParameter( program, 35718 );
  10922. for ( var i = 0; i < n; ++ i ) {
  10923. var info = gl.getActiveUniform( program, i ),
  10924. addr = gl.getUniformLocation( program, info.name );
  10925. parseUniform( info, addr, this );
  10926. }
  10927. }
  10928. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10929. var u = this.map[ name ];
  10930. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10931. };
  10932. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10933. var v = object[ name ];
  10934. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10935. };
  10936. // Static interface
  10937. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10938. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10939. var u = seq[ i ],
  10940. v = values[ u.id ];
  10941. if ( v.needsUpdate !== false ) {
  10942. // note: always updating when .needsUpdate is undefined
  10943. u.setValue( gl, v.value, textures );
  10944. }
  10945. }
  10946. };
  10947. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10948. var r = [];
  10949. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10950. var u = seq[ i ];
  10951. if ( u.id in values ) { r.push( u ); }
  10952. }
  10953. return r;
  10954. };
  10955. /**
  10956. * @author mrdoob / http://mrdoob.com/
  10957. */
  10958. function WebGLShader( gl, type, string ) {
  10959. var shader = gl.createShader( type );
  10960. gl.shaderSource( shader, string );
  10961. gl.compileShader( shader );
  10962. return shader;
  10963. }
  10964. /**
  10965. * @author mrdoob / http://mrdoob.com/
  10966. */
  10967. var programIdCount = 0;
  10968. function addLineNumbers( string ) {
  10969. var lines = string.split( '\n' );
  10970. for ( var i = 0; i < lines.length; i ++ ) {
  10971. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10972. }
  10973. return lines.join( '\n' );
  10974. }
  10975. function getEncodingComponents( encoding ) {
  10976. switch ( encoding ) {
  10977. case LinearEncoding:
  10978. return [ 'Linear', '( value )' ];
  10979. case sRGBEncoding:
  10980. return [ 'sRGB', '( value )' ];
  10981. case RGBEEncoding:
  10982. return [ 'RGBE', '( value )' ];
  10983. case RGBM7Encoding:
  10984. return [ 'RGBM', '( value, 7.0 )' ];
  10985. case RGBM16Encoding:
  10986. return [ 'RGBM', '( value, 16.0 )' ];
  10987. case RGBDEncoding:
  10988. return [ 'RGBD', '( value, 256.0 )' ];
  10989. case GammaEncoding:
  10990. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10991. case LogLuvEncoding:
  10992. return [ 'LogLuv', '( value )' ];
  10993. default:
  10994. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10995. return [ 'Linear', '( value )' ];
  10996. }
  10997. }
  10998. function getShaderErrors( gl, shader, type ) {
  10999. var status = gl.getShaderParameter( shader, 35713 );
  11000. var log = gl.getShaderInfoLog( shader ).trim();
  11001. if ( status && log === '' ) { return ''; }
  11002. // --enable-privileged-webgl-extension
  11003. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  11004. var source = gl.getShaderSource( shader );
  11005. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  11006. }
  11007. function getTexelDecodingFunction( functionName, encoding ) {
  11008. var components = getEncodingComponents( encoding );
  11009. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  11010. }
  11011. function getTexelEncodingFunction( functionName, encoding ) {
  11012. var components = getEncodingComponents( encoding );
  11013. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  11014. }
  11015. function getToneMappingFunction( functionName, toneMapping ) {
  11016. var toneMappingName;
  11017. switch ( toneMapping ) {
  11018. case LinearToneMapping:
  11019. toneMappingName = 'Linear';
  11020. break;
  11021. case ReinhardToneMapping:
  11022. toneMappingName = 'Reinhard';
  11023. break;
  11024. case CineonToneMapping:
  11025. toneMappingName = 'OptimizedCineon';
  11026. break;
  11027. case ACESFilmicToneMapping:
  11028. toneMappingName = 'ACESFilmic';
  11029. break;
  11030. case CustomToneMapping:
  11031. toneMappingName = 'Custom';
  11032. break;
  11033. default:
  11034. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  11035. toneMappingName = 'Linear';
  11036. }
  11037. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  11038. }
  11039. function generateExtensions( parameters ) {
  11040. var chunks = [
  11041. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  11042. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  11043. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  11044. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  11045. ];
  11046. return chunks.filter( filterEmptyLine ).join( '\n' );
  11047. }
  11048. function generateDefines( defines ) {
  11049. var chunks = [];
  11050. for ( var name in defines ) {
  11051. var value = defines[ name ];
  11052. if ( value === false ) { continue; }
  11053. chunks.push( '#define ' + name + ' ' + value );
  11054. }
  11055. return chunks.join( '\n' );
  11056. }
  11057. function fetchAttributeLocations( gl, program ) {
  11058. var attributes = {};
  11059. var n = gl.getProgramParameter( program, 35721 );
  11060. for ( var i = 0; i < n; i ++ ) {
  11061. var info = gl.getActiveAttrib( program, i );
  11062. var name = info.name;
  11063. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  11064. attributes[ name ] = gl.getAttribLocation( program, name );
  11065. }
  11066. return attributes;
  11067. }
  11068. function filterEmptyLine( string ) {
  11069. return string !== '';
  11070. }
  11071. function replaceLightNums( string, parameters ) {
  11072. return string
  11073. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  11074. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  11075. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  11076. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  11077. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  11078. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  11079. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  11080. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  11081. }
  11082. function replaceClippingPlaneNums( string, parameters ) {
  11083. return string
  11084. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  11085. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  11086. }
  11087. // Resolve Includes
  11088. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  11089. function resolveIncludes( string ) {
  11090. return string.replace( includePattern, includeReplacer );
  11091. }
  11092. function includeReplacer( match, include ) {
  11093. var string = ShaderChunk[ include ];
  11094. if ( string === undefined ) {
  11095. throw new Error( 'Can not resolve #include <' + include + '>' );
  11096. }
  11097. return resolveIncludes( string );
  11098. }
  11099. // Unroll Loops
  11100. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  11101. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  11102. function unrollLoops( string ) {
  11103. return string
  11104. .replace( unrollLoopPattern, loopReplacer )
  11105. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  11106. }
  11107. function deprecatedLoopReplacer( match, start, end, snippet ) {
  11108. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  11109. return loopReplacer( match, start, end, snippet );
  11110. }
  11111. function loopReplacer( match, start, end, snippet ) {
  11112. var string = '';
  11113. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  11114. string += snippet
  11115. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  11116. .replace( /UNROLLED_LOOP_INDEX/g, i );
  11117. }
  11118. return string;
  11119. }
  11120. //
  11121. function generatePrecision( parameters ) {
  11122. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  11123. if ( parameters.precision === "highp" ) {
  11124. precisionstring += "\n#define HIGH_PRECISION";
  11125. } else if ( parameters.precision === "mediump" ) {
  11126. precisionstring += "\n#define MEDIUM_PRECISION";
  11127. } else if ( parameters.precision === "lowp" ) {
  11128. precisionstring += "\n#define LOW_PRECISION";
  11129. }
  11130. return precisionstring;
  11131. }
  11132. function generateShadowMapTypeDefine( parameters ) {
  11133. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  11134. if ( parameters.shadowMapType === PCFShadowMap ) {
  11135. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  11136. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  11137. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  11138. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  11139. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  11140. }
  11141. return shadowMapTypeDefine;
  11142. }
  11143. function generateEnvMapTypeDefine( parameters ) {
  11144. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11145. if ( parameters.envMap ) {
  11146. switch ( parameters.envMapMode ) {
  11147. case CubeReflectionMapping:
  11148. case CubeRefractionMapping:
  11149. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11150. break;
  11151. case CubeUVReflectionMapping:
  11152. case CubeUVRefractionMapping:
  11153. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  11154. break;
  11155. case EquirectangularReflectionMapping:
  11156. case EquirectangularRefractionMapping:
  11157. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  11158. break;
  11159. }
  11160. }
  11161. return envMapTypeDefine;
  11162. }
  11163. function generateEnvMapModeDefine( parameters ) {
  11164. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  11165. if ( parameters.envMap ) {
  11166. switch ( parameters.envMapMode ) {
  11167. case CubeRefractionMapping:
  11168. case EquirectangularRefractionMapping:
  11169. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  11170. break;
  11171. }
  11172. }
  11173. return envMapModeDefine;
  11174. }
  11175. function generateEnvMapBlendingDefine( parameters ) {
  11176. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  11177. if ( parameters.envMap ) {
  11178. switch ( parameters.combine ) {
  11179. case MultiplyOperation:
  11180. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  11181. break;
  11182. case MixOperation:
  11183. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  11184. break;
  11185. case AddOperation:
  11186. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  11187. break;
  11188. }
  11189. }
  11190. return envMapBlendingDefine;
  11191. }
  11192. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  11193. var gl = renderer.getContext();
  11194. var defines = parameters.defines;
  11195. var vertexShader = parameters.vertexShader;
  11196. var fragmentShader = parameters.fragmentShader;
  11197. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  11198. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  11199. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  11200. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  11201. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  11202. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  11203. var customDefines = generateDefines( defines );
  11204. var program = gl.createProgram();
  11205. var prefixVertex, prefixFragment;
  11206. if ( parameters.isRawShaderMaterial ) {
  11207. prefixVertex = [
  11208. customDefines
  11209. ].filter( filterEmptyLine ).join( '\n' );
  11210. if ( prefixVertex.length > 0 ) {
  11211. prefixVertex += '\n';
  11212. }
  11213. prefixFragment = [
  11214. customExtensions,
  11215. customDefines
  11216. ].filter( filterEmptyLine ).join( '\n' );
  11217. if ( prefixFragment.length > 0 ) {
  11218. prefixFragment += '\n';
  11219. }
  11220. } else {
  11221. prefixVertex = [
  11222. generatePrecision( parameters ),
  11223. '#define SHADER_NAME ' + parameters.shaderName,
  11224. customDefines,
  11225. parameters.instancing ? '#define USE_INSTANCING' : '',
  11226. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  11227. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11228. '#define MAX_BONES ' + parameters.maxBones,
  11229. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11230. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11231. parameters.map ? '#define USE_MAP' : '',
  11232. parameters.envMap ? '#define USE_ENVMAP' : '',
  11233. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11234. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11235. parameters.aoMap ? '#define USE_AOMAP' : '',
  11236. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11237. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11238. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11239. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11240. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11241. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11242. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11243. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11244. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  11245. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11246. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11247. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11248. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11249. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11250. parameters.vertexColors ? '#define USE_COLOR' : '',
  11251. parameters.vertexUvs ? '#define USE_UV' : '',
  11252. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11253. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11254. parameters.skinning ? '#define USE_SKINNING' : '',
  11255. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  11256. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  11257. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  11258. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11259. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11260. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11261. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11262. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  11263. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11264. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11265. 'uniform mat4 modelMatrix;',
  11266. 'uniform mat4 modelViewMatrix;',
  11267. 'uniform mat4 projectionMatrix;',
  11268. 'uniform mat4 viewMatrix;',
  11269. 'uniform mat3 normalMatrix;',
  11270. 'uniform vec3 cameraPosition;',
  11271. 'uniform bool isOrthographic;',
  11272. '#ifdef USE_INSTANCING',
  11273. ' attribute mat4 instanceMatrix;',
  11274. '#endif',
  11275. 'attribute vec3 position;',
  11276. 'attribute vec3 normal;',
  11277. 'attribute vec2 uv;',
  11278. '#ifdef USE_TANGENT',
  11279. ' attribute vec4 tangent;',
  11280. '#endif',
  11281. '#ifdef USE_COLOR',
  11282. ' attribute vec3 color;',
  11283. '#endif',
  11284. '#ifdef USE_MORPHTARGETS',
  11285. ' attribute vec3 morphTarget0;',
  11286. ' attribute vec3 morphTarget1;',
  11287. ' attribute vec3 morphTarget2;',
  11288. ' attribute vec3 morphTarget3;',
  11289. ' #ifdef USE_MORPHNORMALS',
  11290. ' attribute vec3 morphNormal0;',
  11291. ' attribute vec3 morphNormal1;',
  11292. ' attribute vec3 morphNormal2;',
  11293. ' attribute vec3 morphNormal3;',
  11294. ' #else',
  11295. ' attribute vec3 morphTarget4;',
  11296. ' attribute vec3 morphTarget5;',
  11297. ' attribute vec3 morphTarget6;',
  11298. ' attribute vec3 morphTarget7;',
  11299. ' #endif',
  11300. '#endif',
  11301. '#ifdef USE_SKINNING',
  11302. ' attribute vec4 skinIndex;',
  11303. ' attribute vec4 skinWeight;',
  11304. '#endif',
  11305. '\n'
  11306. ].filter( filterEmptyLine ).join( '\n' );
  11307. prefixFragment = [
  11308. customExtensions,
  11309. generatePrecision( parameters ),
  11310. '#define SHADER_NAME ' + parameters.shaderName,
  11311. customDefines,
  11312. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  11313. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11314. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11315. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11316. parameters.map ? '#define USE_MAP' : '',
  11317. parameters.matcap ? '#define USE_MATCAP' : '',
  11318. parameters.envMap ? '#define USE_ENVMAP' : '',
  11319. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  11320. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11321. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  11322. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11323. parameters.aoMap ? '#define USE_AOMAP' : '',
  11324. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11325. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11326. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11327. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11328. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11329. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11330. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11331. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11332. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11333. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11334. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11335. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11336. parameters.sheen ? '#define USE_SHEEN' : '',
  11337. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11338. parameters.vertexColors ? '#define USE_COLOR' : '',
  11339. parameters.vertexUvs ? '#define USE_UV' : '',
  11340. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11341. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11342. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11343. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11344. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11345. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11346. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11347. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11348. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11349. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11350. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11351. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11352. 'uniform mat4 viewMatrix;',
  11353. 'uniform vec3 cameraPosition;',
  11354. 'uniform bool isOrthographic;',
  11355. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11356. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11357. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11358. parameters.dithering ? '#define DITHERING' : '',
  11359. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11360. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11361. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11362. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11363. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11364. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11365. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11366. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11367. '\n'
  11368. ].filter( filterEmptyLine ).join( '\n' );
  11369. }
  11370. vertexShader = resolveIncludes( vertexShader );
  11371. vertexShader = replaceLightNums( vertexShader, parameters );
  11372. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11373. fragmentShader = resolveIncludes( fragmentShader );
  11374. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11375. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11376. vertexShader = unrollLoops( vertexShader );
  11377. fragmentShader = unrollLoops( fragmentShader );
  11378. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11379. var isGLSL3ShaderMaterial = false;
  11380. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11381. if ( parameters.isShaderMaterial &&
  11382. vertexShader.match( versionRegex ) !== null &&
  11383. fragmentShader.match( versionRegex ) !== null ) {
  11384. isGLSL3ShaderMaterial = true;
  11385. vertexShader = vertexShader.replace( versionRegex, '' );
  11386. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11387. }
  11388. // GLSL 3.0 conversion
  11389. prefixVertex = [
  11390. '#version 300 es\n',
  11391. '#define attribute in',
  11392. '#define varying out',
  11393. '#define texture2D texture'
  11394. ].join( '\n' ) + '\n' + prefixVertex;
  11395. prefixFragment = [
  11396. '#version 300 es\n',
  11397. '#define varying in',
  11398. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11399. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11400. '#define gl_FragDepthEXT gl_FragDepth',
  11401. '#define texture2D texture',
  11402. '#define textureCube texture',
  11403. '#define texture2DProj textureProj',
  11404. '#define texture2DLodEXT textureLod',
  11405. '#define texture2DProjLodEXT textureProjLod',
  11406. '#define textureCubeLodEXT textureLod',
  11407. '#define texture2DGradEXT textureGrad',
  11408. '#define texture2DProjGradEXT textureProjGrad',
  11409. '#define textureCubeGradEXT textureGrad'
  11410. ].join( '\n' ) + '\n' + prefixFragment;
  11411. }
  11412. var vertexGlsl = prefixVertex + vertexShader;
  11413. var fragmentGlsl = prefixFragment + fragmentShader;
  11414. // console.log( '*VERTEX*', vertexGlsl );
  11415. // console.log( '*FRAGMENT*', fragmentGlsl );
  11416. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11417. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11418. gl.attachShader( program, glVertexShader );
  11419. gl.attachShader( program, glFragmentShader );
  11420. // Force a particular attribute to index 0.
  11421. if ( parameters.index0AttributeName !== undefined ) {
  11422. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11423. } else if ( parameters.morphTargets === true ) {
  11424. // programs with morphTargets displace position out of attribute 0
  11425. gl.bindAttribLocation( program, 0, 'position' );
  11426. }
  11427. gl.linkProgram( program );
  11428. // check for link errors
  11429. if ( renderer.debug.checkShaderErrors ) {
  11430. var programLog = gl.getProgramInfoLog( program ).trim();
  11431. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11432. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11433. var runnable = true;
  11434. var haveDiagnostics = true;
  11435. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11436. runnable = false;
  11437. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11438. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11439. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11440. } else if ( programLog !== '' ) {
  11441. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11442. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11443. haveDiagnostics = false;
  11444. }
  11445. if ( haveDiagnostics ) {
  11446. this.diagnostics = {
  11447. runnable: runnable,
  11448. programLog: programLog,
  11449. vertexShader: {
  11450. log: vertexLog,
  11451. prefix: prefixVertex
  11452. },
  11453. fragmentShader: {
  11454. log: fragmentLog,
  11455. prefix: prefixFragment
  11456. }
  11457. };
  11458. }
  11459. }
  11460. // Clean up
  11461. // Crashes in iOS9 and iOS10. #18402
  11462. // gl.detachShader( program, glVertexShader );
  11463. // gl.detachShader( program, glFragmentShader );
  11464. gl.deleteShader( glVertexShader );
  11465. gl.deleteShader( glFragmentShader );
  11466. // set up caching for uniform locations
  11467. var cachedUniforms;
  11468. this.getUniforms = function () {
  11469. if ( cachedUniforms === undefined ) {
  11470. cachedUniforms = new WebGLUniforms( gl, program );
  11471. }
  11472. return cachedUniforms;
  11473. };
  11474. // set up caching for attribute locations
  11475. var cachedAttributes;
  11476. this.getAttributes = function () {
  11477. if ( cachedAttributes === undefined ) {
  11478. cachedAttributes = fetchAttributeLocations( gl, program );
  11479. }
  11480. return cachedAttributes;
  11481. };
  11482. // free resource
  11483. this.destroy = function () {
  11484. bindingStates.releaseStatesOfProgram( this );
  11485. gl.deleteProgram( program );
  11486. this.program = undefined;
  11487. };
  11488. //
  11489. this.name = parameters.shaderName;
  11490. this.id = programIdCount ++;
  11491. this.cacheKey = cacheKey;
  11492. this.usedTimes = 1;
  11493. this.program = program;
  11494. this.vertexShader = glVertexShader;
  11495. this.fragmentShader = glFragmentShader;
  11496. return this;
  11497. }
  11498. /**
  11499. * @author mrdoob / http://mrdoob.com/
  11500. */
  11501. function WebGLPrograms( renderer, extensions, capabilities, bindingStates ) {
  11502. var programs = [];
  11503. var isWebGL2 = capabilities.isWebGL2;
  11504. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11505. var floatVertexTextures = capabilities.floatVertexTextures;
  11506. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11507. var vertexTextures = capabilities.vertexTextures;
  11508. var precision = capabilities.precision;
  11509. var shaderIDs = {
  11510. MeshDepthMaterial: 'depth',
  11511. MeshDistanceMaterial: 'distanceRGBA',
  11512. MeshNormalMaterial: 'normal',
  11513. MeshBasicMaterial: 'basic',
  11514. MeshLambertMaterial: 'lambert',
  11515. MeshPhongMaterial: 'phong',
  11516. MeshToonMaterial: 'toon',
  11517. MeshStandardMaterial: 'physical',
  11518. MeshPhysicalMaterial: 'physical',
  11519. MeshMatcapMaterial: 'matcap',
  11520. LineBasicMaterial: 'basic',
  11521. LineDashedMaterial: 'dashed',
  11522. PointsMaterial: 'points',
  11523. ShadowMaterial: 'shadow',
  11524. SpriteMaterial: 'sprite'
  11525. };
  11526. var parameterNames = [
  11527. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11528. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11529. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11530. "roughnessMap", "metalnessMap", "gradientMap",
  11531. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11532. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11533. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11534. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11535. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11536. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11537. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11538. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11539. "sheen"
  11540. ];
  11541. function getShaderObject( material, shaderID ) {
  11542. var shaderobject;
  11543. if ( shaderID ) {
  11544. var shader = ShaderLib[ shaderID ];
  11545. shaderobject = {
  11546. name: material.name || material.type,
  11547. uniforms: UniformsUtils.clone( shader.uniforms ),
  11548. vertexShader: shader.vertexShader,
  11549. fragmentShader: shader.fragmentShader
  11550. };
  11551. } else {
  11552. shaderobject = {
  11553. name: material.name || material.type,
  11554. uniforms: material.uniforms,
  11555. vertexShader: material.vertexShader,
  11556. fragmentShader: material.fragmentShader
  11557. };
  11558. }
  11559. return shaderobject;
  11560. }
  11561. function allocateBones( object ) {
  11562. var skeleton = object.skeleton;
  11563. var bones = skeleton.bones;
  11564. if ( floatVertexTextures ) {
  11565. return 1024;
  11566. } else {
  11567. // default for when object is not specified
  11568. // ( for example when prebuilding shader to be used with multiple objects )
  11569. //
  11570. // - leave some extra space for other uniforms
  11571. // - limit here is ANGLE's 254 max uniform vectors
  11572. // (up to 54 should be safe)
  11573. var nVertexUniforms = maxVertexUniforms;
  11574. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11575. var maxBones = Math.min( nVertexMatrices, bones.length );
  11576. if ( maxBones < bones.length ) {
  11577. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11578. return 0;
  11579. }
  11580. return maxBones;
  11581. }
  11582. }
  11583. function getTextureEncodingFromMap( map ) {
  11584. var encoding;
  11585. if ( ! map ) {
  11586. encoding = LinearEncoding;
  11587. } else if ( map.isTexture ) {
  11588. encoding = map.encoding;
  11589. } else if ( map.isWebGLRenderTarget ) {
  11590. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11591. encoding = map.texture.encoding;
  11592. }
  11593. return encoding;
  11594. }
  11595. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11596. var fog = scene.fog;
  11597. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11598. var envMap = material.envMap || environment;
  11599. var shaderID = shaderIDs[ material.type ];
  11600. // heuristics to create shader parameters according to lights in the scene
  11601. // (not to blow over maxLights budget)
  11602. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11603. if ( material.precision !== null ) {
  11604. precision = capabilities.getMaxPrecision( material.precision );
  11605. if ( precision !== material.precision ) {
  11606. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11607. }
  11608. }
  11609. var shaderobject = getShaderObject( material, shaderID );
  11610. material.onBeforeCompile( shaderobject, renderer );
  11611. var currentRenderTarget = renderer.getRenderTarget();
  11612. var parameters = {
  11613. isWebGL2: isWebGL2,
  11614. shaderID: shaderID,
  11615. shaderName: shaderobject.name,
  11616. uniforms: shaderobject.uniforms,
  11617. vertexShader: shaderobject.vertexShader,
  11618. fragmentShader: shaderobject.fragmentShader,
  11619. defines: material.defines,
  11620. isRawShaderMaterial: material.isRawShaderMaterial,
  11621. isShaderMaterial: material.isShaderMaterial,
  11622. precision: precision,
  11623. instancing: object.isInstancedMesh === true,
  11624. supportsVertexTextures: vertexTextures,
  11625. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11626. map: !! material.map,
  11627. mapEncoding: getTextureEncodingFromMap( material.map ),
  11628. matcap: !! material.matcap,
  11629. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11630. envMap: !! envMap,
  11631. envMapMode: envMap && envMap.mapping,
  11632. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11633. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11634. lightMap: !! material.lightMap,
  11635. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11636. aoMap: !! material.aoMap,
  11637. emissiveMap: !! material.emissiveMap,
  11638. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11639. bumpMap: !! material.bumpMap,
  11640. normalMap: !! material.normalMap,
  11641. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11642. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11643. clearcoatMap: !! material.clearcoatMap,
  11644. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11645. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11646. displacementMap: !! material.displacementMap,
  11647. roughnessMap: !! material.roughnessMap,
  11648. metalnessMap: !! material.metalnessMap,
  11649. specularMap: !! material.specularMap,
  11650. alphaMap: !! material.alphaMap,
  11651. gradientMap: !! material.gradientMap,
  11652. sheen: !! material.sheen,
  11653. combine: material.combine,
  11654. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11655. vertexColors: material.vertexColors,
  11656. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11657. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11658. fog: !! fog,
  11659. useFog: material.fog,
  11660. fogExp2: ( fog && fog.isFogExp2 ),
  11661. flatShading: material.flatShading,
  11662. sizeAttenuation: material.sizeAttenuation,
  11663. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11664. skinning: material.skinning && maxBones > 0,
  11665. maxBones: maxBones,
  11666. useVertexTexture: floatVertexTextures,
  11667. morphTargets: material.morphTargets,
  11668. morphNormals: material.morphNormals,
  11669. maxMorphTargets: renderer.maxMorphTargets,
  11670. maxMorphNormals: renderer.maxMorphNormals,
  11671. numDirLights: lights.directional.length,
  11672. numPointLights: lights.point.length,
  11673. numSpotLights: lights.spot.length,
  11674. numRectAreaLights: lights.rectArea.length,
  11675. numHemiLights: lights.hemi.length,
  11676. numDirLightShadows: lights.directionalShadowMap.length,
  11677. numPointLightShadows: lights.pointShadowMap.length,
  11678. numSpotLightShadows: lights.spotShadowMap.length,
  11679. numClippingPlanes: nClipPlanes,
  11680. numClipIntersection: nClipIntersection,
  11681. dithering: material.dithering,
  11682. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11683. shadowMapType: renderer.shadowMap.type,
  11684. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11685. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11686. premultipliedAlpha: material.premultipliedAlpha,
  11687. alphaTest: material.alphaTest,
  11688. doubleSided: material.side === DoubleSide,
  11689. flipSided: material.side === BackSide,
  11690. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11691. index0AttributeName: material.index0AttributeName,
  11692. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11693. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11694. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11695. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11696. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11697. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11698. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11699. customProgramCacheKey: material.customProgramCacheKey()
  11700. };
  11701. return parameters;
  11702. }
  11703. function getProgramCacheKey( parameters ) {
  11704. var array = [];
  11705. if ( parameters.shaderID ) {
  11706. array.push( parameters.shaderID );
  11707. } else {
  11708. array.push( parameters.fragmentShader );
  11709. array.push( parameters.vertexShader );
  11710. }
  11711. if ( parameters.defines !== undefined ) {
  11712. for ( var name in parameters.defines ) {
  11713. array.push( name );
  11714. array.push( parameters.defines[ name ] );
  11715. }
  11716. }
  11717. if ( parameters.isRawShaderMaterial === undefined ) {
  11718. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11719. array.push( parameters[ parameterNames[ i ] ] );
  11720. }
  11721. array.push( renderer.outputEncoding );
  11722. array.push( renderer.gammaFactor );
  11723. }
  11724. array.push( parameters.customProgramCacheKey );
  11725. return array.join();
  11726. }
  11727. function acquireProgram( parameters, cacheKey ) {
  11728. var program;
  11729. // Check if code has been already compiled
  11730. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11731. var preexistingProgram = programs[ p ];
  11732. if ( preexistingProgram.cacheKey === cacheKey ) {
  11733. program = preexistingProgram;
  11734. ++ program.usedTimes;
  11735. break;
  11736. }
  11737. }
  11738. if ( program === undefined ) {
  11739. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  11740. programs.push( program );
  11741. }
  11742. return program;
  11743. }
  11744. function releaseProgram( program ) {
  11745. if ( -- program.usedTimes === 0 ) {
  11746. // Remove from unordered set
  11747. var i = programs.indexOf( program );
  11748. programs[ i ] = programs[ programs.length - 1 ];
  11749. programs.pop();
  11750. // Free WebGL resources
  11751. program.destroy();
  11752. }
  11753. }
  11754. return {
  11755. getParameters: getParameters,
  11756. getProgramCacheKey: getProgramCacheKey,
  11757. acquireProgram: acquireProgram,
  11758. releaseProgram: releaseProgram,
  11759. // Exposed for resource monitoring & error feedback via renderer.info:
  11760. programs: programs
  11761. };
  11762. }
  11763. /**
  11764. * @author fordacious / fordacious.github.io
  11765. */
  11766. function WebGLProperties() {
  11767. var properties = new WeakMap();
  11768. function get( object ) {
  11769. var map = properties.get( object );
  11770. if ( map === undefined ) {
  11771. map = {};
  11772. properties.set( object, map );
  11773. }
  11774. return map;
  11775. }
  11776. function remove( object ) {
  11777. properties.delete( object );
  11778. }
  11779. function update( object, key, value ) {
  11780. properties.get( object )[ key ] = value;
  11781. }
  11782. function dispose() {
  11783. properties = new WeakMap();
  11784. }
  11785. return {
  11786. get: get,
  11787. remove: remove,
  11788. update: update,
  11789. dispose: dispose
  11790. };
  11791. }
  11792. /**
  11793. * @author mrdoob / http://mrdoob.com/
  11794. */
  11795. function painterSortStable( a, b ) {
  11796. if ( a.groupOrder !== b.groupOrder ) {
  11797. return a.groupOrder - b.groupOrder;
  11798. } else if ( a.renderOrder !== b.renderOrder ) {
  11799. return a.renderOrder - b.renderOrder;
  11800. } else if ( a.program !== b.program ) {
  11801. return a.program.id - b.program.id;
  11802. } else if ( a.material.id !== b.material.id ) {
  11803. return a.material.id - b.material.id;
  11804. } else if ( a.z !== b.z ) {
  11805. return a.z - b.z;
  11806. } else {
  11807. return a.id - b.id;
  11808. }
  11809. }
  11810. function reversePainterSortStable( a, b ) {
  11811. if ( a.groupOrder !== b.groupOrder ) {
  11812. return a.groupOrder - b.groupOrder;
  11813. } else if ( a.renderOrder !== b.renderOrder ) {
  11814. return a.renderOrder - b.renderOrder;
  11815. } else if ( a.z !== b.z ) {
  11816. return b.z - a.z;
  11817. } else {
  11818. return a.id - b.id;
  11819. }
  11820. }
  11821. function WebGLRenderList() {
  11822. var renderItems = [];
  11823. var renderItemsIndex = 0;
  11824. var opaque = [];
  11825. var transparent = [];
  11826. var defaultProgram = { id: - 1 };
  11827. function init() {
  11828. renderItemsIndex = 0;
  11829. opaque.length = 0;
  11830. transparent.length = 0;
  11831. }
  11832. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11833. var renderItem = renderItems[ renderItemsIndex ];
  11834. if ( renderItem === undefined ) {
  11835. renderItem = {
  11836. id: object.id,
  11837. object: object,
  11838. geometry: geometry,
  11839. material: material,
  11840. program: material.program || defaultProgram,
  11841. groupOrder: groupOrder,
  11842. renderOrder: object.renderOrder,
  11843. z: z,
  11844. group: group
  11845. };
  11846. renderItems[ renderItemsIndex ] = renderItem;
  11847. } else {
  11848. renderItem.id = object.id;
  11849. renderItem.object = object;
  11850. renderItem.geometry = geometry;
  11851. renderItem.material = material;
  11852. renderItem.program = material.program || defaultProgram;
  11853. renderItem.groupOrder = groupOrder;
  11854. renderItem.renderOrder = object.renderOrder;
  11855. renderItem.z = z;
  11856. renderItem.group = group;
  11857. }
  11858. renderItemsIndex ++;
  11859. return renderItem;
  11860. }
  11861. function push( object, geometry, material, groupOrder, z, group ) {
  11862. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11863. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11864. }
  11865. function unshift( object, geometry, material, groupOrder, z, group ) {
  11866. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11867. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11868. }
  11869. function sort( customOpaqueSort, customTransparentSort ) {
  11870. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11871. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11872. }
  11873. function finish() {
  11874. // Clear references from inactive renderItems in the list
  11875. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11876. var renderItem = renderItems[ i ];
  11877. if ( renderItem.id === null ) { break; }
  11878. renderItem.id = null;
  11879. renderItem.object = null;
  11880. renderItem.geometry = null;
  11881. renderItem.material = null;
  11882. renderItem.program = null;
  11883. renderItem.group = null;
  11884. }
  11885. }
  11886. return {
  11887. opaque: opaque,
  11888. transparent: transparent,
  11889. init: init,
  11890. push: push,
  11891. unshift: unshift,
  11892. finish: finish,
  11893. sort: sort
  11894. };
  11895. }
  11896. function WebGLRenderLists() {
  11897. var lists = new WeakMap();
  11898. function onSceneDispose( event ) {
  11899. var scene = event.target;
  11900. scene.removeEventListener( 'dispose', onSceneDispose );
  11901. lists.delete( scene );
  11902. }
  11903. function get( scene, camera ) {
  11904. var cameras = lists.get( scene );
  11905. var list;
  11906. if ( cameras === undefined ) {
  11907. list = new WebGLRenderList();
  11908. lists.set( scene, new WeakMap() );
  11909. lists.get( scene ).set( camera, list );
  11910. scene.addEventListener( 'dispose', onSceneDispose );
  11911. } else {
  11912. list = cameras.get( camera );
  11913. if ( list === undefined ) {
  11914. list = new WebGLRenderList();
  11915. cameras.set( camera, list );
  11916. }
  11917. }
  11918. return list;
  11919. }
  11920. function dispose() {
  11921. lists = new WeakMap();
  11922. }
  11923. return {
  11924. get: get,
  11925. dispose: dispose
  11926. };
  11927. }
  11928. /**
  11929. * @author mrdoob / http://mrdoob.com/
  11930. */
  11931. function UniformsCache() {
  11932. var lights = {};
  11933. return {
  11934. get: function ( light ) {
  11935. if ( lights[ light.id ] !== undefined ) {
  11936. return lights[ light.id ];
  11937. }
  11938. var uniforms;
  11939. switch ( light.type ) {
  11940. case 'DirectionalLight':
  11941. uniforms = {
  11942. direction: new Vector3(),
  11943. color: new Color()
  11944. };
  11945. break;
  11946. case 'SpotLight':
  11947. uniforms = {
  11948. position: new Vector3(),
  11949. direction: new Vector3(),
  11950. color: new Color(),
  11951. distance: 0,
  11952. coneCos: 0,
  11953. penumbraCos: 0,
  11954. decay: 0
  11955. };
  11956. break;
  11957. case 'PointLight':
  11958. uniforms = {
  11959. position: new Vector3(),
  11960. color: new Color(),
  11961. distance: 0,
  11962. decay: 0
  11963. };
  11964. break;
  11965. case 'HemisphereLight':
  11966. uniforms = {
  11967. direction: new Vector3(),
  11968. skyColor: new Color(),
  11969. groundColor: new Color()
  11970. };
  11971. break;
  11972. case 'RectAreaLight':
  11973. uniforms = {
  11974. color: new Color(),
  11975. position: new Vector3(),
  11976. halfWidth: new Vector3(),
  11977. halfHeight: new Vector3()
  11978. };
  11979. break;
  11980. }
  11981. lights[ light.id ] = uniforms;
  11982. return uniforms;
  11983. }
  11984. };
  11985. }
  11986. function ShadowUniformsCache() {
  11987. var lights = {};
  11988. return {
  11989. get: function ( light ) {
  11990. if ( lights[ light.id ] !== undefined ) {
  11991. return lights[ light.id ];
  11992. }
  11993. var uniforms;
  11994. switch ( light.type ) {
  11995. case 'DirectionalLight':
  11996. uniforms = {
  11997. shadowBias: 0,
  11998. shadowNormalBias: 0,
  11999. shadowRadius: 1,
  12000. shadowMapSize: new Vector2()
  12001. };
  12002. break;
  12003. case 'SpotLight':
  12004. uniforms = {
  12005. shadowBias: 0,
  12006. shadowNormalBias: 0,
  12007. shadowRadius: 1,
  12008. shadowMapSize: new Vector2()
  12009. };
  12010. break;
  12011. case 'PointLight':
  12012. uniforms = {
  12013. shadowBias: 0,
  12014. shadowNormalBias: 0,
  12015. shadowRadius: 1,
  12016. shadowMapSize: new Vector2(),
  12017. shadowCameraNear: 1,
  12018. shadowCameraFar: 1000
  12019. };
  12020. break;
  12021. // TODO (abelnation): set RectAreaLight shadow uniforms
  12022. }
  12023. lights[ light.id ] = uniforms;
  12024. return uniforms;
  12025. }
  12026. };
  12027. }
  12028. var nextVersion = 0;
  12029. function shadowCastingLightsFirst( lightA, lightB ) {
  12030. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  12031. }
  12032. function WebGLLights() {
  12033. var cache = new UniformsCache();
  12034. var shadowCache = ShadowUniformsCache();
  12035. var state = {
  12036. version: 0,
  12037. hash: {
  12038. directionalLength: - 1,
  12039. pointLength: - 1,
  12040. spotLength: - 1,
  12041. rectAreaLength: - 1,
  12042. hemiLength: - 1,
  12043. numDirectionalShadows: - 1,
  12044. numPointShadows: - 1,
  12045. numSpotShadows: - 1
  12046. },
  12047. ambient: [ 0, 0, 0 ],
  12048. probe: [],
  12049. directional: [],
  12050. directionalShadow: [],
  12051. directionalShadowMap: [],
  12052. directionalShadowMatrix: [],
  12053. spot: [],
  12054. spotShadow: [],
  12055. spotShadowMap: [],
  12056. spotShadowMatrix: [],
  12057. rectArea: [],
  12058. point: [],
  12059. pointShadow: [],
  12060. pointShadowMap: [],
  12061. pointShadowMatrix: [],
  12062. hemi: []
  12063. };
  12064. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  12065. var vector3 = new Vector3();
  12066. var matrix4 = new Matrix4();
  12067. var matrix42 = new Matrix4();
  12068. function setup( lights, shadows, camera ) {
  12069. var r = 0, g = 0, b = 0;
  12070. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  12071. var directionalLength = 0;
  12072. var pointLength = 0;
  12073. var spotLength = 0;
  12074. var rectAreaLength = 0;
  12075. var hemiLength = 0;
  12076. var numDirectionalShadows = 0;
  12077. var numPointShadows = 0;
  12078. var numSpotShadows = 0;
  12079. var viewMatrix = camera.matrixWorldInverse;
  12080. lights.sort( shadowCastingLightsFirst );
  12081. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  12082. var light = lights[ i$1 ];
  12083. var color = light.color;
  12084. var intensity = light.intensity;
  12085. var distance = light.distance;
  12086. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  12087. if ( light.isAmbientLight ) {
  12088. r += color.r * intensity;
  12089. g += color.g * intensity;
  12090. b += color.b * intensity;
  12091. } else if ( light.isLightProbe ) {
  12092. for ( var j = 0; j < 9; j ++ ) {
  12093. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  12094. }
  12095. } else if ( light.isDirectionalLight ) {
  12096. var uniforms = cache.get( light );
  12097. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  12098. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  12099. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12100. uniforms.direction.sub( vector3 );
  12101. uniforms.direction.transformDirection( viewMatrix );
  12102. if ( light.castShadow ) {
  12103. var shadow = light.shadow;
  12104. var shadowUniforms = shadowCache.get( light );
  12105. shadowUniforms.shadowBias = shadow.bias;
  12106. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12107. shadowUniforms.shadowRadius = shadow.radius;
  12108. shadowUniforms.shadowMapSize = shadow.mapSize;
  12109. state.directionalShadow[ directionalLength ] = shadowUniforms;
  12110. state.directionalShadowMap[ directionalLength ] = shadowMap;
  12111. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  12112. numDirectionalShadows ++;
  12113. }
  12114. state.directional[ directionalLength ] = uniforms;
  12115. directionalLength ++;
  12116. } else if ( light.isSpotLight ) {
  12117. var uniforms$1 = cache.get( light );
  12118. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  12119. uniforms$1.position.applyMatrix4( viewMatrix );
  12120. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  12121. uniforms$1.distance = distance;
  12122. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  12123. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12124. uniforms$1.direction.sub( vector3 );
  12125. uniforms$1.direction.transformDirection( viewMatrix );
  12126. uniforms$1.coneCos = Math.cos( light.angle );
  12127. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  12128. uniforms$1.decay = light.decay;
  12129. if ( light.castShadow ) {
  12130. var shadow$1 = light.shadow;
  12131. var shadowUniforms$1 = shadowCache.get( light );
  12132. shadowUniforms$1.shadowBias = shadow$1.bias;
  12133. shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
  12134. shadowUniforms$1.shadowRadius = shadow$1.radius;
  12135. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  12136. state.spotShadow[ spotLength ] = shadowUniforms$1;
  12137. state.spotShadowMap[ spotLength ] = shadowMap;
  12138. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  12139. numSpotShadows ++;
  12140. }
  12141. state.spot[ spotLength ] = uniforms$1;
  12142. spotLength ++;
  12143. } else if ( light.isRectAreaLight ) {
  12144. var uniforms$2 = cache.get( light );
  12145. // (a) intensity is the total visible light emitted
  12146. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  12147. // (b) intensity is the brightness of the light
  12148. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  12149. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  12150. uniforms$2.position.applyMatrix4( viewMatrix );
  12151. // extract local rotation of light to derive width/height half vectors
  12152. matrix42.identity();
  12153. matrix4.copy( light.matrixWorld );
  12154. matrix4.premultiply( viewMatrix );
  12155. matrix42.extractRotation( matrix4 );
  12156. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  12157. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  12158. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  12159. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  12160. // TODO (abelnation): RectAreaLight distance?
  12161. // uniforms.distance = distance;
  12162. state.rectArea[ rectAreaLength ] = uniforms$2;
  12163. rectAreaLength ++;
  12164. } else if ( light.isPointLight ) {
  12165. var uniforms$3 = cache.get( light );
  12166. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  12167. uniforms$3.position.applyMatrix4( viewMatrix );
  12168. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  12169. uniforms$3.distance = light.distance;
  12170. uniforms$3.decay = light.decay;
  12171. if ( light.castShadow ) {
  12172. var shadow$2 = light.shadow;
  12173. var shadowUniforms$2 = shadowCache.get( light );
  12174. shadowUniforms$2.shadowBias = shadow$2.bias;
  12175. shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
  12176. shadowUniforms$2.shadowRadius = shadow$2.radius;
  12177. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  12178. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  12179. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  12180. state.pointShadow[ pointLength ] = shadowUniforms$2;
  12181. state.pointShadowMap[ pointLength ] = shadowMap;
  12182. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  12183. numPointShadows ++;
  12184. }
  12185. state.point[ pointLength ] = uniforms$3;
  12186. pointLength ++;
  12187. } else if ( light.isHemisphereLight ) {
  12188. var uniforms$4 = cache.get( light );
  12189. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  12190. uniforms$4.direction.transformDirection( viewMatrix );
  12191. uniforms$4.direction.normalize();
  12192. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  12193. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  12194. state.hemi[ hemiLength ] = uniforms$4;
  12195. hemiLength ++;
  12196. }
  12197. }
  12198. state.ambient[ 0 ] = r;
  12199. state.ambient[ 1 ] = g;
  12200. state.ambient[ 2 ] = b;
  12201. var hash = state.hash;
  12202. if ( hash.directionalLength !== directionalLength ||
  12203. hash.pointLength !== pointLength ||
  12204. hash.spotLength !== spotLength ||
  12205. hash.rectAreaLength !== rectAreaLength ||
  12206. hash.hemiLength !== hemiLength ||
  12207. hash.numDirectionalShadows !== numDirectionalShadows ||
  12208. hash.numPointShadows !== numPointShadows ||
  12209. hash.numSpotShadows !== numSpotShadows ) {
  12210. state.directional.length = directionalLength;
  12211. state.spot.length = spotLength;
  12212. state.rectArea.length = rectAreaLength;
  12213. state.point.length = pointLength;
  12214. state.hemi.length = hemiLength;
  12215. state.directionalShadow.length = numDirectionalShadows;
  12216. state.directionalShadowMap.length = numDirectionalShadows;
  12217. state.pointShadow.length = numPointShadows;
  12218. state.pointShadowMap.length = numPointShadows;
  12219. state.spotShadow.length = numSpotShadows;
  12220. state.spotShadowMap.length = numSpotShadows;
  12221. state.directionalShadowMatrix.length = numDirectionalShadows;
  12222. state.pointShadowMatrix.length = numPointShadows;
  12223. state.spotShadowMatrix.length = numSpotShadows;
  12224. hash.directionalLength = directionalLength;
  12225. hash.pointLength = pointLength;
  12226. hash.spotLength = spotLength;
  12227. hash.rectAreaLength = rectAreaLength;
  12228. hash.hemiLength = hemiLength;
  12229. hash.numDirectionalShadows = numDirectionalShadows;
  12230. hash.numPointShadows = numPointShadows;
  12231. hash.numSpotShadows = numSpotShadows;
  12232. state.version = nextVersion ++;
  12233. }
  12234. }
  12235. return {
  12236. setup: setup,
  12237. state: state
  12238. };
  12239. }
  12240. /**
  12241. * @author Mugen87 / https://github.com/Mugen87
  12242. */
  12243. function WebGLRenderState() {
  12244. var lights = new WebGLLights();
  12245. var lightsArray = [];
  12246. var shadowsArray = [];
  12247. function init() {
  12248. lightsArray.length = 0;
  12249. shadowsArray.length = 0;
  12250. }
  12251. function pushLight( light ) {
  12252. lightsArray.push( light );
  12253. }
  12254. function pushShadow( shadowLight ) {
  12255. shadowsArray.push( shadowLight );
  12256. }
  12257. function setupLights( camera ) {
  12258. lights.setup( lightsArray, shadowsArray, camera );
  12259. }
  12260. var state = {
  12261. lightsArray: lightsArray,
  12262. shadowsArray: shadowsArray,
  12263. lights: lights
  12264. };
  12265. return {
  12266. init: init,
  12267. state: state,
  12268. setupLights: setupLights,
  12269. pushLight: pushLight,
  12270. pushShadow: pushShadow
  12271. };
  12272. }
  12273. function WebGLRenderStates() {
  12274. var renderStates = new WeakMap();
  12275. function onSceneDispose( event ) {
  12276. var scene = event.target;
  12277. scene.removeEventListener( 'dispose', onSceneDispose );
  12278. renderStates.delete( scene );
  12279. }
  12280. function get( scene, camera ) {
  12281. var renderState;
  12282. if ( renderStates.has( scene ) === false ) {
  12283. renderState = new WebGLRenderState();
  12284. renderStates.set( scene, new WeakMap() );
  12285. renderStates.get( scene ).set( camera, renderState );
  12286. scene.addEventListener( 'dispose', onSceneDispose );
  12287. } else {
  12288. if ( renderStates.get( scene ).has( camera ) === false ) {
  12289. renderState = new WebGLRenderState();
  12290. renderStates.get( scene ).set( camera, renderState );
  12291. } else {
  12292. renderState = renderStates.get( scene ).get( camera );
  12293. }
  12294. }
  12295. return renderState;
  12296. }
  12297. function dispose() {
  12298. renderStates = new WeakMap();
  12299. }
  12300. return {
  12301. get: get,
  12302. dispose: dispose
  12303. };
  12304. }
  12305. /**
  12306. * @author mrdoob / http://mrdoob.com/
  12307. * @author alteredq / http://alteredqualia.com/
  12308. * @author bhouston / https://clara.io
  12309. * @author WestLangley / http://github.com/WestLangley
  12310. *
  12311. * parameters = {
  12312. *
  12313. * opacity: <float>,
  12314. *
  12315. * map: new THREE.Texture( <Image> ),
  12316. *
  12317. * alphaMap: new THREE.Texture( <Image> ),
  12318. *
  12319. * displacementMap: new THREE.Texture( <Image> ),
  12320. * displacementScale: <float>,
  12321. * displacementBias: <float>,
  12322. *
  12323. * wireframe: <boolean>,
  12324. * wireframeLinewidth: <float>
  12325. * }
  12326. */
  12327. function MeshDepthMaterial( parameters ) {
  12328. Material.call( this );
  12329. this.type = 'MeshDepthMaterial';
  12330. this.depthPacking = BasicDepthPacking;
  12331. this.skinning = false;
  12332. this.morphTargets = false;
  12333. this.map = null;
  12334. this.alphaMap = null;
  12335. this.displacementMap = null;
  12336. this.displacementScale = 1;
  12337. this.displacementBias = 0;
  12338. this.wireframe = false;
  12339. this.wireframeLinewidth = 1;
  12340. this.fog = false;
  12341. this.setValues( parameters );
  12342. }
  12343. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12344. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12345. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12346. MeshDepthMaterial.prototype.copy = function ( source ) {
  12347. Material.prototype.copy.call( this, source );
  12348. this.depthPacking = source.depthPacking;
  12349. this.skinning = source.skinning;
  12350. this.morphTargets = source.morphTargets;
  12351. this.map = source.map;
  12352. this.alphaMap = source.alphaMap;
  12353. this.displacementMap = source.displacementMap;
  12354. this.displacementScale = source.displacementScale;
  12355. this.displacementBias = source.displacementBias;
  12356. this.wireframe = source.wireframe;
  12357. this.wireframeLinewidth = source.wireframeLinewidth;
  12358. return this;
  12359. };
  12360. /**
  12361. * @author WestLangley / http://github.com/WestLangley
  12362. *
  12363. * parameters = {
  12364. *
  12365. * referencePosition: <float>,
  12366. * nearDistance: <float>,
  12367. * farDistance: <float>,
  12368. *
  12369. * skinning: <bool>,
  12370. * morphTargets: <bool>,
  12371. *
  12372. * map: new THREE.Texture( <Image> ),
  12373. *
  12374. * alphaMap: new THREE.Texture( <Image> ),
  12375. *
  12376. * displacementMap: new THREE.Texture( <Image> ),
  12377. * displacementScale: <float>,
  12378. * displacementBias: <float>
  12379. *
  12380. * }
  12381. */
  12382. function MeshDistanceMaterial( parameters ) {
  12383. Material.call( this );
  12384. this.type = 'MeshDistanceMaterial';
  12385. this.referencePosition = new Vector3();
  12386. this.nearDistance = 1;
  12387. this.farDistance = 1000;
  12388. this.skinning = false;
  12389. this.morphTargets = false;
  12390. this.map = null;
  12391. this.alphaMap = null;
  12392. this.displacementMap = null;
  12393. this.displacementScale = 1;
  12394. this.displacementBias = 0;
  12395. this.fog = false;
  12396. this.setValues( parameters );
  12397. }
  12398. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12399. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12400. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12401. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12402. Material.prototype.copy.call( this, source );
  12403. this.referencePosition.copy( source.referencePosition );
  12404. this.nearDistance = source.nearDistance;
  12405. this.farDistance = source.farDistance;
  12406. this.skinning = source.skinning;
  12407. this.morphTargets = source.morphTargets;
  12408. this.map = source.map;
  12409. this.alphaMap = source.alphaMap;
  12410. this.displacementMap = source.displacementMap;
  12411. this.displacementScale = source.displacementScale;
  12412. this.displacementBias = source.displacementBias;
  12413. return this;
  12414. };
  12415. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12416. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12417. /**
  12418. * @author alteredq / http://alteredqualia.com/
  12419. * @author mrdoob / http://mrdoob.com/
  12420. */
  12421. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12422. var _frustum = new Frustum();
  12423. var _shadowMapSize = new Vector2(),
  12424. _viewportSize = new Vector2(),
  12425. _viewport = new Vector4(),
  12426. _depthMaterials = [],
  12427. _distanceMaterials = [],
  12428. _materialCache = {};
  12429. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12430. var shadowMaterialVertical = new ShaderMaterial( {
  12431. defines: {
  12432. SAMPLE_RATE: 2.0 / 8.0,
  12433. HALF_SAMPLE_RATE: 1.0 / 8.0
  12434. },
  12435. uniforms: {
  12436. shadow_pass: { value: null },
  12437. resolution: { value: new Vector2() },
  12438. radius: { value: 4.0 }
  12439. },
  12440. vertexShader: vsm_vert,
  12441. fragmentShader: vsm_frag
  12442. } );
  12443. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12444. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12445. var fullScreenTri = new BufferGeometry();
  12446. fullScreenTri.setAttribute(
  12447. "position",
  12448. new BufferAttribute(
  12449. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12450. 3
  12451. )
  12452. );
  12453. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12454. var scope = this;
  12455. this.enabled = false;
  12456. this.autoUpdate = true;
  12457. this.needsUpdate = false;
  12458. this.type = PCFShadowMap;
  12459. this.render = function ( lights, scene, camera ) {
  12460. if ( scope.enabled === false ) { return; }
  12461. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12462. if ( lights.length === 0 ) { return; }
  12463. var currentRenderTarget = _renderer.getRenderTarget();
  12464. var activeCubeFace = _renderer.getActiveCubeFace();
  12465. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12466. var _state = _renderer.state;
  12467. // Set GL state for depth map.
  12468. _state.setBlending( NoBlending );
  12469. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12470. _state.buffers.depth.setTest( true );
  12471. _state.setScissorTest( false );
  12472. // render depth map
  12473. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12474. var light = lights[ i ];
  12475. var shadow = light.shadow;
  12476. if ( shadow === undefined ) {
  12477. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12478. continue;
  12479. }
  12480. _shadowMapSize.copy( shadow.mapSize );
  12481. var shadowFrameExtents = shadow.getFrameExtents();
  12482. _shadowMapSize.multiply( shadowFrameExtents );
  12483. _viewportSize.copy( shadow.mapSize );
  12484. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12485. if ( _shadowMapSize.x > maxTextureSize ) {
  12486. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12487. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12488. shadow.mapSize.x = _viewportSize.x;
  12489. }
  12490. if ( _shadowMapSize.y > maxTextureSize ) {
  12491. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12492. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12493. shadow.mapSize.y = _viewportSize.y;
  12494. }
  12495. }
  12496. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12497. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12498. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12499. shadow.map.texture.name = light.name + ".shadowMap";
  12500. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12501. shadow.camera.updateProjectionMatrix();
  12502. }
  12503. if ( shadow.map === null ) {
  12504. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12505. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12506. shadow.map.texture.name = light.name + ".shadowMap";
  12507. shadow.camera.updateProjectionMatrix();
  12508. }
  12509. _renderer.setRenderTarget( shadow.map );
  12510. _renderer.clear();
  12511. var viewportCount = shadow.getViewportCount();
  12512. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12513. var viewport = shadow.getViewport( vp );
  12514. _viewport.set(
  12515. _viewportSize.x * viewport.x,
  12516. _viewportSize.y * viewport.y,
  12517. _viewportSize.x * viewport.z,
  12518. _viewportSize.y * viewport.w
  12519. );
  12520. _state.viewport( _viewport );
  12521. shadow.updateMatrices( light, vp );
  12522. _frustum = shadow.getFrustum();
  12523. renderObject( scene, camera, shadow.camera, light, this.type );
  12524. }
  12525. // do blur pass for VSM
  12526. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12527. VSMPass( shadow, camera );
  12528. }
  12529. }
  12530. scope.needsUpdate = false;
  12531. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12532. };
  12533. function VSMPass( shadow, camera ) {
  12534. var geometry = _objects.update( fullScreenMesh );
  12535. // vertical pass
  12536. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12537. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12538. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12539. _renderer.setRenderTarget( shadow.mapPass );
  12540. _renderer.clear();
  12541. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12542. // horizonal pass
  12543. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12544. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12545. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12546. _renderer.setRenderTarget( shadow.map );
  12547. _renderer.clear();
  12548. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12549. }
  12550. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12551. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12552. var material = _depthMaterials[ index ];
  12553. if ( material === undefined ) {
  12554. material = new MeshDepthMaterial( {
  12555. depthPacking: RGBADepthPacking,
  12556. morphTargets: useMorphing,
  12557. skinning: useSkinning
  12558. } );
  12559. _depthMaterials[ index ] = material;
  12560. }
  12561. return material;
  12562. }
  12563. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12564. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12565. var material = _distanceMaterials[ index ];
  12566. if ( material === undefined ) {
  12567. material = new MeshDistanceMaterial( {
  12568. morphTargets: useMorphing,
  12569. skinning: useSkinning
  12570. } );
  12571. _distanceMaterials[ index ] = material;
  12572. }
  12573. return material;
  12574. }
  12575. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12576. var result = null;
  12577. var getMaterialVariant = getDepthMaterialVariant;
  12578. var customMaterial = object.customDepthMaterial;
  12579. if ( light.isPointLight === true ) {
  12580. getMaterialVariant = getDistanceMaterialVariant;
  12581. customMaterial = object.customDistanceMaterial;
  12582. }
  12583. if ( customMaterial === undefined ) {
  12584. var useMorphing = false;
  12585. if ( material.morphTargets === true ) {
  12586. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12587. }
  12588. var useSkinning = false;
  12589. if ( object.isSkinnedMesh === true ) {
  12590. if ( material.skinning === true ) {
  12591. useSkinning = true;
  12592. } else {
  12593. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12594. }
  12595. }
  12596. var useInstancing = object.isInstancedMesh === true;
  12597. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12598. } else {
  12599. result = customMaterial;
  12600. }
  12601. if ( _renderer.localClippingEnabled &&
  12602. material.clipShadows === true &&
  12603. material.clippingPlanes.length !== 0 ) {
  12604. // in this case we need a unique material instance reflecting the
  12605. // appropriate state
  12606. var keyA = result.uuid, keyB = material.uuid;
  12607. var materialsForVariant = _materialCache[ keyA ];
  12608. if ( materialsForVariant === undefined ) {
  12609. materialsForVariant = {};
  12610. _materialCache[ keyA ] = materialsForVariant;
  12611. }
  12612. var cachedMaterial = materialsForVariant[ keyB ];
  12613. if ( cachedMaterial === undefined ) {
  12614. cachedMaterial = result.clone();
  12615. materialsForVariant[ keyB ] = cachedMaterial;
  12616. }
  12617. result = cachedMaterial;
  12618. }
  12619. result.visible = material.visible;
  12620. result.wireframe = material.wireframe;
  12621. if ( type === VSMShadowMap ) {
  12622. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12623. } else {
  12624. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12625. }
  12626. result.clipShadows = material.clipShadows;
  12627. result.clippingPlanes = material.clippingPlanes;
  12628. result.clipIntersection = material.clipIntersection;
  12629. result.wireframeLinewidth = material.wireframeLinewidth;
  12630. result.linewidth = material.linewidth;
  12631. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12632. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12633. result.nearDistance = shadowCameraNear;
  12634. result.farDistance = shadowCameraFar;
  12635. }
  12636. return result;
  12637. }
  12638. function renderObject( object, camera, shadowCamera, light, type ) {
  12639. if ( object.visible === false ) { return; }
  12640. var visible = object.layers.test( camera.layers );
  12641. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12642. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12643. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12644. var geometry = _objects.update( object );
  12645. var material = object.material;
  12646. if ( Array.isArray( material ) ) {
  12647. var groups = geometry.groups;
  12648. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12649. var group = groups[ k ];
  12650. var groupMaterial = material[ group.materialIndex ];
  12651. if ( groupMaterial && groupMaterial.visible ) {
  12652. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12653. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12654. }
  12655. }
  12656. } else if ( material.visible ) {
  12657. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12658. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12659. }
  12660. }
  12661. }
  12662. var children = object.children;
  12663. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12664. renderObject( children[ i ], camera, shadowCamera, light, type );
  12665. }
  12666. }
  12667. }
  12668. /**
  12669. * @author mrdoob / http://mrdoob.com/
  12670. */
  12671. function WebGLState( gl, extensions, capabilities ) {
  12672. var isWebGL2 = capabilities.isWebGL2;
  12673. function ColorBuffer() {
  12674. var locked = false;
  12675. var color = new Vector4();
  12676. var currentColorMask = null;
  12677. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12678. return {
  12679. setMask: function ( colorMask ) {
  12680. if ( currentColorMask !== colorMask && ! locked ) {
  12681. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12682. currentColorMask = colorMask;
  12683. }
  12684. },
  12685. setLocked: function ( lock ) {
  12686. locked = lock;
  12687. },
  12688. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12689. if ( premultipliedAlpha === true ) {
  12690. r *= a; g *= a; b *= a;
  12691. }
  12692. color.set( r, g, b, a );
  12693. if ( currentColorClear.equals( color ) === false ) {
  12694. gl.clearColor( r, g, b, a );
  12695. currentColorClear.copy( color );
  12696. }
  12697. },
  12698. reset: function () {
  12699. locked = false;
  12700. currentColorMask = null;
  12701. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12702. }
  12703. };
  12704. }
  12705. function DepthBuffer() {
  12706. var locked = false;
  12707. var currentDepthMask = null;
  12708. var currentDepthFunc = null;
  12709. var currentDepthClear = null;
  12710. return {
  12711. setTest: function ( depthTest ) {
  12712. if ( depthTest ) {
  12713. enable( 2929 );
  12714. } else {
  12715. disable( 2929 );
  12716. }
  12717. },
  12718. setMask: function ( depthMask ) {
  12719. if ( currentDepthMask !== depthMask && ! locked ) {
  12720. gl.depthMask( depthMask );
  12721. currentDepthMask = depthMask;
  12722. }
  12723. },
  12724. setFunc: function ( depthFunc ) {
  12725. if ( currentDepthFunc !== depthFunc ) {
  12726. if ( depthFunc ) {
  12727. switch ( depthFunc ) {
  12728. case NeverDepth:
  12729. gl.depthFunc( 512 );
  12730. break;
  12731. case AlwaysDepth:
  12732. gl.depthFunc( 519 );
  12733. break;
  12734. case LessDepth:
  12735. gl.depthFunc( 513 );
  12736. break;
  12737. case LessEqualDepth:
  12738. gl.depthFunc( 515 );
  12739. break;
  12740. case EqualDepth:
  12741. gl.depthFunc( 514 );
  12742. break;
  12743. case GreaterEqualDepth:
  12744. gl.depthFunc( 518 );
  12745. break;
  12746. case GreaterDepth:
  12747. gl.depthFunc( 516 );
  12748. break;
  12749. case NotEqualDepth:
  12750. gl.depthFunc( 517 );
  12751. break;
  12752. default:
  12753. gl.depthFunc( 515 );
  12754. }
  12755. } else {
  12756. gl.depthFunc( 515 );
  12757. }
  12758. currentDepthFunc = depthFunc;
  12759. }
  12760. },
  12761. setLocked: function ( lock ) {
  12762. locked = lock;
  12763. },
  12764. setClear: function ( depth ) {
  12765. if ( currentDepthClear !== depth ) {
  12766. gl.clearDepth( depth );
  12767. currentDepthClear = depth;
  12768. }
  12769. },
  12770. reset: function () {
  12771. locked = false;
  12772. currentDepthMask = null;
  12773. currentDepthFunc = null;
  12774. currentDepthClear = null;
  12775. }
  12776. };
  12777. }
  12778. function StencilBuffer() {
  12779. var locked = false;
  12780. var currentStencilMask = null;
  12781. var currentStencilFunc = null;
  12782. var currentStencilRef = null;
  12783. var currentStencilFuncMask = null;
  12784. var currentStencilFail = null;
  12785. var currentStencilZFail = null;
  12786. var currentStencilZPass = null;
  12787. var currentStencilClear = null;
  12788. return {
  12789. setTest: function ( stencilTest ) {
  12790. if ( ! locked ) {
  12791. if ( stencilTest ) {
  12792. enable( 2960 );
  12793. } else {
  12794. disable( 2960 );
  12795. }
  12796. }
  12797. },
  12798. setMask: function ( stencilMask ) {
  12799. if ( currentStencilMask !== stencilMask && ! locked ) {
  12800. gl.stencilMask( stencilMask );
  12801. currentStencilMask = stencilMask;
  12802. }
  12803. },
  12804. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12805. if ( currentStencilFunc !== stencilFunc ||
  12806. currentStencilRef !== stencilRef ||
  12807. currentStencilFuncMask !== stencilMask ) {
  12808. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12809. currentStencilFunc = stencilFunc;
  12810. currentStencilRef = stencilRef;
  12811. currentStencilFuncMask = stencilMask;
  12812. }
  12813. },
  12814. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12815. if ( currentStencilFail !== stencilFail ||
  12816. currentStencilZFail !== stencilZFail ||
  12817. currentStencilZPass !== stencilZPass ) {
  12818. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12819. currentStencilFail = stencilFail;
  12820. currentStencilZFail = stencilZFail;
  12821. currentStencilZPass = stencilZPass;
  12822. }
  12823. },
  12824. setLocked: function ( lock ) {
  12825. locked = lock;
  12826. },
  12827. setClear: function ( stencil ) {
  12828. if ( currentStencilClear !== stencil ) {
  12829. gl.clearStencil( stencil );
  12830. currentStencilClear = stencil;
  12831. }
  12832. },
  12833. reset: function () {
  12834. locked = false;
  12835. currentStencilMask = null;
  12836. currentStencilFunc = null;
  12837. currentStencilRef = null;
  12838. currentStencilFuncMask = null;
  12839. currentStencilFail = null;
  12840. currentStencilZFail = null;
  12841. currentStencilZPass = null;
  12842. currentStencilClear = null;
  12843. }
  12844. };
  12845. }
  12846. //
  12847. var colorBuffer = new ColorBuffer();
  12848. var depthBuffer = new DepthBuffer();
  12849. var stencilBuffer = new StencilBuffer();
  12850. var enabledCapabilities = {};
  12851. var currentProgram = null;
  12852. var currentBlendingEnabled = null;
  12853. var currentBlending = null;
  12854. var currentBlendEquation = null;
  12855. var currentBlendSrc = null;
  12856. var currentBlendDst = null;
  12857. var currentBlendEquationAlpha = null;
  12858. var currentBlendSrcAlpha = null;
  12859. var currentBlendDstAlpha = null;
  12860. var currentPremultipledAlpha = false;
  12861. var currentFlipSided = null;
  12862. var currentCullFace = null;
  12863. var currentLineWidth = null;
  12864. var currentPolygonOffsetFactor = null;
  12865. var currentPolygonOffsetUnits = null;
  12866. var maxTextures = gl.getParameter( 35661 );
  12867. var lineWidthAvailable = false;
  12868. var version = 0;
  12869. var glVersion = gl.getParameter( 7938 );
  12870. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12871. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12872. lineWidthAvailable = ( version >= 1.0 );
  12873. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12874. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12875. lineWidthAvailable = ( version >= 2.0 );
  12876. }
  12877. var currentTextureSlot = null;
  12878. var currentBoundTextures = {};
  12879. var currentScissor = new Vector4();
  12880. var currentViewport = new Vector4();
  12881. function createTexture( type, target, count ) {
  12882. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12883. var texture = gl.createTexture();
  12884. gl.bindTexture( type, texture );
  12885. gl.texParameteri( type, 10241, 9728 );
  12886. gl.texParameteri( type, 10240, 9728 );
  12887. for ( var i = 0; i < count; i ++ ) {
  12888. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12889. }
  12890. return texture;
  12891. }
  12892. var emptyTextures = {};
  12893. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12894. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12895. // init
  12896. colorBuffer.setClear( 0, 0, 0, 1 );
  12897. depthBuffer.setClear( 1 );
  12898. stencilBuffer.setClear( 0 );
  12899. enable( 2929 );
  12900. depthBuffer.setFunc( LessEqualDepth );
  12901. setFlipSided( false );
  12902. setCullFace( CullFaceBack );
  12903. enable( 2884 );
  12904. setBlending( NoBlending );
  12905. //
  12906. function enable( id ) {
  12907. if ( enabledCapabilities[ id ] !== true ) {
  12908. gl.enable( id );
  12909. enabledCapabilities[ id ] = true;
  12910. }
  12911. }
  12912. function disable( id ) {
  12913. if ( enabledCapabilities[ id ] !== false ) {
  12914. gl.disable( id );
  12915. enabledCapabilities[ id ] = false;
  12916. }
  12917. }
  12918. function useProgram( program ) {
  12919. if ( currentProgram !== program ) {
  12920. gl.useProgram( program );
  12921. currentProgram = program;
  12922. return true;
  12923. }
  12924. return false;
  12925. }
  12926. var equationToGL = {};
  12927. equationToGL[ AddEquation ] = 32774;
  12928. equationToGL[ SubtractEquation ] = 32778;
  12929. equationToGL[ ReverseSubtractEquation ] = 32779;
  12930. if ( isWebGL2 ) {
  12931. equationToGL[ MinEquation ] = 32775;
  12932. equationToGL[ MaxEquation ] = 32776;
  12933. } else {
  12934. var extension = extensions.get( 'EXT_blend_minmax' );
  12935. if ( extension !== null ) {
  12936. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12937. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12938. }
  12939. }
  12940. var factorToGL = {};
  12941. factorToGL[ ZeroFactor ] = 0;
  12942. factorToGL[ OneFactor ] = 1;
  12943. factorToGL[ SrcColorFactor ] = 768;
  12944. factorToGL[ SrcAlphaFactor ] = 770;
  12945. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12946. factorToGL[ DstColorFactor ] = 774;
  12947. factorToGL[ DstAlphaFactor ] = 772;
  12948. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12949. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12950. factorToGL[ OneMinusDstColorFactor ] = 775;
  12951. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12952. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12953. if ( blending === NoBlending ) {
  12954. if ( currentBlendingEnabled ) {
  12955. disable( 3042 );
  12956. currentBlendingEnabled = false;
  12957. }
  12958. return;
  12959. }
  12960. if ( ! currentBlendingEnabled ) {
  12961. enable( 3042 );
  12962. currentBlendingEnabled = true;
  12963. }
  12964. if ( blending !== CustomBlending ) {
  12965. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12966. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12967. gl.blendEquation( 32774 );
  12968. currentBlendEquation = AddEquation;
  12969. currentBlendEquationAlpha = AddEquation;
  12970. }
  12971. if ( premultipliedAlpha ) {
  12972. switch ( blending ) {
  12973. case NormalBlending:
  12974. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12975. break;
  12976. case AdditiveBlending:
  12977. gl.blendFunc( 1, 1 );
  12978. break;
  12979. case SubtractiveBlending:
  12980. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12981. break;
  12982. case MultiplyBlending:
  12983. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12984. break;
  12985. default:
  12986. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12987. break;
  12988. }
  12989. } else {
  12990. switch ( blending ) {
  12991. case NormalBlending:
  12992. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12993. break;
  12994. case AdditiveBlending:
  12995. gl.blendFunc( 770, 1 );
  12996. break;
  12997. case SubtractiveBlending:
  12998. gl.blendFunc( 0, 769 );
  12999. break;
  13000. case MultiplyBlending:
  13001. gl.blendFunc( 0, 768 );
  13002. break;
  13003. default:
  13004. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  13005. break;
  13006. }
  13007. }
  13008. currentBlendSrc = null;
  13009. currentBlendDst = null;
  13010. currentBlendSrcAlpha = null;
  13011. currentBlendDstAlpha = null;
  13012. currentBlending = blending;
  13013. currentPremultipledAlpha = premultipliedAlpha;
  13014. }
  13015. return;
  13016. }
  13017. // custom blending
  13018. blendEquationAlpha = blendEquationAlpha || blendEquation;
  13019. blendSrcAlpha = blendSrcAlpha || blendSrc;
  13020. blendDstAlpha = blendDstAlpha || blendDst;
  13021. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  13022. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  13023. currentBlendEquation = blendEquation;
  13024. currentBlendEquationAlpha = blendEquationAlpha;
  13025. }
  13026. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  13027. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  13028. currentBlendSrc = blendSrc;
  13029. currentBlendDst = blendDst;
  13030. currentBlendSrcAlpha = blendSrcAlpha;
  13031. currentBlendDstAlpha = blendDstAlpha;
  13032. }
  13033. currentBlending = blending;
  13034. currentPremultipledAlpha = null;
  13035. }
  13036. function setMaterial( material, frontFaceCW ) {
  13037. material.side === DoubleSide
  13038. ? disable( 2884 )
  13039. : enable( 2884 );
  13040. var flipSided = ( material.side === BackSide );
  13041. if ( frontFaceCW ) { flipSided = ! flipSided; }
  13042. setFlipSided( flipSided );
  13043. ( material.blending === NormalBlending && material.transparent === false )
  13044. ? setBlending( NoBlending )
  13045. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  13046. depthBuffer.setFunc( material.depthFunc );
  13047. depthBuffer.setTest( material.depthTest );
  13048. depthBuffer.setMask( material.depthWrite );
  13049. colorBuffer.setMask( material.colorWrite );
  13050. var stencilWrite = material.stencilWrite;
  13051. stencilBuffer.setTest( stencilWrite );
  13052. if ( stencilWrite ) {
  13053. stencilBuffer.setMask( material.stencilWriteMask );
  13054. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  13055. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  13056. }
  13057. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13058. }
  13059. //
  13060. function setFlipSided( flipSided ) {
  13061. if ( currentFlipSided !== flipSided ) {
  13062. if ( flipSided ) {
  13063. gl.frontFace( 2304 );
  13064. } else {
  13065. gl.frontFace( 2305 );
  13066. }
  13067. currentFlipSided = flipSided;
  13068. }
  13069. }
  13070. function setCullFace( cullFace ) {
  13071. if ( cullFace !== CullFaceNone ) {
  13072. enable( 2884 );
  13073. if ( cullFace !== currentCullFace ) {
  13074. if ( cullFace === CullFaceBack ) {
  13075. gl.cullFace( 1029 );
  13076. } else if ( cullFace === CullFaceFront ) {
  13077. gl.cullFace( 1028 );
  13078. } else {
  13079. gl.cullFace( 1032 );
  13080. }
  13081. }
  13082. } else {
  13083. disable( 2884 );
  13084. }
  13085. currentCullFace = cullFace;
  13086. }
  13087. function setLineWidth( width ) {
  13088. if ( width !== currentLineWidth ) {
  13089. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  13090. currentLineWidth = width;
  13091. }
  13092. }
  13093. function setPolygonOffset( polygonOffset, factor, units ) {
  13094. if ( polygonOffset ) {
  13095. enable( 32823 );
  13096. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  13097. gl.polygonOffset( factor, units );
  13098. currentPolygonOffsetFactor = factor;
  13099. currentPolygonOffsetUnits = units;
  13100. }
  13101. } else {
  13102. disable( 32823 );
  13103. }
  13104. }
  13105. function setScissorTest( scissorTest ) {
  13106. if ( scissorTest ) {
  13107. enable( 3089 );
  13108. } else {
  13109. disable( 3089 );
  13110. }
  13111. }
  13112. // texture
  13113. function activeTexture( webglSlot ) {
  13114. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  13115. if ( currentTextureSlot !== webglSlot ) {
  13116. gl.activeTexture( webglSlot );
  13117. currentTextureSlot = webglSlot;
  13118. }
  13119. }
  13120. function bindTexture( webglType, webglTexture ) {
  13121. if ( currentTextureSlot === null ) {
  13122. activeTexture();
  13123. }
  13124. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13125. if ( boundTexture === undefined ) {
  13126. boundTexture = { type: undefined, texture: undefined };
  13127. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  13128. }
  13129. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  13130. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  13131. boundTexture.type = webglType;
  13132. boundTexture.texture = webglTexture;
  13133. }
  13134. }
  13135. function unbindTexture() {
  13136. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13137. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  13138. gl.bindTexture( boundTexture.type, null );
  13139. boundTexture.type = undefined;
  13140. boundTexture.texture = undefined;
  13141. }
  13142. }
  13143. function compressedTexImage2D() {
  13144. try {
  13145. gl.compressedTexImage2D.apply( gl, arguments );
  13146. } catch ( error ) {
  13147. console.error( 'THREE.WebGLState:', error );
  13148. }
  13149. }
  13150. function texImage2D() {
  13151. try {
  13152. gl.texImage2D.apply( gl, arguments );
  13153. } catch ( error ) {
  13154. console.error( 'THREE.WebGLState:', error );
  13155. }
  13156. }
  13157. function texImage3D() {
  13158. try {
  13159. gl.texImage3D.apply( gl, arguments );
  13160. } catch ( error ) {
  13161. console.error( 'THREE.WebGLState:', error );
  13162. }
  13163. }
  13164. //
  13165. function scissor( scissor ) {
  13166. if ( currentScissor.equals( scissor ) === false ) {
  13167. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  13168. currentScissor.copy( scissor );
  13169. }
  13170. }
  13171. function viewport( viewport ) {
  13172. if ( currentViewport.equals( viewport ) === false ) {
  13173. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  13174. currentViewport.copy( viewport );
  13175. }
  13176. }
  13177. //
  13178. function reset() {
  13179. enabledCapabilities = {};
  13180. currentTextureSlot = null;
  13181. currentBoundTextures = {};
  13182. currentProgram = null;
  13183. currentBlending = null;
  13184. currentFlipSided = null;
  13185. currentCullFace = null;
  13186. colorBuffer.reset();
  13187. depthBuffer.reset();
  13188. stencilBuffer.reset();
  13189. }
  13190. return {
  13191. buffers: {
  13192. color: colorBuffer,
  13193. depth: depthBuffer,
  13194. stencil: stencilBuffer
  13195. },
  13196. enable: enable,
  13197. disable: disable,
  13198. useProgram: useProgram,
  13199. setBlending: setBlending,
  13200. setMaterial: setMaterial,
  13201. setFlipSided: setFlipSided,
  13202. setCullFace: setCullFace,
  13203. setLineWidth: setLineWidth,
  13204. setPolygonOffset: setPolygonOffset,
  13205. setScissorTest: setScissorTest,
  13206. activeTexture: activeTexture,
  13207. bindTexture: bindTexture,
  13208. unbindTexture: unbindTexture,
  13209. compressedTexImage2D: compressedTexImage2D,
  13210. texImage2D: texImage2D,
  13211. texImage3D: texImage3D,
  13212. scissor: scissor,
  13213. viewport: viewport,
  13214. reset: reset
  13215. };
  13216. }
  13217. /**
  13218. * @author mrdoob / http://mrdoob.com/
  13219. */
  13220. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  13221. var isWebGL2 = capabilities.isWebGL2;
  13222. var maxTextures = capabilities.maxTextures;
  13223. var maxCubemapSize = capabilities.maxCubemapSize;
  13224. var maxTextureSize = capabilities.maxTextureSize;
  13225. var maxSamples = capabilities.maxSamples;
  13226. var _videoTextures = new WeakMap();
  13227. var _canvas;
  13228. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  13229. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  13230. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  13231. var useOffscreenCanvas = false;
  13232. try {
  13233. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  13234. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  13235. } catch ( err ) {
  13236. // Ignore any errors
  13237. }
  13238. function createCanvas( width, height ) {
  13239. // Use OffscreenCanvas when available. Specially needed in web workers
  13240. return useOffscreenCanvas ?
  13241. new OffscreenCanvas( width, height ) :
  13242. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  13243. }
  13244. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  13245. var scale = 1;
  13246. // handle case if texture exceeds max size
  13247. if ( image.width > maxSize || image.height > maxSize ) {
  13248. scale = maxSize / Math.max( image.width, image.height );
  13249. }
  13250. // only perform resize if necessary
  13251. if ( scale < 1 || needsPowerOfTwo === true ) {
  13252. // only perform resize for certain image types
  13253. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  13254. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  13255. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  13256. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  13257. var width = floor( scale * image.width );
  13258. var height = floor( scale * image.height );
  13259. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  13260. // cube textures can't reuse the same canvas
  13261. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  13262. canvas.width = width;
  13263. canvas.height = height;
  13264. var context = canvas.getContext( '2d' );
  13265. context.drawImage( image, 0, 0, width, height );
  13266. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  13267. return canvas;
  13268. } else {
  13269. if ( 'data' in image ) {
  13270. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  13271. }
  13272. return image;
  13273. }
  13274. }
  13275. return image;
  13276. }
  13277. function isPowerOfTwo( image ) {
  13278. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  13279. }
  13280. function textureNeedsPowerOfTwo( texture ) {
  13281. if ( isWebGL2 ) { return false; }
  13282. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  13283. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  13284. }
  13285. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  13286. return texture.generateMipmaps && supportsMips &&
  13287. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13288. }
  13289. function generateMipmap( target, texture, width, height ) {
  13290. _gl.generateMipmap( target );
  13291. var textureProperties = properties.get( texture );
  13292. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  13293. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  13294. }
  13295. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13296. if ( isWebGL2 === false ) { return glFormat; }
  13297. if ( internalFormatName !== null ) {
  13298. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13299. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13300. }
  13301. var internalFormat = glFormat;
  13302. if ( glFormat === 6403 ) {
  13303. if ( glType === 5126 ) { internalFormat = 33326; }
  13304. if ( glType === 5131 ) { internalFormat = 33325; }
  13305. if ( glType === 5121 ) { internalFormat = 33321; }
  13306. }
  13307. if ( glFormat === 6407 ) {
  13308. if ( glType === 5126 ) { internalFormat = 34837; }
  13309. if ( glType === 5131 ) { internalFormat = 34843; }
  13310. if ( glType === 5121 ) { internalFormat = 32849; }
  13311. }
  13312. if ( glFormat === 6408 ) {
  13313. if ( glType === 5126 ) { internalFormat = 34836; }
  13314. if ( glType === 5131 ) { internalFormat = 34842; }
  13315. if ( glType === 5121 ) { internalFormat = 32856; }
  13316. }
  13317. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13318. internalFormat === 34842 || internalFormat === 34836 ) {
  13319. extensions.get( 'EXT_color_buffer_float' );
  13320. }
  13321. return internalFormat;
  13322. }
  13323. // Fallback filters for non-power-of-2 textures
  13324. function filterFallback( f ) {
  13325. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13326. return 9728;
  13327. }
  13328. return 9729;
  13329. }
  13330. //
  13331. function onTextureDispose( event ) {
  13332. var texture = event.target;
  13333. texture.removeEventListener( 'dispose', onTextureDispose );
  13334. deallocateTexture( texture );
  13335. if ( texture.isVideoTexture ) {
  13336. _videoTextures.delete( texture );
  13337. }
  13338. info.memory.textures --;
  13339. }
  13340. function onRenderTargetDispose( event ) {
  13341. var renderTarget = event.target;
  13342. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13343. deallocateRenderTarget( renderTarget );
  13344. info.memory.textures --;
  13345. }
  13346. //
  13347. function deallocateTexture( texture ) {
  13348. var textureProperties = properties.get( texture );
  13349. if ( textureProperties.__webglInit === undefined ) { return; }
  13350. _gl.deleteTexture( textureProperties.__webglTexture );
  13351. properties.remove( texture );
  13352. }
  13353. function deallocateRenderTarget( renderTarget ) {
  13354. var renderTargetProperties = properties.get( renderTarget );
  13355. var textureProperties = properties.get( renderTarget.texture );
  13356. if ( ! renderTarget ) { return; }
  13357. if ( textureProperties.__webglTexture !== undefined ) {
  13358. _gl.deleteTexture( textureProperties.__webglTexture );
  13359. }
  13360. if ( renderTarget.depthTexture ) {
  13361. renderTarget.depthTexture.dispose();
  13362. }
  13363. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13364. for ( var i = 0; i < 6; i ++ ) {
  13365. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13366. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13367. }
  13368. } else {
  13369. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13370. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13371. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13372. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13373. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13374. }
  13375. properties.remove( renderTarget.texture );
  13376. properties.remove( renderTarget );
  13377. }
  13378. //
  13379. var textureUnits = 0;
  13380. function resetTextureUnits() {
  13381. textureUnits = 0;
  13382. }
  13383. function allocateTextureUnit() {
  13384. var textureUnit = textureUnits;
  13385. if ( textureUnit >= maxTextures ) {
  13386. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13387. }
  13388. textureUnits += 1;
  13389. return textureUnit;
  13390. }
  13391. //
  13392. function setTexture2D( texture, slot ) {
  13393. var textureProperties = properties.get( texture );
  13394. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13395. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13396. var image = texture.image;
  13397. if ( image === undefined ) {
  13398. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13399. } else if ( image.complete === false ) {
  13400. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13401. } else {
  13402. uploadTexture( textureProperties, texture, slot );
  13403. return;
  13404. }
  13405. }
  13406. state.activeTexture( 33984 + slot );
  13407. state.bindTexture( 3553, textureProperties.__webglTexture );
  13408. }
  13409. function setTexture2DArray( texture, slot ) {
  13410. var textureProperties = properties.get( texture );
  13411. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13412. uploadTexture( textureProperties, texture, slot );
  13413. return;
  13414. }
  13415. state.activeTexture( 33984 + slot );
  13416. state.bindTexture( 35866, textureProperties.__webglTexture );
  13417. }
  13418. function setTexture3D( texture, slot ) {
  13419. var textureProperties = properties.get( texture );
  13420. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13421. uploadTexture( textureProperties, texture, slot );
  13422. return;
  13423. }
  13424. state.activeTexture( 33984 + slot );
  13425. state.bindTexture( 32879, textureProperties.__webglTexture );
  13426. }
  13427. function setTextureCube( texture, slot ) {
  13428. if ( texture.image.length !== 6 ) { return; }
  13429. var textureProperties = properties.get( texture );
  13430. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13431. initTexture( textureProperties, texture );
  13432. state.activeTexture( 33984 + slot );
  13433. state.bindTexture( 34067, textureProperties.__webglTexture );
  13434. _gl.pixelStorei( 37440, texture.flipY );
  13435. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13436. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13437. var cubeImage = [];
  13438. for ( var i = 0; i < 6; i ++ ) {
  13439. if ( ! isCompressed && ! isDataTexture ) {
  13440. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13441. } else {
  13442. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13443. }
  13444. }
  13445. var image = cubeImage[ 0 ],
  13446. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13447. glFormat = utils.convert( texture.format ),
  13448. glType = utils.convert( texture.type ),
  13449. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13450. setTextureParameters( 34067, texture, supportsMips );
  13451. var mipmaps;
  13452. if ( isCompressed ) {
  13453. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13454. mipmaps = cubeImage[ i$1 ].mipmaps;
  13455. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13456. var mipmap = mipmaps[ j ];
  13457. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13458. if ( glFormat !== null ) {
  13459. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13460. } else {
  13461. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13462. }
  13463. } else {
  13464. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13465. }
  13466. }
  13467. }
  13468. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13469. } else {
  13470. mipmaps = texture.mipmaps;
  13471. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13472. if ( isDataTexture ) {
  13473. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13474. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13475. var mipmap$1 = mipmaps[ j$1 ];
  13476. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13477. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13478. }
  13479. } else {
  13480. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13481. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13482. var mipmap$2 = mipmaps[ j$2 ];
  13483. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13484. }
  13485. }
  13486. }
  13487. textureProperties.__maxMipLevel = mipmaps.length;
  13488. }
  13489. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13490. // We assume images for cube map have the same size.
  13491. generateMipmap( 34067, texture, image.width, image.height );
  13492. }
  13493. textureProperties.__version = texture.version;
  13494. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13495. } else {
  13496. state.activeTexture( 33984 + slot );
  13497. state.bindTexture( 34067, textureProperties.__webglTexture );
  13498. }
  13499. }
  13500. function setTextureCubeDynamic( texture, slot ) {
  13501. state.activeTexture( 33984 + slot );
  13502. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13503. }
  13504. var wrappingToGL = {};
  13505. wrappingToGL[ RepeatWrapping ] = 10497;
  13506. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13507. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13508. var filterToGL = {};
  13509. filterToGL[ NearestFilter ] = 9728;
  13510. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13511. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13512. filterToGL[ LinearFilter ] = 9729;
  13513. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13514. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13515. function setTextureParameters( textureType, texture, supportsMips ) {
  13516. if ( supportsMips ) {
  13517. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13518. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13519. if ( textureType === 32879 || textureType === 35866 ) {
  13520. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13521. }
  13522. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13523. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13524. } else {
  13525. _gl.texParameteri( textureType, 10242, 33071 );
  13526. _gl.texParameteri( textureType, 10243, 33071 );
  13527. if ( textureType === 32879 || textureType === 35866 ) {
  13528. _gl.texParameteri( textureType, 32882, 33071 );
  13529. }
  13530. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13531. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13532. }
  13533. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13534. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13535. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13536. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13537. }
  13538. }
  13539. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13540. if ( extension ) {
  13541. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13542. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13543. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13544. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13545. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13546. }
  13547. }
  13548. }
  13549. function initTexture( textureProperties, texture ) {
  13550. if ( textureProperties.__webglInit === undefined ) {
  13551. textureProperties.__webglInit = true;
  13552. texture.addEventListener( 'dispose', onTextureDispose );
  13553. textureProperties.__webglTexture = _gl.createTexture();
  13554. info.memory.textures ++;
  13555. }
  13556. }
  13557. function uploadTexture( textureProperties, texture, slot ) {
  13558. var textureType = 3553;
  13559. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13560. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13561. initTexture( textureProperties, texture );
  13562. state.activeTexture( 33984 + slot );
  13563. state.bindTexture( textureType, textureProperties.__webglTexture );
  13564. _gl.pixelStorei( 37440, texture.flipY );
  13565. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13566. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13567. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13568. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13569. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13570. glFormat = utils.convert( texture.format );
  13571. var glType = utils.convert( texture.type ),
  13572. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13573. setTextureParameters( textureType, texture, supportsMips );
  13574. var mipmap;
  13575. var mipmaps = texture.mipmaps;
  13576. if ( texture.isDepthTexture ) {
  13577. // populate depth texture with dummy data
  13578. glInternalFormat = 6402;
  13579. if ( isWebGL2 ) {
  13580. if ( texture.type === FloatType ) {
  13581. glInternalFormat = 36012;
  13582. } else if ( texture.type === UnsignedIntType ) {
  13583. glInternalFormat = 33190;
  13584. } else if ( texture.type === UnsignedInt248Type ) {
  13585. glInternalFormat = 35056;
  13586. } else {
  13587. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13588. }
  13589. } else {
  13590. if ( texture.type === FloatType ) {
  13591. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13592. }
  13593. }
  13594. // validation checks for WebGL 1
  13595. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13596. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13597. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13598. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13599. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13600. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13601. texture.type = UnsignedShortType;
  13602. glType = utils.convert( texture.type );
  13603. }
  13604. }
  13605. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13606. // Depth stencil textures need the DEPTH_STENCIL internal format
  13607. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13608. glInternalFormat = 34041;
  13609. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13610. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13611. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13612. if ( texture.type !== UnsignedInt248Type ) {
  13613. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13614. texture.type = UnsignedInt248Type;
  13615. glType = utils.convert( texture.type );
  13616. }
  13617. }
  13618. //
  13619. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13620. } else if ( texture.isDataTexture ) {
  13621. // use manually created mipmaps if available
  13622. // if there are no manual mipmaps
  13623. // set 0 level mipmap and then use GL to generate other mipmap levels
  13624. if ( mipmaps.length > 0 && supportsMips ) {
  13625. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13626. mipmap = mipmaps[ i ];
  13627. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13628. }
  13629. texture.generateMipmaps = false;
  13630. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13631. } else {
  13632. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13633. textureProperties.__maxMipLevel = 0;
  13634. }
  13635. } else if ( texture.isCompressedTexture ) {
  13636. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13637. mipmap = mipmaps[ i$1 ];
  13638. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13639. if ( glFormat !== null ) {
  13640. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13641. } else {
  13642. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13643. }
  13644. } else {
  13645. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13646. }
  13647. }
  13648. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13649. } else if ( texture.isDataTexture2DArray ) {
  13650. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13651. textureProperties.__maxMipLevel = 0;
  13652. } else if ( texture.isDataTexture3D ) {
  13653. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13654. textureProperties.__maxMipLevel = 0;
  13655. } else {
  13656. // regular Texture (image, video, canvas)
  13657. // use manually created mipmaps if available
  13658. // if there are no manual mipmaps
  13659. // set 0 level mipmap and then use GL to generate other mipmap levels
  13660. if ( mipmaps.length > 0 && supportsMips ) {
  13661. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13662. mipmap = mipmaps[ i$2 ];
  13663. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13664. }
  13665. texture.generateMipmaps = false;
  13666. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13667. } else {
  13668. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13669. textureProperties.__maxMipLevel = 0;
  13670. }
  13671. }
  13672. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13673. generateMipmap( textureType, texture, image.width, image.height );
  13674. }
  13675. textureProperties.__version = texture.version;
  13676. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13677. }
  13678. // Render targets
  13679. // Setup storage for target texture and bind it to correct framebuffer
  13680. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13681. var glFormat = utils.convert( renderTarget.texture.format );
  13682. var glType = utils.convert( renderTarget.texture.type );
  13683. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13684. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13685. _gl.bindFramebuffer( 36160, framebuffer );
  13686. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13687. _gl.bindFramebuffer( 36160, null );
  13688. }
  13689. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13690. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13691. _gl.bindRenderbuffer( 36161, renderbuffer );
  13692. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13693. var glInternalFormat = 33189;
  13694. if ( isMultisample ) {
  13695. var depthTexture = renderTarget.depthTexture;
  13696. if ( depthTexture && depthTexture.isDepthTexture ) {
  13697. if ( depthTexture.type === FloatType ) {
  13698. glInternalFormat = 36012;
  13699. } else if ( depthTexture.type === UnsignedIntType ) {
  13700. glInternalFormat = 33190;
  13701. }
  13702. }
  13703. var samples = getRenderTargetSamples( renderTarget );
  13704. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13705. } else {
  13706. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13707. }
  13708. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13709. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13710. if ( isMultisample ) {
  13711. var samples$1 = getRenderTargetSamples( renderTarget );
  13712. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13713. } else {
  13714. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13715. }
  13716. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13717. } else {
  13718. var glFormat = utils.convert( renderTarget.texture.format );
  13719. var glType = utils.convert( renderTarget.texture.type );
  13720. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13721. if ( isMultisample ) {
  13722. var samples$2 = getRenderTargetSamples( renderTarget );
  13723. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13724. } else {
  13725. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13726. }
  13727. }
  13728. _gl.bindRenderbuffer( 36161, null );
  13729. }
  13730. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13731. function setupDepthTexture( framebuffer, renderTarget ) {
  13732. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13733. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13734. _gl.bindFramebuffer( 36160, framebuffer );
  13735. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13736. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13737. }
  13738. // upload an empty depth texture with framebuffer size
  13739. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13740. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13741. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13742. renderTarget.depthTexture.image.width = renderTarget.width;
  13743. renderTarget.depthTexture.image.height = renderTarget.height;
  13744. renderTarget.depthTexture.needsUpdate = true;
  13745. }
  13746. setTexture2D( renderTarget.depthTexture, 0 );
  13747. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13748. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13749. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13750. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13751. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13752. } else {
  13753. throw new Error( 'Unknown depthTexture format' );
  13754. }
  13755. }
  13756. // Setup GL resources for a non-texture depth buffer
  13757. function setupDepthRenderbuffer( renderTarget ) {
  13758. var renderTargetProperties = properties.get( renderTarget );
  13759. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13760. if ( renderTarget.depthTexture ) {
  13761. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13762. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13763. } else {
  13764. if ( isCube ) {
  13765. renderTargetProperties.__webglDepthbuffer = [];
  13766. for ( var i = 0; i < 6; i ++ ) {
  13767. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13768. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13769. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13770. }
  13771. } else {
  13772. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13773. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13774. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13775. }
  13776. }
  13777. _gl.bindFramebuffer( 36160, null );
  13778. }
  13779. // Set up GL resources for the render target
  13780. function setupRenderTarget( renderTarget ) {
  13781. var renderTargetProperties = properties.get( renderTarget );
  13782. var textureProperties = properties.get( renderTarget.texture );
  13783. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13784. textureProperties.__webglTexture = _gl.createTexture();
  13785. info.memory.textures ++;
  13786. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13787. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13788. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13789. // Handles WebGL2 RGBFormat fallback - #18858
  13790. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13791. renderTarget.texture.format = RGBAFormat;
  13792. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13793. }
  13794. // Setup framebuffer
  13795. if ( isCube ) {
  13796. renderTargetProperties.__webglFramebuffer = [];
  13797. for ( var i = 0; i < 6; i ++ ) {
  13798. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13799. }
  13800. } else {
  13801. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13802. if ( isMultisample ) {
  13803. if ( isWebGL2 ) {
  13804. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13805. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13806. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13807. var glFormat = utils.convert( renderTarget.texture.format );
  13808. var glType = utils.convert( renderTarget.texture.type );
  13809. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13810. var samples = getRenderTargetSamples( renderTarget );
  13811. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13812. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13813. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13814. _gl.bindRenderbuffer( 36161, null );
  13815. if ( renderTarget.depthBuffer ) {
  13816. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13817. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13818. }
  13819. _gl.bindFramebuffer( 36160, null );
  13820. } else {
  13821. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13822. }
  13823. }
  13824. }
  13825. // Setup color buffer
  13826. if ( isCube ) {
  13827. state.bindTexture( 34067, textureProperties.__webglTexture );
  13828. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13829. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13830. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13831. }
  13832. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13833. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13834. }
  13835. state.bindTexture( 34067, null );
  13836. } else {
  13837. state.bindTexture( 3553, textureProperties.__webglTexture );
  13838. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13839. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13840. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13841. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13842. }
  13843. state.bindTexture( 3553, null );
  13844. }
  13845. // Setup depth and stencil buffers
  13846. if ( renderTarget.depthBuffer ) {
  13847. setupDepthRenderbuffer( renderTarget );
  13848. }
  13849. }
  13850. function updateRenderTargetMipmap( renderTarget ) {
  13851. var texture = renderTarget.texture;
  13852. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13853. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13854. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13855. var webglTexture = properties.get( texture ).__webglTexture;
  13856. state.bindTexture( target, webglTexture );
  13857. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13858. state.bindTexture( target, null );
  13859. }
  13860. }
  13861. function updateMultisampleRenderTarget( renderTarget ) {
  13862. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13863. if ( isWebGL2 ) {
  13864. var renderTargetProperties = properties.get( renderTarget );
  13865. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13866. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13867. var width = renderTarget.width;
  13868. var height = renderTarget.height;
  13869. var mask = 16384;
  13870. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13871. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13872. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13873. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13874. } else {
  13875. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13876. }
  13877. }
  13878. }
  13879. function getRenderTargetSamples( renderTarget ) {
  13880. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13881. Math.min( maxSamples, renderTarget.samples ) : 0;
  13882. }
  13883. function updateVideoTexture( texture ) {
  13884. var frame = info.render.frame;
  13885. // Check the last frame we updated the VideoTexture
  13886. if ( _videoTextures.get( texture ) !== frame ) {
  13887. _videoTextures.set( texture, frame );
  13888. texture.update();
  13889. }
  13890. }
  13891. // backwards compatibility
  13892. var warnedTexture2D = false;
  13893. var warnedTextureCube = false;
  13894. function safeSetTexture2D( texture, slot ) {
  13895. if ( texture && texture.isWebGLRenderTarget ) {
  13896. if ( warnedTexture2D === false ) {
  13897. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13898. warnedTexture2D = true;
  13899. }
  13900. texture = texture.texture;
  13901. }
  13902. setTexture2D( texture, slot );
  13903. }
  13904. function safeSetTextureCube( texture, slot ) {
  13905. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13906. if ( warnedTextureCube === false ) {
  13907. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13908. warnedTextureCube = true;
  13909. }
  13910. texture = texture.texture;
  13911. }
  13912. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13913. // TODO: unify these code paths
  13914. if ( ( texture && texture.isCubeTexture ) ||
  13915. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13916. // CompressedTexture can have Array in image :/
  13917. // this function alone should take care of cube textures
  13918. setTextureCube( texture, slot );
  13919. } else {
  13920. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13921. setTextureCubeDynamic( texture, slot );
  13922. }
  13923. }
  13924. //
  13925. this.allocateTextureUnit = allocateTextureUnit;
  13926. this.resetTextureUnits = resetTextureUnits;
  13927. this.setTexture2D = setTexture2D;
  13928. this.setTexture2DArray = setTexture2DArray;
  13929. this.setTexture3D = setTexture3D;
  13930. this.setTextureCube = setTextureCube;
  13931. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13932. this.setupRenderTarget = setupRenderTarget;
  13933. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13934. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13935. this.safeSetTexture2D = safeSetTexture2D;
  13936. this.safeSetTextureCube = safeSetTextureCube;
  13937. }
  13938. /**
  13939. * @author thespite / http://www.twitter.com/thespite
  13940. */
  13941. function WebGLUtils( gl, extensions, capabilities ) {
  13942. var isWebGL2 = capabilities.isWebGL2;
  13943. function convert( p ) {
  13944. var extension;
  13945. if ( p === UnsignedByteType ) { return 5121; }
  13946. if ( p === UnsignedShort4444Type ) { return 32819; }
  13947. if ( p === UnsignedShort5551Type ) { return 32820; }
  13948. if ( p === UnsignedShort565Type ) { return 33635; }
  13949. if ( p === ByteType ) { return 5120; }
  13950. if ( p === ShortType ) { return 5122; }
  13951. if ( p === UnsignedShortType ) { return 5123; }
  13952. if ( p === IntType ) { return 5124; }
  13953. if ( p === UnsignedIntType ) { return 5125; }
  13954. if ( p === FloatType ) { return 5126; }
  13955. if ( p === HalfFloatType ) {
  13956. if ( isWebGL2 ) { return 5131; }
  13957. extension = extensions.get( 'OES_texture_half_float' );
  13958. if ( extension !== null ) {
  13959. return extension.HALF_FLOAT_OES;
  13960. } else {
  13961. return null;
  13962. }
  13963. }
  13964. if ( p === AlphaFormat ) { return 6406; }
  13965. if ( p === RGBFormat ) { return 6407; }
  13966. if ( p === RGBAFormat ) { return 6408; }
  13967. if ( p === LuminanceFormat ) { return 6409; }
  13968. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13969. if ( p === DepthFormat ) { return 6402; }
  13970. if ( p === DepthStencilFormat ) { return 34041; }
  13971. if ( p === RedFormat ) { return 6403; }
  13972. // WebGL2 formats.
  13973. if ( p === RedIntegerFormat ) { return 36244; }
  13974. if ( p === RGFormat ) { return 33319; }
  13975. if ( p === RGIntegerFormat ) { return 33320; }
  13976. if ( p === RGBIntegerFormat ) { return 36248; }
  13977. if ( p === RGBAIntegerFormat ) { return 36249; }
  13978. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13979. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13980. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13981. if ( extension !== null ) {
  13982. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13983. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13984. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13985. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13986. } else {
  13987. return null;
  13988. }
  13989. }
  13990. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13991. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13992. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13993. if ( extension !== null ) {
  13994. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13995. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13996. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13997. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13998. } else {
  13999. return null;
  14000. }
  14001. }
  14002. if ( p === RGB_ETC1_Format ) {
  14003. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  14004. if ( extension !== null ) {
  14005. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  14006. } else {
  14007. return null;
  14008. }
  14009. }
  14010. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  14011. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  14012. if ( extension !== null ) {
  14013. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  14014. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  14015. }
  14016. }
  14017. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  14018. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  14019. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  14020. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  14021. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  14022. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  14023. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  14024. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  14025. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  14026. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  14027. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  14028. if ( extension !== null ) {
  14029. // TODO Complete?
  14030. return p;
  14031. } else {
  14032. return null;
  14033. }
  14034. }
  14035. if ( p === RGBA_BPTC_Format ) {
  14036. extension = extensions.get( 'EXT_texture_compression_bptc' );
  14037. if ( extension !== null ) {
  14038. // TODO Complete?
  14039. return p;
  14040. } else {
  14041. return null;
  14042. }
  14043. }
  14044. if ( p === UnsignedInt248Type ) {
  14045. if ( isWebGL2 ) { return 34042; }
  14046. extension = extensions.get( 'WEBGL_depth_texture' );
  14047. if ( extension !== null ) {
  14048. return extension.UNSIGNED_INT_24_8_WEBGL;
  14049. } else {
  14050. return null;
  14051. }
  14052. }
  14053. }
  14054. return { convert: convert };
  14055. }
  14056. /**
  14057. * @author mrdoob / http://mrdoob.com/
  14058. */
  14059. function ArrayCamera( array ) {
  14060. PerspectiveCamera.call( this );
  14061. this.cameras = array || [];
  14062. }
  14063. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  14064. constructor: ArrayCamera,
  14065. isArrayCamera: true
  14066. } );
  14067. /**
  14068. * @author mrdoob / http://mrdoob.com/
  14069. */
  14070. function Group() {
  14071. Object3D.call( this );
  14072. this.type = 'Group';
  14073. }
  14074. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14075. constructor: Group,
  14076. isGroup: true
  14077. } );
  14078. /**
  14079. * @author Mugen87 / https://github.com/Mugen87
  14080. */
  14081. function WebXRController() {
  14082. this._targetRay = null;
  14083. this._grip = null;
  14084. }
  14085. Object.assign( WebXRController.prototype, {
  14086. constructor: WebXRController,
  14087. getTargetRaySpace: function () {
  14088. if ( this._targetRay === null ) {
  14089. this._targetRay = new Group();
  14090. this._targetRay.matrixAutoUpdate = false;
  14091. this._targetRay.visible = false;
  14092. }
  14093. return this._targetRay;
  14094. },
  14095. getGripSpace: function () {
  14096. if ( this._grip === null ) {
  14097. this._grip = new Group();
  14098. this._grip.matrixAutoUpdate = false;
  14099. this._grip.visible = false;
  14100. }
  14101. return this._grip;
  14102. },
  14103. dispatchEvent: function ( event ) {
  14104. if ( this._targetRay !== null ) {
  14105. this._targetRay.dispatchEvent( event );
  14106. }
  14107. if ( this._grip !== null ) {
  14108. this._grip.dispatchEvent( event );
  14109. }
  14110. return this;
  14111. },
  14112. disconnect: function ( inputSource ) {
  14113. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14114. if ( this._targetRay !== null ) {
  14115. this._targetRay.visible = false;
  14116. }
  14117. if ( this._grip !== null ) {
  14118. this._grip.visible = false;
  14119. }
  14120. return this;
  14121. },
  14122. update: function ( inputSource, frame, referenceSpace ) {
  14123. var inputPose = null;
  14124. var gripPose = null;
  14125. var targetRay = this._targetRay;
  14126. var grip = this._grip;
  14127. if ( inputSource ) {
  14128. if ( targetRay !== null ) {
  14129. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14130. if ( inputPose !== null ) {
  14131. targetRay.matrix.fromArray( inputPose.transform.matrix );
  14132. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  14133. }
  14134. }
  14135. if ( grip !== null && inputSource.gripSpace ) {
  14136. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  14137. if ( gripPose !== null ) {
  14138. grip.matrix.fromArray( gripPose.transform.matrix );
  14139. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  14140. }
  14141. }
  14142. }
  14143. if ( targetRay !== null ) {
  14144. targetRay.visible = ( inputPose !== null );
  14145. }
  14146. if ( grip !== null ) {
  14147. grip.visible = ( gripPose !== null );
  14148. }
  14149. return this;
  14150. }
  14151. } );
  14152. /**
  14153. * @author mrdoob / http://mrdoob.com/
  14154. */
  14155. function WebXRManager( renderer, gl ) {
  14156. var scope = this;
  14157. var session = null;
  14158. var framebufferScaleFactor = 1.0;
  14159. var referenceSpace = null;
  14160. var referenceSpaceType = 'local-floor';
  14161. var pose = null;
  14162. var controllers = [];
  14163. var inputSourcesMap = new Map();
  14164. //
  14165. var cameraL = new PerspectiveCamera();
  14166. cameraL.layers.enable( 1 );
  14167. cameraL.viewport = new Vector4();
  14168. var cameraR = new PerspectiveCamera();
  14169. cameraR.layers.enable( 2 );
  14170. cameraR.viewport = new Vector4();
  14171. var cameras = [ cameraL, cameraR ];
  14172. var cameraVR = new ArrayCamera();
  14173. cameraVR.layers.enable( 1 );
  14174. cameraVR.layers.enable( 2 );
  14175. var _currentDepthNear = null;
  14176. var _currentDepthFar = null;
  14177. //
  14178. this.enabled = false;
  14179. this.isPresenting = false;
  14180. this.getController = function ( index ) {
  14181. var controller = controllers[ index ];
  14182. if ( controller === undefined ) {
  14183. controller = new WebXRController();
  14184. controllers[ index ] = controller;
  14185. }
  14186. return controller.getTargetRaySpace();
  14187. };
  14188. this.getControllerGrip = function ( index ) {
  14189. var controller = controllers[ index ];
  14190. if ( controller === undefined ) {
  14191. controller = new WebXRController();
  14192. controllers[ index ] = controller;
  14193. }
  14194. return controller.getGripSpace();
  14195. };
  14196. //
  14197. function onSessionEvent( event ) {
  14198. var controller = inputSourcesMap.get( event.inputSource );
  14199. if ( controller ) {
  14200. controller.dispatchEvent( { type: event.type } );
  14201. }
  14202. }
  14203. function onSessionEnd() {
  14204. inputSourcesMap.forEach( function ( controller, inputSource ) {
  14205. controller.disconnect( inputSource );
  14206. } );
  14207. inputSourcesMap.clear();
  14208. //
  14209. renderer.setFramebuffer( null );
  14210. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  14211. animation.stop();
  14212. scope.isPresenting = false;
  14213. scope.dispatchEvent( { type: 'sessionend' } );
  14214. }
  14215. function onRequestReferenceSpace( value ) {
  14216. referenceSpace = value;
  14217. animation.setContext( session );
  14218. animation.start();
  14219. scope.isPresenting = true;
  14220. scope.dispatchEvent( { type: 'sessionstart' } );
  14221. }
  14222. this.setFramebufferScaleFactor = function ( value ) {
  14223. framebufferScaleFactor = value;
  14224. if ( scope.isPresenting === true ) {
  14225. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  14226. }
  14227. };
  14228. this.setReferenceSpaceType = function ( value ) {
  14229. referenceSpaceType = value;
  14230. if ( scope.isPresenting === true ) {
  14231. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  14232. }
  14233. };
  14234. this.getReferenceSpace = function () {
  14235. return referenceSpace;
  14236. };
  14237. this.getSession = function () {
  14238. return session;
  14239. };
  14240. this.setSession = function ( value ) {
  14241. session = value;
  14242. if ( session !== null ) {
  14243. session.addEventListener( 'select', onSessionEvent );
  14244. session.addEventListener( 'selectstart', onSessionEvent );
  14245. session.addEventListener( 'selectend', onSessionEvent );
  14246. session.addEventListener( 'squeeze', onSessionEvent );
  14247. session.addEventListener( 'squeezestart', onSessionEvent );
  14248. session.addEventListener( 'squeezeend', onSessionEvent );
  14249. session.addEventListener( 'end', onSessionEnd );
  14250. var attributes = gl.getContextAttributes();
  14251. if ( attributes.xrCompatible !== true ) {
  14252. gl.makeXRCompatible();
  14253. }
  14254. var layerInit = {
  14255. antialias: attributes.antialias,
  14256. alpha: attributes.alpha,
  14257. depth: attributes.depth,
  14258. stencil: attributes.stencil,
  14259. framebufferScaleFactor: framebufferScaleFactor
  14260. };
  14261. // eslint-disable-next-line no-undef
  14262. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  14263. session.updateRenderState( { baseLayer: baseLayer } );
  14264. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14265. //
  14266. session.addEventListener( 'inputsourceschange', updateInputSources );
  14267. }
  14268. };
  14269. function updateInputSources( event ) {
  14270. var inputSources = session.inputSources;
  14271. // Assign inputSources to available controllers
  14272. for ( var i = 0; i < controllers.length; i ++ ) {
  14273. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  14274. }
  14275. // Notify disconnected
  14276. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  14277. var inputSource = event.removed[ i$1 ];
  14278. var controller = inputSourcesMap.get( inputSource );
  14279. if ( controller ) {
  14280. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14281. inputSourcesMap.delete( inputSource );
  14282. }
  14283. }
  14284. // Notify connected
  14285. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14286. var inputSource$1 = event.added[ i$2 ];
  14287. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14288. if ( controller$1 ) {
  14289. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14290. }
  14291. }
  14292. }
  14293. //
  14294. var cameraLPos = new Vector3();
  14295. var cameraRPos = new Vector3();
  14296. /**
  14297. * @author jsantell / https://www.jsantell.com/
  14298. *
  14299. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14300. * the cameras' projection and world matrices have already been set.
  14301. * And that near and far planes are identical for both cameras.
  14302. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14303. */
  14304. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14305. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14306. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14307. var ipd = cameraLPos.distanceTo( cameraRPos );
  14308. var projL = cameraL.projectionMatrix.elements;
  14309. var projR = cameraR.projectionMatrix.elements;
  14310. // VR systems will have identical far and near planes, and
  14311. // most likely identical top and bottom frustum extents.
  14312. // Use the left camera for these values.
  14313. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14314. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14315. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14316. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14317. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14318. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14319. var left = near * leftFov;
  14320. var right = near * rightFov;
  14321. // Calculate the new camera's position offset from the
  14322. // left camera. xOffset should be roughly half `ipd`.
  14323. var zOffset = ipd / ( - leftFov + rightFov );
  14324. var xOffset = zOffset * - leftFov;
  14325. // TODO: Better way to apply this offset?
  14326. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14327. camera.translateX( xOffset );
  14328. camera.translateZ( zOffset );
  14329. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14330. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14331. // Find the union of the frustum values of the cameras and scale
  14332. // the values so that the near plane's position does not change in world space,
  14333. // although must now be relative to the new union camera.
  14334. var near2 = near + zOffset;
  14335. var far2 = far + zOffset;
  14336. var left2 = left - xOffset;
  14337. var right2 = right + ( ipd - xOffset );
  14338. var top2 = topFov * far / far2 * near2;
  14339. var bottom2 = bottomFov * far / far2 * near2;
  14340. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14341. }
  14342. function updateCamera( camera, parent ) {
  14343. if ( parent === null ) {
  14344. camera.matrixWorld.copy( camera.matrix );
  14345. } else {
  14346. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14347. }
  14348. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14349. }
  14350. this.getCamera = function ( camera ) {
  14351. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14352. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14353. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14354. // Note that the new renderState won't apply until the next frame. See #18320
  14355. session.updateRenderState( {
  14356. depthNear: cameraVR.near,
  14357. depthFar: cameraVR.far
  14358. } );
  14359. _currentDepthNear = cameraVR.near;
  14360. _currentDepthFar = cameraVR.far;
  14361. }
  14362. var parent = camera.parent;
  14363. var cameras = cameraVR.cameras;
  14364. updateCamera( cameraVR, parent );
  14365. for ( var i = 0; i < cameras.length; i ++ ) {
  14366. updateCamera( cameras[ i ], parent );
  14367. }
  14368. // update camera and its children
  14369. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14370. var children = camera.children;
  14371. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14372. children[ i$1 ].updateMatrixWorld( true );
  14373. }
  14374. // update projection matrix for proper view frustum culling
  14375. if ( cameras.length === 2 ) {
  14376. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14377. } else {
  14378. // assume single camera setup (AR)
  14379. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14380. }
  14381. return cameraVR;
  14382. };
  14383. // Animation Loop
  14384. var onAnimationFrameCallback = null;
  14385. function onAnimationFrame( time, frame ) {
  14386. pose = frame.getViewerPose( referenceSpace );
  14387. if ( pose !== null ) {
  14388. var views = pose.views;
  14389. var baseLayer = session.renderState.baseLayer;
  14390. renderer.setFramebuffer( baseLayer.framebuffer );
  14391. var cameraVRNeedsUpdate = false;
  14392. // check if it's necessary to rebuild cameraVR's camera list
  14393. if ( views.length !== cameraVR.cameras.length ) {
  14394. cameraVR.cameras.length = 0;
  14395. cameraVRNeedsUpdate = true;
  14396. }
  14397. for ( var i = 0; i < views.length; i ++ ) {
  14398. var view = views[ i ];
  14399. var viewport = baseLayer.getViewport( view );
  14400. var camera = cameras[ i ];
  14401. camera.matrix.fromArray( view.transform.matrix );
  14402. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14403. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14404. if ( i === 0 ) {
  14405. cameraVR.matrix.copy( camera.matrix );
  14406. }
  14407. if ( cameraVRNeedsUpdate === true ) {
  14408. cameraVR.cameras.push( camera );
  14409. }
  14410. }
  14411. }
  14412. //
  14413. var inputSources = session.inputSources;
  14414. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14415. var controller = controllers[ i$1 ];
  14416. var inputSource = inputSources[ i$1 ];
  14417. controller.update( inputSource, frame, referenceSpace );
  14418. }
  14419. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14420. }
  14421. var animation = new WebGLAnimation();
  14422. animation.setAnimationLoop( onAnimationFrame );
  14423. this.setAnimationLoop = function ( callback ) {
  14424. onAnimationFrameCallback = callback;
  14425. };
  14426. this.dispose = function () {};
  14427. }
  14428. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14429. /**
  14430. * @author mrdoob / http://mrdoob.com/
  14431. */
  14432. function WebGLMaterials( properties ) {
  14433. function refreshFogUniforms( uniforms, fog ) {
  14434. uniforms.fogColor.value.copy( fog.color );
  14435. if ( fog.isFog ) {
  14436. uniforms.fogNear.value = fog.near;
  14437. uniforms.fogFar.value = fog.far;
  14438. } else if ( fog.isFogExp2 ) {
  14439. uniforms.fogDensity.value = fog.density;
  14440. }
  14441. }
  14442. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14443. if ( material.isMeshBasicMaterial ) {
  14444. refreshUniformsCommon( uniforms, material );
  14445. } else if ( material.isMeshLambertMaterial ) {
  14446. refreshUniformsCommon( uniforms, material );
  14447. refreshUniformsLambert( uniforms, material );
  14448. } else if ( material.isMeshToonMaterial ) {
  14449. refreshUniformsCommon( uniforms, material );
  14450. refreshUniformsToon( uniforms, material );
  14451. } else if ( material.isMeshPhongMaterial ) {
  14452. refreshUniformsCommon( uniforms, material );
  14453. refreshUniformsPhong( uniforms, material );
  14454. } else if ( material.isMeshStandardMaterial ) {
  14455. refreshUniformsCommon( uniforms, material, environment );
  14456. if ( material.isMeshPhysicalMaterial ) {
  14457. refreshUniformsPhysical( uniforms, material, environment );
  14458. } else {
  14459. refreshUniformsStandard( uniforms, material, environment );
  14460. }
  14461. } else if ( material.isMeshMatcapMaterial ) {
  14462. refreshUniformsCommon( uniforms, material );
  14463. refreshUniformsMatcap( uniforms, material );
  14464. } else if ( material.isMeshDepthMaterial ) {
  14465. refreshUniformsCommon( uniforms, material );
  14466. refreshUniformsDepth( uniforms, material );
  14467. } else if ( material.isMeshDistanceMaterial ) {
  14468. refreshUniformsCommon( uniforms, material );
  14469. refreshUniformsDistance( uniforms, material );
  14470. } else if ( material.isMeshNormalMaterial ) {
  14471. refreshUniformsCommon( uniforms, material );
  14472. refreshUniformsNormal( uniforms, material );
  14473. } else if ( material.isLineBasicMaterial ) {
  14474. refreshUniformsLine( uniforms, material );
  14475. if ( material.isLineDashedMaterial ) {
  14476. refreshUniformsDash( uniforms, material );
  14477. }
  14478. } else if ( material.isPointsMaterial ) {
  14479. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14480. } else if ( material.isSpriteMaterial ) {
  14481. refreshUniformsSprites( uniforms, material );
  14482. } else if ( material.isShadowMaterial ) {
  14483. uniforms.color.value.copy( material.color );
  14484. uniforms.opacity.value = material.opacity;
  14485. } else if ( material.isShaderMaterial ) {
  14486. material.uniformsNeedUpdate = false; // #15581
  14487. }
  14488. }
  14489. function refreshUniformsCommon( uniforms, material, environment ) {
  14490. uniforms.opacity.value = material.opacity;
  14491. if ( material.color ) {
  14492. uniforms.diffuse.value.copy( material.color );
  14493. }
  14494. if ( material.emissive ) {
  14495. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14496. }
  14497. if ( material.map ) {
  14498. uniforms.map.value = material.map;
  14499. }
  14500. if ( material.alphaMap ) {
  14501. uniforms.alphaMap.value = material.alphaMap;
  14502. }
  14503. if ( material.specularMap ) {
  14504. uniforms.specularMap.value = material.specularMap;
  14505. }
  14506. var envMap = material.envMap || environment;
  14507. if ( envMap ) {
  14508. uniforms.envMap.value = envMap;
  14509. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14510. uniforms.reflectivity.value = material.reflectivity;
  14511. uniforms.refractionRatio.value = material.refractionRatio;
  14512. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14513. }
  14514. if ( material.lightMap ) {
  14515. uniforms.lightMap.value = material.lightMap;
  14516. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14517. }
  14518. if ( material.aoMap ) {
  14519. uniforms.aoMap.value = material.aoMap;
  14520. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14521. }
  14522. // uv repeat and offset setting priorities
  14523. // 1. color map
  14524. // 2. specular map
  14525. // 3. normal map
  14526. // 4. bump map
  14527. // 5. alpha map
  14528. // 6. emissive map
  14529. var uvScaleMap;
  14530. if ( material.map ) {
  14531. uvScaleMap = material.map;
  14532. } else if ( material.specularMap ) {
  14533. uvScaleMap = material.specularMap;
  14534. } else if ( material.displacementMap ) {
  14535. uvScaleMap = material.displacementMap;
  14536. } else if ( material.normalMap ) {
  14537. uvScaleMap = material.normalMap;
  14538. } else if ( material.bumpMap ) {
  14539. uvScaleMap = material.bumpMap;
  14540. } else if ( material.roughnessMap ) {
  14541. uvScaleMap = material.roughnessMap;
  14542. } else if ( material.metalnessMap ) {
  14543. uvScaleMap = material.metalnessMap;
  14544. } else if ( material.alphaMap ) {
  14545. uvScaleMap = material.alphaMap;
  14546. } else if ( material.emissiveMap ) {
  14547. uvScaleMap = material.emissiveMap;
  14548. }
  14549. if ( uvScaleMap !== undefined ) {
  14550. // backwards compatibility
  14551. if ( uvScaleMap.isWebGLRenderTarget ) {
  14552. uvScaleMap = uvScaleMap.texture;
  14553. }
  14554. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14555. uvScaleMap.updateMatrix();
  14556. }
  14557. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14558. }
  14559. // uv repeat and offset setting priorities for uv2
  14560. // 1. ao map
  14561. // 2. light map
  14562. var uv2ScaleMap;
  14563. if ( material.aoMap ) {
  14564. uv2ScaleMap = material.aoMap;
  14565. } else if ( material.lightMap ) {
  14566. uv2ScaleMap = material.lightMap;
  14567. }
  14568. if ( uv2ScaleMap !== undefined ) {
  14569. // backwards compatibility
  14570. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14571. uv2ScaleMap = uv2ScaleMap.texture;
  14572. }
  14573. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14574. uv2ScaleMap.updateMatrix();
  14575. }
  14576. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14577. }
  14578. }
  14579. function refreshUniformsLine( uniforms, material ) {
  14580. uniforms.diffuse.value.copy( material.color );
  14581. uniforms.opacity.value = material.opacity;
  14582. }
  14583. function refreshUniformsDash( uniforms, material ) {
  14584. uniforms.dashSize.value = material.dashSize;
  14585. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14586. uniforms.scale.value = material.scale;
  14587. }
  14588. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14589. uniforms.diffuse.value.copy( material.color );
  14590. uniforms.opacity.value = material.opacity;
  14591. uniforms.size.value = material.size * pixelRatio;
  14592. uniforms.scale.value = height * 0.5;
  14593. if ( material.map ) {
  14594. uniforms.map.value = material.map;
  14595. }
  14596. if ( material.alphaMap ) {
  14597. uniforms.alphaMap.value = material.alphaMap;
  14598. }
  14599. // uv repeat and offset setting priorities
  14600. // 1. color map
  14601. // 2. alpha map
  14602. var uvScaleMap;
  14603. if ( material.map ) {
  14604. uvScaleMap = material.map;
  14605. } else if ( material.alphaMap ) {
  14606. uvScaleMap = material.alphaMap;
  14607. }
  14608. if ( uvScaleMap !== undefined ) {
  14609. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14610. uvScaleMap.updateMatrix();
  14611. }
  14612. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14613. }
  14614. }
  14615. function refreshUniformsSprites( uniforms, material ) {
  14616. uniforms.diffuse.value.copy( material.color );
  14617. uniforms.opacity.value = material.opacity;
  14618. uniforms.rotation.value = material.rotation;
  14619. if ( material.map ) {
  14620. uniforms.map.value = material.map;
  14621. }
  14622. if ( material.alphaMap ) {
  14623. uniforms.alphaMap.value = material.alphaMap;
  14624. }
  14625. // uv repeat and offset setting priorities
  14626. // 1. color map
  14627. // 2. alpha map
  14628. var uvScaleMap;
  14629. if ( material.map ) {
  14630. uvScaleMap = material.map;
  14631. } else if ( material.alphaMap ) {
  14632. uvScaleMap = material.alphaMap;
  14633. }
  14634. if ( uvScaleMap !== undefined ) {
  14635. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14636. uvScaleMap.updateMatrix();
  14637. }
  14638. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14639. }
  14640. }
  14641. function refreshUniformsLambert( uniforms, material ) {
  14642. if ( material.emissiveMap ) {
  14643. uniforms.emissiveMap.value = material.emissiveMap;
  14644. }
  14645. }
  14646. function refreshUniformsPhong( uniforms, material ) {
  14647. uniforms.specular.value.copy( material.specular );
  14648. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14649. if ( material.emissiveMap ) {
  14650. uniforms.emissiveMap.value = material.emissiveMap;
  14651. }
  14652. if ( material.bumpMap ) {
  14653. uniforms.bumpMap.value = material.bumpMap;
  14654. uniforms.bumpScale.value = material.bumpScale;
  14655. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14656. }
  14657. if ( material.normalMap ) {
  14658. uniforms.normalMap.value = material.normalMap;
  14659. uniforms.normalScale.value.copy( material.normalScale );
  14660. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14661. }
  14662. if ( material.displacementMap ) {
  14663. uniforms.displacementMap.value = material.displacementMap;
  14664. uniforms.displacementScale.value = material.displacementScale;
  14665. uniforms.displacementBias.value = material.displacementBias;
  14666. }
  14667. }
  14668. function refreshUniformsToon( uniforms, material ) {
  14669. uniforms.specular.value.copy( material.specular );
  14670. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14671. if ( material.gradientMap ) {
  14672. uniforms.gradientMap.value = material.gradientMap;
  14673. }
  14674. if ( material.emissiveMap ) {
  14675. uniforms.emissiveMap.value = material.emissiveMap;
  14676. }
  14677. if ( material.bumpMap ) {
  14678. uniforms.bumpMap.value = material.bumpMap;
  14679. uniforms.bumpScale.value = material.bumpScale;
  14680. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14681. }
  14682. if ( material.normalMap ) {
  14683. uniforms.normalMap.value = material.normalMap;
  14684. uniforms.normalScale.value.copy( material.normalScale );
  14685. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14686. }
  14687. if ( material.displacementMap ) {
  14688. uniforms.displacementMap.value = material.displacementMap;
  14689. uniforms.displacementScale.value = material.displacementScale;
  14690. uniforms.displacementBias.value = material.displacementBias;
  14691. }
  14692. }
  14693. function refreshUniformsStandard( uniforms, material, environment ) {
  14694. uniforms.roughness.value = material.roughness;
  14695. uniforms.metalness.value = material.metalness;
  14696. if ( material.roughnessMap ) {
  14697. uniforms.roughnessMap.value = material.roughnessMap;
  14698. }
  14699. if ( material.metalnessMap ) {
  14700. uniforms.metalnessMap.value = material.metalnessMap;
  14701. }
  14702. if ( material.emissiveMap ) {
  14703. uniforms.emissiveMap.value = material.emissiveMap;
  14704. }
  14705. if ( material.bumpMap ) {
  14706. uniforms.bumpMap.value = material.bumpMap;
  14707. uniforms.bumpScale.value = material.bumpScale;
  14708. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14709. }
  14710. if ( material.normalMap ) {
  14711. uniforms.normalMap.value = material.normalMap;
  14712. uniforms.normalScale.value.copy( material.normalScale );
  14713. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14714. }
  14715. if ( material.displacementMap ) {
  14716. uniforms.displacementMap.value = material.displacementMap;
  14717. uniforms.displacementScale.value = material.displacementScale;
  14718. uniforms.displacementBias.value = material.displacementBias;
  14719. }
  14720. if ( material.envMap || environment ) {
  14721. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14722. uniforms.envMapIntensity.value = material.envMapIntensity;
  14723. }
  14724. }
  14725. function refreshUniformsPhysical( uniforms, material, environment ) {
  14726. refreshUniformsStandard( uniforms, material, environment );
  14727. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14728. uniforms.clearcoat.value = material.clearcoat;
  14729. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14730. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14731. if ( material.clearcoatMap ) {
  14732. uniforms.clearcoatMap.value = material.clearcoatMap;
  14733. }
  14734. if ( material.clearcoatRoughnessMap ) {
  14735. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14736. }
  14737. if ( material.clearcoatNormalMap ) {
  14738. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14739. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14740. if ( material.side === BackSide ) {
  14741. uniforms.clearcoatNormalScale.value.negate();
  14742. }
  14743. }
  14744. uniforms.transparency.value = material.transparency;
  14745. }
  14746. function refreshUniformsMatcap( uniforms, material ) {
  14747. if ( material.matcap ) {
  14748. uniforms.matcap.value = material.matcap;
  14749. }
  14750. if ( material.bumpMap ) {
  14751. uniforms.bumpMap.value = material.bumpMap;
  14752. uniforms.bumpScale.value = material.bumpScale;
  14753. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14754. }
  14755. if ( material.normalMap ) {
  14756. uniforms.normalMap.value = material.normalMap;
  14757. uniforms.normalScale.value.copy( material.normalScale );
  14758. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14759. }
  14760. if ( material.displacementMap ) {
  14761. uniforms.displacementMap.value = material.displacementMap;
  14762. uniforms.displacementScale.value = material.displacementScale;
  14763. uniforms.displacementBias.value = material.displacementBias;
  14764. }
  14765. }
  14766. function refreshUniformsDepth( uniforms, material ) {
  14767. if ( material.displacementMap ) {
  14768. uniforms.displacementMap.value = material.displacementMap;
  14769. uniforms.displacementScale.value = material.displacementScale;
  14770. uniforms.displacementBias.value = material.displacementBias;
  14771. }
  14772. }
  14773. function refreshUniformsDistance( uniforms, material ) {
  14774. if ( material.displacementMap ) {
  14775. uniforms.displacementMap.value = material.displacementMap;
  14776. uniforms.displacementScale.value = material.displacementScale;
  14777. uniforms.displacementBias.value = material.displacementBias;
  14778. }
  14779. uniforms.referencePosition.value.copy( material.referencePosition );
  14780. uniforms.nearDistance.value = material.nearDistance;
  14781. uniforms.farDistance.value = material.farDistance;
  14782. }
  14783. function refreshUniformsNormal( uniforms, material ) {
  14784. if ( material.bumpMap ) {
  14785. uniforms.bumpMap.value = material.bumpMap;
  14786. uniforms.bumpScale.value = material.bumpScale;
  14787. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14788. }
  14789. if ( material.normalMap ) {
  14790. uniforms.normalMap.value = material.normalMap;
  14791. uniforms.normalScale.value.copy( material.normalScale );
  14792. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14793. }
  14794. if ( material.displacementMap ) {
  14795. uniforms.displacementMap.value = material.displacementMap;
  14796. uniforms.displacementScale.value = material.displacementScale;
  14797. uniforms.displacementBias.value = material.displacementBias;
  14798. }
  14799. }
  14800. return {
  14801. refreshFogUniforms: refreshFogUniforms,
  14802. refreshMaterialUniforms: refreshMaterialUniforms
  14803. };
  14804. }
  14805. /**
  14806. * @author supereggbert / http://www.paulbrunt.co.uk/
  14807. * @author mrdoob / http://mrdoob.com/
  14808. * @author alteredq / http://alteredqualia.com/
  14809. * @author szimek / https://github.com/szimek/
  14810. * @author tschw
  14811. */
  14812. function WebGLRenderer( parameters ) {
  14813. parameters = parameters || {};
  14814. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14815. _context = parameters.context !== undefined ? parameters.context : null,
  14816. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14817. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14818. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14819. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14820. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14821. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14822. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14823. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14824. var currentRenderList = null;
  14825. var currentRenderState = null;
  14826. // public properties
  14827. this.domElement = _canvas;
  14828. // Debug configuration container
  14829. this.debug = {
  14830. /**
  14831. * Enables error checking and reporting when shader programs are being compiled
  14832. * @type {boolean}
  14833. */
  14834. checkShaderErrors: true
  14835. };
  14836. // clearing
  14837. this.autoClear = true;
  14838. this.autoClearColor = true;
  14839. this.autoClearDepth = true;
  14840. this.autoClearStencil = true;
  14841. // scene graph
  14842. this.sortObjects = true;
  14843. // user-defined clipping
  14844. this.clippingPlanes = [];
  14845. this.localClippingEnabled = false;
  14846. // physically based shading
  14847. this.gammaFactor = 2.0; // for backwards compatibility
  14848. this.outputEncoding = LinearEncoding;
  14849. // physical lights
  14850. this.physicallyCorrectLights = false;
  14851. // tone mapping
  14852. this.toneMapping = NoToneMapping;
  14853. this.toneMappingExposure = 1.0;
  14854. // morphs
  14855. this.maxMorphTargets = 8;
  14856. this.maxMorphNormals = 4;
  14857. // internal properties
  14858. var _this = this;
  14859. var _isContextLost = false;
  14860. // internal state cache
  14861. var _framebuffer = null;
  14862. var _currentActiveCubeFace = 0;
  14863. var _currentActiveMipmapLevel = 0;
  14864. var _currentRenderTarget = null;
  14865. var _currentFramebuffer = null;
  14866. var _currentMaterialId = - 1;
  14867. var _currentCamera = null;
  14868. var _currentArrayCamera = null;
  14869. var _currentViewport = new Vector4();
  14870. var _currentScissor = new Vector4();
  14871. var _currentScissorTest = null;
  14872. //
  14873. var _width = _canvas.width;
  14874. var _height = _canvas.height;
  14875. var _pixelRatio = 1;
  14876. var _opaqueSort = null;
  14877. var _transparentSort = null;
  14878. var _viewport = new Vector4( 0, 0, _width, _height );
  14879. var _scissor = new Vector4( 0, 0, _width, _height );
  14880. var _scissorTest = false;
  14881. // frustum
  14882. var _frustum = new Frustum();
  14883. // clipping
  14884. var _clipping = new WebGLClipping();
  14885. var _clippingEnabled = false;
  14886. var _localClippingEnabled = false;
  14887. // camera matrices cache
  14888. var _projScreenMatrix = new Matrix4();
  14889. var _vector3 = new Vector3();
  14890. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14891. function getTargetPixelRatio() {
  14892. return _currentRenderTarget === null ? _pixelRatio : 1;
  14893. }
  14894. // initialize
  14895. var _gl = _context;
  14896. function getContext( contextNames, contextAttributes ) {
  14897. for ( var i = 0; i < contextNames.length; i ++ ) {
  14898. var contextName = contextNames[ i ];
  14899. var context = _canvas.getContext( contextName, contextAttributes );
  14900. if ( context !== null ) { return context; }
  14901. }
  14902. return null;
  14903. }
  14904. try {
  14905. var contextAttributes = {
  14906. alpha: _alpha,
  14907. depth: _depth,
  14908. stencil: _stencil,
  14909. antialias: _antialias,
  14910. premultipliedAlpha: _premultipliedAlpha,
  14911. preserveDrawingBuffer: _preserveDrawingBuffer,
  14912. powerPreference: _powerPreference,
  14913. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14914. };
  14915. // event listeners must be registered before WebGL context is created, see #12753
  14916. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14917. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14918. if ( _gl === null ) {
  14919. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14920. if ( _this.isWebGL1Renderer === true ) {
  14921. contextNames.shift();
  14922. }
  14923. _gl = getContext( contextNames, contextAttributes );
  14924. if ( _gl === null ) {
  14925. if ( getContext( contextNames ) ) {
  14926. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14927. } else {
  14928. throw new Error( 'Error creating WebGL context.' );
  14929. }
  14930. }
  14931. }
  14932. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14933. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14934. _gl.getShaderPrecisionFormat = function () {
  14935. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14936. };
  14937. }
  14938. } catch ( error ) {
  14939. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14940. throw error;
  14941. }
  14942. var extensions, capabilities, state, info;
  14943. var properties, textures, attributes, geometries, objects;
  14944. var programCache, materials, renderLists, renderStates;
  14945. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14946. var utils, bindingStates;
  14947. function initGLContext() {
  14948. extensions = new WebGLExtensions( _gl );
  14949. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14950. if ( capabilities.isWebGL2 === false ) {
  14951. extensions.get( 'WEBGL_depth_texture' );
  14952. extensions.get( 'OES_texture_float' );
  14953. extensions.get( 'OES_texture_half_float' );
  14954. extensions.get( 'OES_texture_half_float_linear' );
  14955. extensions.get( 'OES_standard_derivatives' );
  14956. extensions.get( 'OES_element_index_uint' );
  14957. extensions.get( 'OES_vertex_array_object' );
  14958. extensions.get( 'ANGLE_instanced_arrays' );
  14959. }
  14960. extensions.get( 'OES_texture_float_linear' );
  14961. utils = new WebGLUtils( _gl, extensions, capabilities );
  14962. state = new WebGLState( _gl, extensions, capabilities );
  14963. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14964. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14965. info = new WebGLInfo( _gl );
  14966. properties = new WebGLProperties();
  14967. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14968. attributes = new WebGLAttributes( _gl, capabilities );
  14969. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  14970. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  14971. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14972. morphtargets = new WebGLMorphtargets( _gl );
  14973. programCache = new WebGLPrograms( _this, extensions, capabilities, bindingStates );
  14974. materials = new WebGLMaterials( properties );
  14975. renderLists = new WebGLRenderLists();
  14976. renderStates = new WebGLRenderStates();
  14977. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14978. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14979. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14980. info.programs = programCache.programs;
  14981. _this.capabilities = capabilities;
  14982. _this.extensions = extensions;
  14983. _this.properties = properties;
  14984. _this.renderLists = renderLists;
  14985. _this.state = state;
  14986. _this.info = info;
  14987. }
  14988. initGLContext();
  14989. // xr
  14990. var xr = new WebXRManager( _this, _gl );
  14991. this.xr = xr;
  14992. // shadow map
  14993. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14994. this.shadowMap = shadowMap;
  14995. // API
  14996. this.getContext = function () {
  14997. return _gl;
  14998. };
  14999. this.getContextAttributes = function () {
  15000. return _gl.getContextAttributes();
  15001. };
  15002. this.forceContextLoss = function () {
  15003. var extension = extensions.get( 'WEBGL_lose_context' );
  15004. if ( extension ) { extension.loseContext(); }
  15005. };
  15006. this.forceContextRestore = function () {
  15007. var extension = extensions.get( 'WEBGL_lose_context' );
  15008. if ( extension ) { extension.restoreContext(); }
  15009. };
  15010. this.getPixelRatio = function () {
  15011. return _pixelRatio;
  15012. };
  15013. this.setPixelRatio = function ( value ) {
  15014. if ( value === undefined ) { return; }
  15015. _pixelRatio = value;
  15016. this.setSize( _width, _height, false );
  15017. };
  15018. this.getSize = function ( target ) {
  15019. if ( target === undefined ) {
  15020. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  15021. target = new Vector2();
  15022. }
  15023. return target.set( _width, _height );
  15024. };
  15025. this.setSize = function ( width, height, updateStyle ) {
  15026. if ( xr.isPresenting ) {
  15027. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  15028. return;
  15029. }
  15030. _width = width;
  15031. _height = height;
  15032. _canvas.width = Math.floor( width * _pixelRatio );
  15033. _canvas.height = Math.floor( height * _pixelRatio );
  15034. if ( updateStyle !== false ) {
  15035. _canvas.style.width = width + 'px';
  15036. _canvas.style.height = height + 'px';
  15037. }
  15038. this.setViewport( 0, 0, width, height );
  15039. };
  15040. this.getDrawingBufferSize = function ( target ) {
  15041. if ( target === undefined ) {
  15042. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  15043. target = new Vector2();
  15044. }
  15045. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  15046. };
  15047. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  15048. _width = width;
  15049. _height = height;
  15050. _pixelRatio = pixelRatio;
  15051. _canvas.width = Math.floor( width * pixelRatio );
  15052. _canvas.height = Math.floor( height * pixelRatio );
  15053. this.setViewport( 0, 0, width, height );
  15054. };
  15055. this.getCurrentViewport = function ( target ) {
  15056. if ( target === undefined ) {
  15057. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  15058. target = new Vector4();
  15059. }
  15060. return target.copy( _currentViewport );
  15061. };
  15062. this.getViewport = function ( target ) {
  15063. return target.copy( _viewport );
  15064. };
  15065. this.setViewport = function ( x, y, width, height ) {
  15066. if ( x.isVector4 ) {
  15067. _viewport.set( x.x, x.y, x.z, x.w );
  15068. } else {
  15069. _viewport.set( x, y, width, height );
  15070. }
  15071. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  15072. };
  15073. this.getScissor = function ( target ) {
  15074. return target.copy( _scissor );
  15075. };
  15076. this.setScissor = function ( x, y, width, height ) {
  15077. if ( x.isVector4 ) {
  15078. _scissor.set( x.x, x.y, x.z, x.w );
  15079. } else {
  15080. _scissor.set( x, y, width, height );
  15081. }
  15082. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  15083. };
  15084. this.getScissorTest = function () {
  15085. return _scissorTest;
  15086. };
  15087. this.setScissorTest = function ( boolean ) {
  15088. state.setScissorTest( _scissorTest = boolean );
  15089. };
  15090. this.setOpaqueSort = function ( method ) {
  15091. _opaqueSort = method;
  15092. };
  15093. this.setTransparentSort = function ( method ) {
  15094. _transparentSort = method;
  15095. };
  15096. // Clearing
  15097. this.getClearColor = function () {
  15098. return background.getClearColor();
  15099. };
  15100. this.setClearColor = function () {
  15101. background.setClearColor.apply( background, arguments );
  15102. };
  15103. this.getClearAlpha = function () {
  15104. return background.getClearAlpha();
  15105. };
  15106. this.setClearAlpha = function () {
  15107. background.setClearAlpha.apply( background, arguments );
  15108. };
  15109. this.clear = function ( color, depth, stencil ) {
  15110. var bits = 0;
  15111. if ( color === undefined || color ) { bits |= 16384; }
  15112. if ( depth === undefined || depth ) { bits |= 256; }
  15113. if ( stencil === undefined || stencil ) { bits |= 1024; }
  15114. _gl.clear( bits );
  15115. };
  15116. this.clearColor = function () {
  15117. this.clear( true, false, false );
  15118. };
  15119. this.clearDepth = function () {
  15120. this.clear( false, true, false );
  15121. };
  15122. this.clearStencil = function () {
  15123. this.clear( false, false, true );
  15124. };
  15125. //
  15126. this.dispose = function () {
  15127. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  15128. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  15129. renderLists.dispose();
  15130. renderStates.dispose();
  15131. properties.dispose();
  15132. objects.dispose();
  15133. bindingStates.dispose();
  15134. xr.dispose();
  15135. animation.stop();
  15136. };
  15137. // Events
  15138. function onContextLost( event ) {
  15139. event.preventDefault();
  15140. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  15141. _isContextLost = true;
  15142. }
  15143. function onContextRestore( /* event */ ) {
  15144. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  15145. _isContextLost = false;
  15146. initGLContext();
  15147. }
  15148. function onMaterialDispose( event ) {
  15149. var material = event.target;
  15150. material.removeEventListener( 'dispose', onMaterialDispose );
  15151. deallocateMaterial( material );
  15152. }
  15153. // Buffer deallocation
  15154. function deallocateMaterial( material ) {
  15155. releaseMaterialProgramReference( material );
  15156. properties.remove( material );
  15157. }
  15158. function releaseMaterialProgramReference( material ) {
  15159. var programInfo = properties.get( material ).program;
  15160. material.program = undefined;
  15161. if ( programInfo !== undefined ) {
  15162. programCache.releaseProgram( programInfo );
  15163. }
  15164. }
  15165. // Buffer rendering
  15166. function renderObjectImmediate( object, program ) {
  15167. object.render( function ( object ) {
  15168. _this.renderBufferImmediate( object, program );
  15169. } );
  15170. }
  15171. this.renderBufferImmediate = function ( object, program ) {
  15172. bindingStates.initAttributes();
  15173. var buffers = properties.get( object );
  15174. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  15175. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  15176. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  15177. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  15178. var programAttributes = program.getAttributes();
  15179. if ( object.hasPositions ) {
  15180. _gl.bindBuffer( 34962, buffers.position );
  15181. _gl.bufferData( 34962, object.positionArray, 35048 );
  15182. bindingStates.enableAttribute( programAttributes.position );
  15183. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  15184. }
  15185. if ( object.hasNormals ) {
  15186. _gl.bindBuffer( 34962, buffers.normal );
  15187. _gl.bufferData( 34962, object.normalArray, 35048 );
  15188. bindingStates.enableAttribute( programAttributes.normal );
  15189. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  15190. }
  15191. if ( object.hasUvs ) {
  15192. _gl.bindBuffer( 34962, buffers.uv );
  15193. _gl.bufferData( 34962, object.uvArray, 35048 );
  15194. bindingStates.enableAttribute( programAttributes.uv );
  15195. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  15196. }
  15197. if ( object.hasColors ) {
  15198. _gl.bindBuffer( 34962, buffers.color );
  15199. _gl.bufferData( 34962, object.colorArray, 35048 );
  15200. bindingStates.enableAttribute( programAttributes.color );
  15201. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  15202. }
  15203. bindingStates.disableUnusedAttributes();
  15204. _gl.drawArrays( 4, 0, object.count );
  15205. object.count = 0;
  15206. };
  15207. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  15208. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  15209. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  15210. var program = setProgram( camera, scene, material, object );
  15211. state.setMaterial( material, frontFaceCW );
  15212. //
  15213. var index = geometry.index;
  15214. var position = geometry.attributes.position;
  15215. //
  15216. if ( index === null ) {
  15217. if ( position === undefined || position.count === 0 ) { return; }
  15218. } else if ( index.count === 0 ) {
  15219. return;
  15220. }
  15221. //
  15222. var rangeFactor = 1;
  15223. if ( material.wireframe === true ) {
  15224. index = geometries.getWireframeAttribute( geometry );
  15225. rangeFactor = 2;
  15226. }
  15227. if ( material.morphTargets || material.morphNormals ) {
  15228. morphtargets.update( object, geometry, material, program );
  15229. }
  15230. bindingStates.setup( object, material, program, geometry, index );
  15231. var attribute;
  15232. var renderer = bufferRenderer;
  15233. if ( index !== null ) {
  15234. attribute = attributes.get( index );
  15235. renderer = indexedBufferRenderer;
  15236. renderer.setIndex( attribute );
  15237. }
  15238. //
  15239. var dataCount = ( index !== null ) ? index.count : position.count;
  15240. var rangeStart = geometry.drawRange.start * rangeFactor;
  15241. var rangeCount = geometry.drawRange.count * rangeFactor;
  15242. var groupStart = group !== null ? group.start * rangeFactor : 0;
  15243. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15244. var drawStart = Math.max( rangeStart, groupStart );
  15245. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  15246. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  15247. if ( drawCount === 0 ) { return; }
  15248. //
  15249. if ( object.isMesh ) {
  15250. if ( material.wireframe === true ) {
  15251. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  15252. renderer.setMode( 1 );
  15253. } else {
  15254. renderer.setMode( 4 );
  15255. }
  15256. } else if ( object.isLine ) {
  15257. var lineWidth = material.linewidth;
  15258. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  15259. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  15260. if ( object.isLineSegments ) {
  15261. renderer.setMode( 1 );
  15262. } else if ( object.isLineLoop ) {
  15263. renderer.setMode( 2 );
  15264. } else {
  15265. renderer.setMode( 3 );
  15266. }
  15267. } else if ( object.isPoints ) {
  15268. renderer.setMode( 0 );
  15269. } else if ( object.isSprite ) {
  15270. renderer.setMode( 4 );
  15271. }
  15272. if ( object.isInstancedMesh ) {
  15273. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  15274. } else if ( geometry.isInstancedBufferGeometry ) {
  15275. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15276. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  15277. } else {
  15278. renderer.render( drawStart, drawCount );
  15279. }
  15280. };
  15281. // Compile
  15282. this.compile = function ( scene, camera ) {
  15283. currentRenderState = renderStates.get( scene, camera );
  15284. currentRenderState.init();
  15285. scene.traverse( function ( object ) {
  15286. if ( object.isLight ) {
  15287. currentRenderState.pushLight( object );
  15288. if ( object.castShadow ) {
  15289. currentRenderState.pushShadow( object );
  15290. }
  15291. }
  15292. } );
  15293. currentRenderState.setupLights( camera );
  15294. var compiled = new WeakMap();
  15295. scene.traverse( function ( object ) {
  15296. var material = object.material;
  15297. if ( material ) {
  15298. if ( Array.isArray( material ) ) {
  15299. for ( var i = 0; i < material.length; i ++ ) {
  15300. var material2 = material[ i ];
  15301. if ( compiled.has( material2 ) === false ) {
  15302. initMaterial( material2, scene, object );
  15303. compiled.set( material2 );
  15304. }
  15305. }
  15306. } else if ( compiled.has( material ) === false ) {
  15307. initMaterial( material, scene, object );
  15308. compiled.set( material );
  15309. }
  15310. }
  15311. } );
  15312. };
  15313. // Animation Loop
  15314. var onAnimationFrameCallback = null;
  15315. function onAnimationFrame( time ) {
  15316. if ( xr.isPresenting ) { return; }
  15317. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15318. }
  15319. var animation = new WebGLAnimation();
  15320. animation.setAnimationLoop( onAnimationFrame );
  15321. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15322. this.setAnimationLoop = function ( callback ) {
  15323. onAnimationFrameCallback = callback;
  15324. xr.setAnimationLoop( callback );
  15325. ( callback === null ) ? animation.stop() : animation.start();
  15326. };
  15327. // Rendering
  15328. this.render = function ( scene, camera ) {
  15329. var renderTarget, forceClear;
  15330. if ( arguments[ 2 ] !== undefined ) {
  15331. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15332. renderTarget = arguments[ 2 ];
  15333. }
  15334. if ( arguments[ 3 ] !== undefined ) {
  15335. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15336. forceClear = arguments[ 3 ];
  15337. }
  15338. if ( camera !== undefined && camera.isCamera !== true ) {
  15339. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15340. return;
  15341. }
  15342. if ( _isContextLost === true ) { return; }
  15343. // reset caching for this frame
  15344. bindingStates.resetDefaultState();
  15345. _currentMaterialId = - 1;
  15346. _currentCamera = null;
  15347. // update scene graph
  15348. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15349. // update camera matrices and frustum
  15350. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15351. if ( xr.enabled === true && xr.isPresenting === true ) {
  15352. camera = xr.getCamera( camera );
  15353. }
  15354. //
  15355. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15356. currentRenderState = renderStates.get( scene, camera );
  15357. currentRenderState.init();
  15358. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15359. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15360. _localClippingEnabled = this.localClippingEnabled;
  15361. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15362. currentRenderList = renderLists.get( scene, camera );
  15363. currentRenderList.init();
  15364. projectObject( scene, camera, 0, _this.sortObjects );
  15365. currentRenderList.finish();
  15366. if ( _this.sortObjects === true ) {
  15367. currentRenderList.sort( _opaqueSort, _transparentSort );
  15368. }
  15369. //
  15370. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15371. var shadowsArray = currentRenderState.state.shadowsArray;
  15372. shadowMap.render( shadowsArray, scene, camera );
  15373. currentRenderState.setupLights( camera );
  15374. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15375. //
  15376. if ( this.info.autoReset === true ) { this.info.reset(); }
  15377. if ( renderTarget !== undefined ) {
  15378. this.setRenderTarget( renderTarget );
  15379. }
  15380. //
  15381. background.render( currentRenderList, scene, camera, forceClear );
  15382. // render scene
  15383. var opaqueObjects = currentRenderList.opaque;
  15384. var transparentObjects = currentRenderList.transparent;
  15385. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15386. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15387. //
  15388. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15389. //
  15390. if ( _currentRenderTarget !== null ) {
  15391. // Generate mipmap if we're using any kind of mipmap filtering
  15392. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15393. // resolve multisample renderbuffers to a single-sample texture if necessary
  15394. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15395. }
  15396. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15397. state.buffers.depth.setTest( true );
  15398. state.buffers.depth.setMask( true );
  15399. state.buffers.color.setMask( true );
  15400. state.setPolygonOffset( false );
  15401. // _gl.finish();
  15402. currentRenderList = null;
  15403. currentRenderState = null;
  15404. };
  15405. function projectObject( object, camera, groupOrder, sortObjects ) {
  15406. if ( object.visible === false ) { return; }
  15407. var visible = object.layers.test( camera.layers );
  15408. if ( visible ) {
  15409. if ( object.isGroup ) {
  15410. groupOrder = object.renderOrder;
  15411. } else if ( object.isLOD ) {
  15412. if ( object.autoUpdate === true ) { object.update( camera ); }
  15413. } else if ( object.isLight ) {
  15414. currentRenderState.pushLight( object );
  15415. if ( object.castShadow ) {
  15416. currentRenderState.pushShadow( object );
  15417. }
  15418. } else if ( object.isSprite ) {
  15419. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15420. if ( sortObjects ) {
  15421. _vector3.setFromMatrixPosition( object.matrixWorld )
  15422. .applyMatrix4( _projScreenMatrix );
  15423. }
  15424. var geometry = objects.update( object );
  15425. var material = object.material;
  15426. if ( material.visible ) {
  15427. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15428. }
  15429. }
  15430. } else if ( object.isImmediateRenderObject ) {
  15431. if ( sortObjects ) {
  15432. _vector3.setFromMatrixPosition( object.matrixWorld )
  15433. .applyMatrix4( _projScreenMatrix );
  15434. }
  15435. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15436. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15437. if ( object.isSkinnedMesh ) {
  15438. // update skeleton only once in a frame
  15439. if ( object.skeleton.frame !== info.render.frame ) {
  15440. object.skeleton.update();
  15441. object.skeleton.frame = info.render.frame;
  15442. }
  15443. }
  15444. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15445. if ( sortObjects ) {
  15446. _vector3.setFromMatrixPosition( object.matrixWorld )
  15447. .applyMatrix4( _projScreenMatrix );
  15448. }
  15449. var geometry$1 = objects.update( object );
  15450. var material$1 = object.material;
  15451. if ( Array.isArray( material$1 ) ) {
  15452. var groups = geometry$1.groups;
  15453. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15454. var group = groups[ i ];
  15455. var groupMaterial = material$1[ group.materialIndex ];
  15456. if ( groupMaterial && groupMaterial.visible ) {
  15457. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15458. }
  15459. }
  15460. } else if ( material$1.visible ) {
  15461. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15462. }
  15463. }
  15464. }
  15465. }
  15466. var children = object.children;
  15467. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15468. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15469. }
  15470. }
  15471. function renderObjects( renderList, scene, camera ) {
  15472. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15473. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15474. var renderItem = renderList[ i ];
  15475. var object = renderItem.object;
  15476. var geometry = renderItem.geometry;
  15477. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15478. var group = renderItem.group;
  15479. if ( camera.isArrayCamera ) {
  15480. _currentArrayCamera = camera;
  15481. var cameras = camera.cameras;
  15482. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15483. var camera2 = cameras[ j ];
  15484. if ( object.layers.test( camera2.layers ) ) {
  15485. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15486. currentRenderState.setupLights( camera2 );
  15487. renderObject( object, scene, camera2, geometry, material, group );
  15488. }
  15489. }
  15490. } else {
  15491. _currentArrayCamera = null;
  15492. renderObject( object, scene, camera, geometry, material, group );
  15493. }
  15494. }
  15495. }
  15496. function renderObject( object, scene, camera, geometry, material, group ) {
  15497. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15498. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15499. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15500. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15501. if ( object.isImmediateRenderObject ) {
  15502. var program = setProgram( camera, scene, material, object );
  15503. state.setMaterial( material );
  15504. bindingStates.reset();
  15505. renderObjectImmediate( object, program );
  15506. } else {
  15507. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15508. }
  15509. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15510. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15511. }
  15512. function initMaterial( material, scene, object ) {
  15513. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15514. var materialProperties = properties.get( material );
  15515. var lights = currentRenderState.state.lights;
  15516. var shadowsArray = currentRenderState.state.shadowsArray;
  15517. var lightsStateVersion = lights.state.version;
  15518. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15519. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15520. var program = materialProperties.program;
  15521. var programChange = true;
  15522. if ( program === undefined ) {
  15523. // new material
  15524. material.addEventListener( 'dispose', onMaterialDispose );
  15525. } else if ( program.cacheKey !== programCacheKey ) {
  15526. // changed glsl or parameters
  15527. releaseMaterialProgramReference( material );
  15528. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15529. materialProperties.lightsStateVersion = lightsStateVersion;
  15530. programChange = false;
  15531. } else if ( parameters.shaderID !== undefined ) {
  15532. // same glsl and uniform list
  15533. return;
  15534. } else {
  15535. // only rebuild uniform list
  15536. programChange = false;
  15537. }
  15538. if ( programChange ) {
  15539. program = programCache.acquireProgram( parameters, programCacheKey );
  15540. materialProperties.program = program;
  15541. materialProperties.uniforms = parameters.uniforms;
  15542. materialProperties.outputEncoding = parameters.outputEncoding;
  15543. material.program = program;
  15544. }
  15545. var programAttributes = program.getAttributes();
  15546. if ( material.morphTargets ) {
  15547. material.numSupportedMorphTargets = 0;
  15548. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15549. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15550. material.numSupportedMorphTargets ++;
  15551. }
  15552. }
  15553. }
  15554. if ( material.morphNormals ) {
  15555. material.numSupportedMorphNormals = 0;
  15556. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15557. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15558. material.numSupportedMorphNormals ++;
  15559. }
  15560. }
  15561. }
  15562. var uniforms = materialProperties.uniforms;
  15563. if ( ! material.isShaderMaterial &&
  15564. ! material.isRawShaderMaterial ||
  15565. material.clipping === true ) {
  15566. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15567. materialProperties.numIntersection = _clipping.numIntersection;
  15568. uniforms.clippingPlanes = _clipping.uniform;
  15569. }
  15570. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15571. materialProperties.fog = scene.fog;
  15572. // store the light setup it was created for
  15573. materialProperties.needsLights = materialNeedsLights( material );
  15574. materialProperties.lightsStateVersion = lightsStateVersion;
  15575. if ( materialProperties.needsLights ) {
  15576. // wire up the material to this renderer's lighting state
  15577. uniforms.ambientLightColor.value = lights.state.ambient;
  15578. uniforms.lightProbe.value = lights.state.probe;
  15579. uniforms.directionalLights.value = lights.state.directional;
  15580. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15581. uniforms.spotLights.value = lights.state.spot;
  15582. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15583. uniforms.rectAreaLights.value = lights.state.rectArea;
  15584. uniforms.pointLights.value = lights.state.point;
  15585. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15586. uniforms.hemisphereLights.value = lights.state.hemi;
  15587. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15588. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15589. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15590. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15591. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15592. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15593. // TODO (abelnation): add area lights shadow info to uniforms
  15594. }
  15595. var progUniforms = materialProperties.program.getUniforms(),
  15596. uniformsList =
  15597. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15598. materialProperties.uniformsList = uniformsList;
  15599. }
  15600. function setProgram( camera, scene, material, object ) {
  15601. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15602. textures.resetTextureUnits();
  15603. var fog = scene.fog;
  15604. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15605. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15606. var materialProperties = properties.get( material );
  15607. var lights = currentRenderState.state.lights;
  15608. if ( _clippingEnabled === true ) {
  15609. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15610. var useCache =
  15611. camera === _currentCamera &&
  15612. material.id === _currentMaterialId;
  15613. // we might want to call this function with some ClippingGroup
  15614. // object instead of the material, once it becomes feasible
  15615. // (#8465, #8379)
  15616. _clipping.setState(
  15617. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15618. camera, materialProperties, useCache );
  15619. }
  15620. }
  15621. if ( material.version === materialProperties.__version ) {
  15622. if ( materialProperties.program === undefined ) {
  15623. initMaterial( material, scene, object );
  15624. } else if ( material.fog && materialProperties.fog !== fog ) {
  15625. initMaterial( material, scene, object );
  15626. } else if ( materialProperties.environment !== environment ) {
  15627. initMaterial( material, scene, object );
  15628. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15629. initMaterial( material, scene, object );
  15630. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15631. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15632. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15633. initMaterial( material, scene, object );
  15634. } else if ( materialProperties.outputEncoding !== encoding ) {
  15635. initMaterial( material, scene, object );
  15636. }
  15637. } else {
  15638. initMaterial( material, scene, object );
  15639. materialProperties.__version = material.version;
  15640. }
  15641. var refreshProgram = false;
  15642. var refreshMaterial = false;
  15643. var refreshLights = false;
  15644. var program = materialProperties.program,
  15645. p_uniforms = program.getUniforms(),
  15646. m_uniforms = materialProperties.uniforms;
  15647. if ( state.useProgram( program.program ) ) {
  15648. refreshProgram = true;
  15649. refreshMaterial = true;
  15650. refreshLights = true;
  15651. }
  15652. if ( material.id !== _currentMaterialId ) {
  15653. _currentMaterialId = material.id;
  15654. refreshMaterial = true;
  15655. }
  15656. if ( refreshProgram || _currentCamera !== camera ) {
  15657. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15658. if ( capabilities.logarithmicDepthBuffer ) {
  15659. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15660. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15661. }
  15662. if ( _currentCamera !== camera ) {
  15663. _currentCamera = camera;
  15664. // lighting uniforms depend on the camera so enforce an update
  15665. // now, in case this material supports lights - or later, when
  15666. // the next material that does gets activated:
  15667. refreshMaterial = true; // set to true on material change
  15668. refreshLights = true; // remains set until update done
  15669. }
  15670. // load material specific uniforms
  15671. // (shader material also gets them for the sake of genericity)
  15672. if ( material.isShaderMaterial ||
  15673. material.isMeshPhongMaterial ||
  15674. material.isMeshToonMaterial ||
  15675. material.isMeshStandardMaterial ||
  15676. material.envMap ) {
  15677. var uCamPos = p_uniforms.map.cameraPosition;
  15678. if ( uCamPos !== undefined ) {
  15679. uCamPos.setValue( _gl,
  15680. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15681. }
  15682. }
  15683. if ( material.isMeshPhongMaterial ||
  15684. material.isMeshToonMaterial ||
  15685. material.isMeshLambertMaterial ||
  15686. material.isMeshBasicMaterial ||
  15687. material.isMeshStandardMaterial ||
  15688. material.isShaderMaterial ) {
  15689. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15690. }
  15691. if ( material.isMeshPhongMaterial ||
  15692. material.isMeshToonMaterial ||
  15693. material.isMeshLambertMaterial ||
  15694. material.isMeshBasicMaterial ||
  15695. material.isMeshStandardMaterial ||
  15696. material.isShaderMaterial ||
  15697. material.isShadowMaterial ||
  15698. material.skinning ) {
  15699. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15700. }
  15701. }
  15702. // skinning uniforms must be set even if material didn't change
  15703. // auto-setting of texture unit for bone texture must go before other textures
  15704. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15705. if ( material.skinning ) {
  15706. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15707. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15708. var skeleton = object.skeleton;
  15709. if ( skeleton ) {
  15710. var bones = skeleton.bones;
  15711. if ( capabilities.floatVertexTextures ) {
  15712. if ( skeleton.boneTexture === undefined ) {
  15713. // layout (1 matrix = 4 pixels)
  15714. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15715. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15716. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15717. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15718. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15719. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15720. size = MathUtils.ceilPowerOfTwo( size );
  15721. size = Math.max( size, 4 );
  15722. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15723. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15724. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15725. skeleton.boneMatrices = boneMatrices;
  15726. skeleton.boneTexture = boneTexture;
  15727. skeleton.boneTextureSize = size;
  15728. }
  15729. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15730. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15731. } else {
  15732. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15733. }
  15734. }
  15735. }
  15736. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15737. materialProperties.receiveShadow = object.receiveShadow;
  15738. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15739. }
  15740. if ( refreshMaterial ) {
  15741. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15742. if ( materialProperties.needsLights ) {
  15743. // the current material requires lighting info
  15744. // note: all lighting uniforms are always set correctly
  15745. // they simply reference the renderer's state for their
  15746. // values
  15747. //
  15748. // use the current material's .needsUpdate flags to set
  15749. // the GL state when required
  15750. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15751. }
  15752. // refresh uniforms common to several materials
  15753. if ( fog && material.fog ) {
  15754. materials.refreshFogUniforms( m_uniforms, fog );
  15755. }
  15756. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15757. // RectAreaLight Texture
  15758. // TODO (mrdoob): Find a nicer implementation
  15759. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15760. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15761. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15762. }
  15763. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15764. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15765. material.uniformsNeedUpdate = false;
  15766. }
  15767. if ( material.isSpriteMaterial ) {
  15768. p_uniforms.setValue( _gl, 'center', object.center );
  15769. }
  15770. // common matrices
  15771. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15772. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15773. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15774. return program;
  15775. }
  15776. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15777. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15778. uniforms.ambientLightColor.needsUpdate = value;
  15779. uniforms.lightProbe.needsUpdate = value;
  15780. uniforms.directionalLights.needsUpdate = value;
  15781. uniforms.directionalLightShadows.needsUpdate = value;
  15782. uniforms.pointLights.needsUpdate = value;
  15783. uniforms.pointLightShadows.needsUpdate = value;
  15784. uniforms.spotLights.needsUpdate = value;
  15785. uniforms.spotLightShadows.needsUpdate = value;
  15786. uniforms.rectAreaLights.needsUpdate = value;
  15787. uniforms.hemisphereLights.needsUpdate = value;
  15788. }
  15789. function materialNeedsLights( material ) {
  15790. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15791. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15792. ( material.isShaderMaterial && material.lights === true );
  15793. }
  15794. //
  15795. this.setFramebuffer = function ( value ) {
  15796. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15797. _framebuffer = value;
  15798. };
  15799. this.getActiveCubeFace = function () {
  15800. return _currentActiveCubeFace;
  15801. };
  15802. this.getActiveMipmapLevel = function () {
  15803. return _currentActiveMipmapLevel;
  15804. };
  15805. this.getRenderTarget = function () {
  15806. return _currentRenderTarget;
  15807. };
  15808. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15809. _currentRenderTarget = renderTarget;
  15810. _currentActiveCubeFace = activeCubeFace;
  15811. _currentActiveMipmapLevel = activeMipmapLevel;
  15812. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15813. textures.setupRenderTarget( renderTarget );
  15814. }
  15815. var framebuffer = _framebuffer;
  15816. var isCube = false;
  15817. if ( renderTarget ) {
  15818. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15819. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15820. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15821. isCube = true;
  15822. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15823. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15824. } else {
  15825. framebuffer = _webglFramebuffer;
  15826. }
  15827. _currentViewport.copy( renderTarget.viewport );
  15828. _currentScissor.copy( renderTarget.scissor );
  15829. _currentScissorTest = renderTarget.scissorTest;
  15830. } else {
  15831. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15832. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15833. _currentScissorTest = _scissorTest;
  15834. }
  15835. if ( _currentFramebuffer !== framebuffer ) {
  15836. _gl.bindFramebuffer( 36160, framebuffer );
  15837. _currentFramebuffer = framebuffer;
  15838. }
  15839. state.viewport( _currentViewport );
  15840. state.scissor( _currentScissor );
  15841. state.setScissorTest( _currentScissorTest );
  15842. if ( isCube ) {
  15843. var textureProperties = properties.get( renderTarget.texture );
  15844. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15845. }
  15846. };
  15847. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15848. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15849. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15850. return;
  15851. }
  15852. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15853. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15854. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15855. }
  15856. if ( framebuffer ) {
  15857. var restore = false;
  15858. if ( framebuffer !== _currentFramebuffer ) {
  15859. _gl.bindFramebuffer( 36160, framebuffer );
  15860. restore = true;
  15861. }
  15862. try {
  15863. var texture = renderTarget.texture;
  15864. var textureFormat = texture.format;
  15865. var textureType = texture.type;
  15866. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15867. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15868. return;
  15869. }
  15870. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15871. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15872. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15873. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15874. return;
  15875. }
  15876. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15877. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15878. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15879. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15880. }
  15881. } else {
  15882. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15883. }
  15884. } finally {
  15885. if ( restore ) {
  15886. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15887. }
  15888. }
  15889. }
  15890. };
  15891. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15892. if ( level === undefined ) { level = 0; }
  15893. var levelScale = Math.pow( 2, - level );
  15894. var width = Math.floor( texture.image.width * levelScale );
  15895. var height = Math.floor( texture.image.height * levelScale );
  15896. var glFormat = utils.convert( texture.format );
  15897. textures.setTexture2D( texture, 0 );
  15898. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15899. state.unbindTexture();
  15900. };
  15901. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15902. if ( level === undefined ) { level = 0; }
  15903. var width = srcTexture.image.width;
  15904. var height = srcTexture.image.height;
  15905. var glFormat = utils.convert( dstTexture.format );
  15906. var glType = utils.convert( dstTexture.type );
  15907. textures.setTexture2D( dstTexture, 0 );
  15908. if ( srcTexture.isDataTexture ) {
  15909. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15910. } else {
  15911. if ( srcTexture.isCompressedTexture ) {
  15912. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15913. } else {
  15914. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15915. }
  15916. }
  15917. // Generate mipmaps only when copying level 0
  15918. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15919. state.unbindTexture();
  15920. };
  15921. this.initTexture = function ( texture ) {
  15922. textures.setTexture2D( texture, 0 );
  15923. state.unbindTexture();
  15924. };
  15925. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15926. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15927. }
  15928. }
  15929. /**
  15930. * @author Mugen87 / https://github.com/Mugen87
  15931. */
  15932. function WebGL1Renderer( parameters ) {
  15933. WebGLRenderer.call( this, parameters );
  15934. }
  15935. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  15936. constructor: WebGL1Renderer,
  15937. isWebGL1Renderer: true
  15938. } );
  15939. /**
  15940. * @author mrdoob / http://mrdoob.com/
  15941. * @author alteredq / http://alteredqualia.com/
  15942. */
  15943. function FogExp2( color, density ) {
  15944. this.name = '';
  15945. this.color = new Color( color );
  15946. this.density = ( density !== undefined ) ? density : 0.00025;
  15947. }
  15948. Object.assign( FogExp2.prototype, {
  15949. isFogExp2: true,
  15950. clone: function () {
  15951. return new FogExp2( this.color, this.density );
  15952. },
  15953. toJSON: function ( /* meta */ ) {
  15954. return {
  15955. type: 'FogExp2',
  15956. color: this.color.getHex(),
  15957. density: this.density
  15958. };
  15959. }
  15960. } );
  15961. /**
  15962. * @author mrdoob / http://mrdoob.com/
  15963. * @author alteredq / http://alteredqualia.com/
  15964. */
  15965. function Fog( color, near, far ) {
  15966. this.name = '';
  15967. this.color = new Color( color );
  15968. this.near = ( near !== undefined ) ? near : 1;
  15969. this.far = ( far !== undefined ) ? far : 1000;
  15970. }
  15971. Object.assign( Fog.prototype, {
  15972. isFog: true,
  15973. clone: function () {
  15974. return new Fog( this.color, this.near, this.far );
  15975. },
  15976. toJSON: function ( /* meta */ ) {
  15977. return {
  15978. type: 'Fog',
  15979. color: this.color.getHex(),
  15980. near: this.near,
  15981. far: this.far
  15982. };
  15983. }
  15984. } );
  15985. /**
  15986. * @author benaadams / https://twitter.com/ben_a_adams
  15987. */
  15988. function InterleavedBuffer( array, stride ) {
  15989. this.array = array;
  15990. this.stride = stride;
  15991. this.count = array !== undefined ? array.length / stride : 0;
  15992. this.usage = StaticDrawUsage;
  15993. this.updateRange = { offset: 0, count: - 1 };
  15994. this.version = 0;
  15995. this.uuid = MathUtils.generateUUID();
  15996. }
  15997. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15998. set: function ( value ) {
  15999. if ( value === true ) { this.version ++; }
  16000. }
  16001. } );
  16002. Object.assign( InterleavedBuffer.prototype, {
  16003. isInterleavedBuffer: true,
  16004. onUploadCallback: function () {},
  16005. setUsage: function ( value ) {
  16006. this.usage = value;
  16007. return this;
  16008. },
  16009. copy: function ( source ) {
  16010. this.array = new source.array.constructor( source.array );
  16011. this.count = source.count;
  16012. this.stride = source.stride;
  16013. this.usage = source.usage;
  16014. return this;
  16015. },
  16016. copyAt: function ( index1, attribute, index2 ) {
  16017. index1 *= this.stride;
  16018. index2 *= attribute.stride;
  16019. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  16020. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  16021. }
  16022. return this;
  16023. },
  16024. set: function ( value, offset ) {
  16025. if ( offset === undefined ) { offset = 0; }
  16026. this.array.set( value, offset );
  16027. return this;
  16028. },
  16029. clone: function ( data ) {
  16030. if ( data.arrayBuffers === undefined ) {
  16031. data.arrayBuffers = {};
  16032. }
  16033. if ( this.array.buffer._uuid === undefined ) {
  16034. this.array.buffer._uuid = MathUtils.generateUUID();
  16035. }
  16036. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16037. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  16038. }
  16039. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  16040. var ib = new InterleavedBuffer( array, this.stride );
  16041. ib.setUsage( this.usage );
  16042. return ib;
  16043. },
  16044. onUpload: function ( callback ) {
  16045. this.onUploadCallback = callback;
  16046. return this;
  16047. },
  16048. toJSON: function ( data ) {
  16049. if ( data.arrayBuffers === undefined ) {
  16050. data.arrayBuffers = {};
  16051. }
  16052. // generate UUID for array buffer if necessary
  16053. if ( this.array.buffer._uuid === undefined ) {
  16054. this.array.buffer._uuid = MathUtils.generateUUID();
  16055. }
  16056. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16057. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  16058. }
  16059. //
  16060. return {
  16061. uuid: this.uuid,
  16062. buffer: this.array.buffer._uuid,
  16063. type: this.array.constructor.name,
  16064. stride: this.stride
  16065. };
  16066. }
  16067. } );
  16068. /**
  16069. * @author benaadams / https://twitter.com/ben_a_adams
  16070. */
  16071. var _vector$6 = new Vector3();
  16072. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  16073. this.name = '';
  16074. this.data = interleavedBuffer;
  16075. this.itemSize = itemSize;
  16076. this.offset = offset;
  16077. this.normalized = normalized === true;
  16078. }
  16079. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  16080. count: {
  16081. get: function () {
  16082. return this.data.count;
  16083. }
  16084. },
  16085. array: {
  16086. get: function () {
  16087. return this.data.array;
  16088. }
  16089. }
  16090. } );
  16091. Object.assign( InterleavedBufferAttribute.prototype, {
  16092. isInterleavedBufferAttribute: true,
  16093. applyMatrix4: function ( m ) {
  16094. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  16095. _vector$6.x = this.getX( i );
  16096. _vector$6.y = this.getY( i );
  16097. _vector$6.z = this.getZ( i );
  16098. _vector$6.applyMatrix4( m );
  16099. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  16100. }
  16101. return this;
  16102. },
  16103. setX: function ( index, x ) {
  16104. this.data.array[ index * this.data.stride + this.offset ] = x;
  16105. return this;
  16106. },
  16107. setY: function ( index, y ) {
  16108. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  16109. return this;
  16110. },
  16111. setZ: function ( index, z ) {
  16112. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  16113. return this;
  16114. },
  16115. setW: function ( index, w ) {
  16116. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  16117. return this;
  16118. },
  16119. getX: function ( index ) {
  16120. return this.data.array[ index * this.data.stride + this.offset ];
  16121. },
  16122. getY: function ( index ) {
  16123. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  16124. },
  16125. getZ: function ( index ) {
  16126. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  16127. },
  16128. getW: function ( index ) {
  16129. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  16130. },
  16131. setXY: function ( index, x, y ) {
  16132. index = index * this.data.stride + this.offset;
  16133. this.data.array[ index + 0 ] = x;
  16134. this.data.array[ index + 1 ] = y;
  16135. return this;
  16136. },
  16137. setXYZ: function ( index, x, y, z ) {
  16138. index = index * this.data.stride + this.offset;
  16139. this.data.array[ index + 0 ] = x;
  16140. this.data.array[ index + 1 ] = y;
  16141. this.data.array[ index + 2 ] = z;
  16142. return this;
  16143. },
  16144. setXYZW: function ( index, x, y, z, w ) {
  16145. index = index * this.data.stride + this.offset;
  16146. this.data.array[ index + 0 ] = x;
  16147. this.data.array[ index + 1 ] = y;
  16148. this.data.array[ index + 2 ] = z;
  16149. this.data.array[ index + 3 ] = w;
  16150. return this;
  16151. },
  16152. clone: function ( data ) {
  16153. if ( data === undefined ) {
  16154. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  16155. var array = [];
  16156. for ( var i = 0; i < this.count; i ++ ) {
  16157. var index = i * this.data.stride + this.offset;
  16158. for ( var j = 0; j < this.itemSize; j ++ ) {
  16159. array.push( this.data.array[ index + j ] );
  16160. }
  16161. }
  16162. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  16163. } else {
  16164. if ( data.interleavedBuffers === undefined ) {
  16165. data.interleavedBuffers = {};
  16166. }
  16167. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16168. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  16169. }
  16170. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  16171. }
  16172. },
  16173. toJSON: function ( data ) {
  16174. if ( data === undefined ) {
  16175. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  16176. var array = [];
  16177. for ( var i = 0; i < this.count; i ++ ) {
  16178. var index = i * this.data.stride + this.offset;
  16179. for ( var j = 0; j < this.itemSize; j ++ ) {
  16180. array.push( this.data.array[ index + j ] );
  16181. }
  16182. }
  16183. // deinterleave data and save it as an ordinary buffer attribute for now
  16184. return {
  16185. itemSize: this.itemSize,
  16186. type: this.array.constructor.name,
  16187. array: array,
  16188. normalized: this.normalized
  16189. };
  16190. } else {
  16191. // save as true interlaved attribtue
  16192. if ( data.interleavedBuffers === undefined ) {
  16193. data.interleavedBuffers = {};
  16194. }
  16195. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16196. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  16197. }
  16198. return {
  16199. isInterleavedBufferAttribute: true,
  16200. itemSize: this.itemSize,
  16201. data: this.data.uuid,
  16202. offset: this.offset,
  16203. normalized: this.normalized
  16204. };
  16205. }
  16206. }
  16207. } );
  16208. /**
  16209. * @author alteredq / http://alteredqualia.com/
  16210. *
  16211. * parameters = {
  16212. * color: <hex>,
  16213. * map: new THREE.Texture( <Image> ),
  16214. * alphaMap: new THREE.Texture( <Image> ),
  16215. * rotation: <float>,
  16216. * sizeAttenuation: <bool>
  16217. * }
  16218. */
  16219. function SpriteMaterial( parameters ) {
  16220. Material.call( this );
  16221. this.type = 'SpriteMaterial';
  16222. this.color = new Color( 0xffffff );
  16223. this.map = null;
  16224. this.alphaMap = null;
  16225. this.rotation = 0;
  16226. this.sizeAttenuation = true;
  16227. this.transparent = true;
  16228. this.setValues( parameters );
  16229. }
  16230. SpriteMaterial.prototype = Object.create( Material.prototype );
  16231. SpriteMaterial.prototype.constructor = SpriteMaterial;
  16232. SpriteMaterial.prototype.isSpriteMaterial = true;
  16233. SpriteMaterial.prototype.copy = function ( source ) {
  16234. Material.prototype.copy.call( this, source );
  16235. this.color.copy( source.color );
  16236. this.map = source.map;
  16237. this.alphaMap = source.alphaMap;
  16238. this.rotation = source.rotation;
  16239. this.sizeAttenuation = source.sizeAttenuation;
  16240. return this;
  16241. };
  16242. /**
  16243. * @author mikael emtinger / http://gomo.se/
  16244. * @author alteredq / http://alteredqualia.com/
  16245. */
  16246. var _geometry;
  16247. var _intersectPoint = new Vector3();
  16248. var _worldScale = new Vector3();
  16249. var _mvPosition = new Vector3();
  16250. var _alignedPosition = new Vector2();
  16251. var _rotatedPosition = new Vector2();
  16252. var _viewWorldMatrix = new Matrix4();
  16253. var _vA$1 = new Vector3();
  16254. var _vB$1 = new Vector3();
  16255. var _vC$1 = new Vector3();
  16256. var _uvA$1 = new Vector2();
  16257. var _uvB$1 = new Vector2();
  16258. var _uvC$1 = new Vector2();
  16259. function Sprite( material ) {
  16260. Object3D.call( this );
  16261. this.type = 'Sprite';
  16262. if ( _geometry === undefined ) {
  16263. _geometry = new BufferGeometry();
  16264. var float32Array = new Float32Array( [
  16265. - 0.5, - 0.5, 0, 0, 0,
  16266. 0.5, - 0.5, 0, 1, 0,
  16267. 0.5, 0.5, 0, 1, 1,
  16268. - 0.5, 0.5, 0, 0, 1
  16269. ] );
  16270. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16271. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16272. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16273. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16274. }
  16275. this.geometry = _geometry;
  16276. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16277. this.center = new Vector2( 0.5, 0.5 );
  16278. }
  16279. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16280. constructor: Sprite,
  16281. isSprite: true,
  16282. raycast: function ( raycaster, intersects ) {
  16283. if ( raycaster.camera === null ) {
  16284. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16285. }
  16286. _worldScale.setFromMatrixScale( this.matrixWorld );
  16287. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16288. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16289. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16290. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16291. _worldScale.multiplyScalar( - _mvPosition.z );
  16292. }
  16293. var rotation = this.material.rotation;
  16294. var sin, cos;
  16295. if ( rotation !== 0 ) {
  16296. cos = Math.cos( rotation );
  16297. sin = Math.sin( rotation );
  16298. }
  16299. var center = this.center;
  16300. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16301. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16302. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16303. _uvA$1.set( 0, 0 );
  16304. _uvB$1.set( 1, 0 );
  16305. _uvC$1.set( 1, 1 );
  16306. // check first triangle
  16307. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16308. if ( intersect === null ) {
  16309. // check second triangle
  16310. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16311. _uvB$1.set( 0, 1 );
  16312. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16313. if ( intersect === null ) {
  16314. return;
  16315. }
  16316. }
  16317. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16318. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16319. intersects.push( {
  16320. distance: distance,
  16321. point: _intersectPoint.clone(),
  16322. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16323. face: null,
  16324. object: this
  16325. } );
  16326. },
  16327. copy: function ( source ) {
  16328. Object3D.prototype.copy.call( this, source );
  16329. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16330. this.material = source.material;
  16331. return this;
  16332. }
  16333. } );
  16334. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16335. // compute position in camera space
  16336. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16337. // to check if rotation is not zero
  16338. if ( sin !== undefined ) {
  16339. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16340. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16341. } else {
  16342. _rotatedPosition.copy( _alignedPosition );
  16343. }
  16344. vertexPosition.copy( mvPosition );
  16345. vertexPosition.x += _rotatedPosition.x;
  16346. vertexPosition.y += _rotatedPosition.y;
  16347. // transform to world space
  16348. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16349. }
  16350. /**
  16351. * @author mikael emtinger / http://gomo.se/
  16352. * @author alteredq / http://alteredqualia.com/
  16353. * @author mrdoob / http://mrdoob.com/
  16354. */
  16355. var _v1$4 = new Vector3();
  16356. var _v2$2 = new Vector3();
  16357. function LOD() {
  16358. Object3D.call( this );
  16359. this._currentLevel = 0;
  16360. this.type = 'LOD';
  16361. Object.defineProperties( this, {
  16362. levels: {
  16363. enumerable: true,
  16364. value: []
  16365. }
  16366. } );
  16367. this.autoUpdate = true;
  16368. }
  16369. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16370. constructor: LOD,
  16371. isLOD: true,
  16372. copy: function ( source ) {
  16373. Object3D.prototype.copy.call( this, source, false );
  16374. var levels = source.levels;
  16375. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16376. var level = levels[ i ];
  16377. this.addLevel( level.object.clone(), level.distance );
  16378. }
  16379. this.autoUpdate = source.autoUpdate;
  16380. return this;
  16381. },
  16382. addLevel: function ( object, distance ) {
  16383. if ( distance === undefined ) { distance = 0; }
  16384. distance = Math.abs( distance );
  16385. var levels = this.levels;
  16386. var l;
  16387. for ( l = 0; l < levels.length; l ++ ) {
  16388. if ( distance < levels[ l ].distance ) {
  16389. break;
  16390. }
  16391. }
  16392. levels.splice( l, 0, { distance: distance, object: object } );
  16393. this.add( object );
  16394. return this;
  16395. },
  16396. getCurrentLevel: function () {
  16397. return this._currentLevel;
  16398. },
  16399. getObjectForDistance: function ( distance ) {
  16400. var levels = this.levels;
  16401. if ( levels.length > 0 ) {
  16402. var i, l;
  16403. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16404. if ( distance < levels[ i ].distance ) {
  16405. break;
  16406. }
  16407. }
  16408. return levels[ i - 1 ].object;
  16409. }
  16410. return null;
  16411. },
  16412. raycast: function ( raycaster, intersects ) {
  16413. var levels = this.levels;
  16414. if ( levels.length > 0 ) {
  16415. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16416. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16417. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16418. }
  16419. },
  16420. update: function ( camera ) {
  16421. var levels = this.levels;
  16422. if ( levels.length > 1 ) {
  16423. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16424. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16425. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16426. levels[ 0 ].object.visible = true;
  16427. var i, l;
  16428. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16429. if ( distance >= levels[ i ].distance ) {
  16430. levels[ i - 1 ].object.visible = false;
  16431. levels[ i ].object.visible = true;
  16432. } else {
  16433. break;
  16434. }
  16435. }
  16436. this._currentLevel = i - 1;
  16437. for ( ; i < l; i ++ ) {
  16438. levels[ i ].object.visible = false;
  16439. }
  16440. }
  16441. },
  16442. toJSON: function ( meta ) {
  16443. var data = Object3D.prototype.toJSON.call( this, meta );
  16444. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16445. data.object.levels = [];
  16446. var levels = this.levels;
  16447. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16448. var level = levels[ i ];
  16449. data.object.levels.push( {
  16450. object: level.object.uuid,
  16451. distance: level.distance
  16452. } );
  16453. }
  16454. return data;
  16455. }
  16456. } );
  16457. /**
  16458. * @author mikael emtinger / http://gomo.se/
  16459. * @author alteredq / http://alteredqualia.com/
  16460. * @author ikerr / http://verold.com
  16461. */
  16462. function SkinnedMesh( geometry, material ) {
  16463. if ( geometry && geometry.isGeometry ) {
  16464. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16465. }
  16466. Mesh.call( this, geometry, material );
  16467. this.type = 'SkinnedMesh';
  16468. this.bindMode = 'attached';
  16469. this.bindMatrix = new Matrix4();
  16470. this.bindMatrixInverse = new Matrix4();
  16471. }
  16472. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16473. constructor: SkinnedMesh,
  16474. isSkinnedMesh: true,
  16475. copy: function ( source ) {
  16476. Mesh.prototype.copy.call( this, source );
  16477. this.bindMode = source.bindMode;
  16478. this.bindMatrix.copy( source.bindMatrix );
  16479. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16480. this.skeleton = source.skeleton;
  16481. return this;
  16482. },
  16483. bind: function ( skeleton, bindMatrix ) {
  16484. this.skeleton = skeleton;
  16485. if ( bindMatrix === undefined ) {
  16486. this.updateMatrixWorld( true );
  16487. this.skeleton.calculateInverses();
  16488. bindMatrix = this.matrixWorld;
  16489. }
  16490. this.bindMatrix.copy( bindMatrix );
  16491. this.bindMatrixInverse.getInverse( bindMatrix );
  16492. },
  16493. pose: function () {
  16494. this.skeleton.pose();
  16495. },
  16496. normalizeSkinWeights: function () {
  16497. var vector = new Vector4();
  16498. var skinWeight = this.geometry.attributes.skinWeight;
  16499. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16500. vector.x = skinWeight.getX( i );
  16501. vector.y = skinWeight.getY( i );
  16502. vector.z = skinWeight.getZ( i );
  16503. vector.w = skinWeight.getW( i );
  16504. var scale = 1.0 / vector.manhattanLength();
  16505. if ( scale !== Infinity ) {
  16506. vector.multiplyScalar( scale );
  16507. } else {
  16508. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16509. }
  16510. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16511. }
  16512. },
  16513. updateMatrixWorld: function ( force ) {
  16514. Mesh.prototype.updateMatrixWorld.call( this, force );
  16515. if ( this.bindMode === 'attached' ) {
  16516. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16517. } else if ( this.bindMode === 'detached' ) {
  16518. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16519. } else {
  16520. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16521. }
  16522. },
  16523. boneTransform: ( function () {
  16524. var basePosition = new Vector3();
  16525. var skinIndex = new Vector4();
  16526. var skinWeight = new Vector4();
  16527. var vector = new Vector3();
  16528. var matrix = new Matrix4();
  16529. return function ( index, target ) {
  16530. var skeleton = this.skeleton;
  16531. var geometry = this.geometry;
  16532. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16533. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16534. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16535. target.set( 0, 0, 0 );
  16536. for ( var i = 0; i < 4; i ++ ) {
  16537. var weight = skinWeight.getComponent( i );
  16538. if ( weight !== 0 ) {
  16539. var boneIndex = skinIndex.getComponent( i );
  16540. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16541. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16542. }
  16543. }
  16544. return target.applyMatrix4( this.bindMatrixInverse );
  16545. };
  16546. }() )
  16547. } );
  16548. /**
  16549. * @author mikael emtinger / http://gomo.se/
  16550. * @author alteredq / http://alteredqualia.com/
  16551. * @author michael guerrero / http://realitymeltdown.com
  16552. * @author ikerr / http://verold.com
  16553. */
  16554. var _offsetMatrix = new Matrix4();
  16555. var _identityMatrix = new Matrix4();
  16556. function Skeleton( bones, boneInverses ) {
  16557. // copy the bone array
  16558. bones = bones || [];
  16559. this.bones = bones.slice( 0 );
  16560. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16561. this.frame = - 1;
  16562. // use the supplied bone inverses or calculate the inverses
  16563. if ( boneInverses === undefined ) {
  16564. this.calculateInverses();
  16565. } else {
  16566. if ( this.bones.length === boneInverses.length ) {
  16567. this.boneInverses = boneInverses.slice( 0 );
  16568. } else {
  16569. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16570. this.boneInverses = [];
  16571. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16572. this.boneInverses.push( new Matrix4() );
  16573. }
  16574. }
  16575. }
  16576. }
  16577. Object.assign( Skeleton.prototype, {
  16578. calculateInverses: function () {
  16579. this.boneInverses = [];
  16580. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16581. var inverse = new Matrix4();
  16582. if ( this.bones[ i ] ) {
  16583. inverse.getInverse( this.bones[ i ].matrixWorld );
  16584. }
  16585. this.boneInverses.push( inverse );
  16586. }
  16587. },
  16588. pose: function () {
  16589. // recover the bind-time world matrices
  16590. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16591. var bone = this.bones[ i ];
  16592. if ( bone ) {
  16593. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16594. }
  16595. }
  16596. // compute the local matrices, positions, rotations and scales
  16597. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16598. var bone$1 = this.bones[ i$1 ];
  16599. if ( bone$1 ) {
  16600. if ( bone$1.parent && bone$1.parent.isBone ) {
  16601. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16602. bone$1.matrix.multiply( bone$1.matrixWorld );
  16603. } else {
  16604. bone$1.matrix.copy( bone$1.matrixWorld );
  16605. }
  16606. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16607. }
  16608. }
  16609. },
  16610. update: function () {
  16611. var bones = this.bones;
  16612. var boneInverses = this.boneInverses;
  16613. var boneMatrices = this.boneMatrices;
  16614. var boneTexture = this.boneTexture;
  16615. // flatten bone matrices to array
  16616. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16617. // compute the offset between the current and the original transform
  16618. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16619. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16620. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16621. }
  16622. if ( boneTexture !== undefined ) {
  16623. boneTexture.needsUpdate = true;
  16624. }
  16625. },
  16626. clone: function () {
  16627. return new Skeleton( this.bones, this.boneInverses );
  16628. },
  16629. getBoneByName: function ( name ) {
  16630. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16631. var bone = this.bones[ i ];
  16632. if ( bone.name === name ) {
  16633. return bone;
  16634. }
  16635. }
  16636. return undefined;
  16637. },
  16638. dispose: function ( ) {
  16639. if ( this.boneTexture ) {
  16640. this.boneTexture.dispose();
  16641. this.boneTexture = undefined;
  16642. }
  16643. }
  16644. } );
  16645. /**
  16646. * @author mikael emtinger / http://gomo.se/
  16647. * @author alteredq / http://alteredqualia.com/
  16648. * @author ikerr / http://verold.com
  16649. */
  16650. function Bone() {
  16651. Object3D.call( this );
  16652. this.type = 'Bone';
  16653. }
  16654. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16655. constructor: Bone,
  16656. isBone: true
  16657. } );
  16658. /**
  16659. * @author mrdoob / http://mrdoob.com/
  16660. */
  16661. var _instanceLocalMatrix = new Matrix4();
  16662. var _instanceWorldMatrix = new Matrix4();
  16663. var _instanceIntersects = [];
  16664. var _mesh = new Mesh();
  16665. function InstancedMesh( geometry, material, count ) {
  16666. Mesh.call( this, geometry, material );
  16667. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16668. this.count = count;
  16669. this.frustumCulled = false;
  16670. }
  16671. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16672. constructor: InstancedMesh,
  16673. isInstancedMesh: true,
  16674. copy: function ( source ) {
  16675. Mesh.prototype.copy.call( this, source );
  16676. this.instanceMatrix.copy( source.instanceMatrix );
  16677. this.count = source.count;
  16678. return this;
  16679. },
  16680. getMatrixAt: function ( index, matrix ) {
  16681. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16682. },
  16683. raycast: function ( raycaster, intersects ) {
  16684. var matrixWorld = this.matrixWorld;
  16685. var raycastTimes = this.count;
  16686. _mesh.geometry = this.geometry;
  16687. _mesh.material = this.material;
  16688. if ( _mesh.material === undefined ) { return; }
  16689. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16690. // calculate the world matrix for each instance
  16691. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16692. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16693. // the mesh represents this single instance
  16694. _mesh.matrixWorld = _instanceWorldMatrix;
  16695. _mesh.raycast( raycaster, _instanceIntersects );
  16696. // process the result of raycast
  16697. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16698. var intersect = _instanceIntersects[ i ];
  16699. intersect.instanceId = instanceId;
  16700. intersect.object = this;
  16701. intersects.push( intersect );
  16702. }
  16703. _instanceIntersects.length = 0;
  16704. }
  16705. },
  16706. setMatrixAt: function ( index, matrix ) {
  16707. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16708. },
  16709. updateMorphTargets: function () {
  16710. }
  16711. } );
  16712. /**
  16713. * @author mrdoob / http://mrdoob.com/
  16714. * @author alteredq / http://alteredqualia.com/
  16715. *
  16716. * parameters = {
  16717. * color: <hex>,
  16718. * opacity: <float>,
  16719. *
  16720. * linewidth: <float>,
  16721. * linecap: "round",
  16722. * linejoin: "round"
  16723. * }
  16724. */
  16725. function LineBasicMaterial( parameters ) {
  16726. Material.call( this );
  16727. this.type = 'LineBasicMaterial';
  16728. this.color = new Color( 0xffffff );
  16729. this.linewidth = 1;
  16730. this.linecap = 'round';
  16731. this.linejoin = 'round';
  16732. this.morphTargets = false;
  16733. this.setValues( parameters );
  16734. }
  16735. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16736. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16737. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16738. LineBasicMaterial.prototype.copy = function ( source ) {
  16739. Material.prototype.copy.call( this, source );
  16740. this.color.copy( source.color );
  16741. this.linewidth = source.linewidth;
  16742. this.linecap = source.linecap;
  16743. this.linejoin = source.linejoin;
  16744. this.morphTargets = source.morphTargets;
  16745. return this;
  16746. };
  16747. /**
  16748. * @author mrdoob / http://mrdoob.com/
  16749. */
  16750. var _start = new Vector3();
  16751. var _end = new Vector3();
  16752. var _inverseMatrix$1 = new Matrix4();
  16753. var _ray$1 = new Ray();
  16754. var _sphere$2 = new Sphere();
  16755. function Line( geometry, material, mode ) {
  16756. if ( mode === 1 ) {
  16757. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16758. }
  16759. Object3D.call( this );
  16760. this.type = 'Line';
  16761. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16762. this.material = material !== undefined ? material : new LineBasicMaterial();
  16763. this.updateMorphTargets();
  16764. }
  16765. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16766. constructor: Line,
  16767. isLine: true,
  16768. copy: function ( source ) {
  16769. Object3D.prototype.copy.call( this, source );
  16770. this.material = source.material;
  16771. this.geometry = source.geometry;
  16772. return this;
  16773. },
  16774. computeLineDistances: function () {
  16775. var geometry = this.geometry;
  16776. if ( geometry.isBufferGeometry ) {
  16777. // we assume non-indexed geometry
  16778. if ( geometry.index === null ) {
  16779. var positionAttribute = geometry.attributes.position;
  16780. var lineDistances = [ 0 ];
  16781. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16782. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16783. _end.fromBufferAttribute( positionAttribute, i );
  16784. lineDistances[ i ] = lineDistances[ i - 1 ];
  16785. lineDistances[ i ] += _start.distanceTo( _end );
  16786. }
  16787. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16788. } else {
  16789. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16790. }
  16791. } else if ( geometry.isGeometry ) {
  16792. var vertices = geometry.vertices;
  16793. var lineDistances$1 = geometry.lineDistances;
  16794. lineDistances$1[ 0 ] = 0;
  16795. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16796. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16797. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16798. }
  16799. }
  16800. return this;
  16801. },
  16802. raycast: function ( raycaster, intersects ) {
  16803. var geometry = this.geometry;
  16804. var matrixWorld = this.matrixWorld;
  16805. var threshold = raycaster.params.Line.threshold;
  16806. // Checking boundingSphere distance to ray
  16807. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16808. _sphere$2.copy( geometry.boundingSphere );
  16809. _sphere$2.applyMatrix4( matrixWorld );
  16810. _sphere$2.radius += threshold;
  16811. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16812. //
  16813. _inverseMatrix$1.getInverse( matrixWorld );
  16814. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16815. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16816. var localThresholdSq = localThreshold * localThreshold;
  16817. var vStart = new Vector3();
  16818. var vEnd = new Vector3();
  16819. var interSegment = new Vector3();
  16820. var interRay = new Vector3();
  16821. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16822. if ( geometry.isBufferGeometry ) {
  16823. var index = geometry.index;
  16824. var attributes = geometry.attributes;
  16825. var positions = attributes.position.array;
  16826. if ( index !== null ) {
  16827. var indices = index.array;
  16828. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16829. var a = indices[ i ];
  16830. var b = indices[ i + 1 ];
  16831. vStart.fromArray( positions, a * 3 );
  16832. vEnd.fromArray( positions, b * 3 );
  16833. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16834. if ( distSq > localThresholdSq ) { continue; }
  16835. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16836. var distance = raycaster.ray.origin.distanceTo( interRay );
  16837. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16838. intersects.push( {
  16839. distance: distance,
  16840. // What do we want? intersection point on the ray or on the segment??
  16841. // point: raycaster.ray.at( distance ),
  16842. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16843. index: i,
  16844. face: null,
  16845. faceIndex: null,
  16846. object: this
  16847. } );
  16848. }
  16849. } else {
  16850. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16851. vStart.fromArray( positions, 3 * i$1 );
  16852. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16853. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16854. if ( distSq$1 > localThresholdSq ) { continue; }
  16855. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16856. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16857. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16858. intersects.push( {
  16859. distance: distance$1,
  16860. // What do we want? intersection point on the ray or on the segment??
  16861. // point: raycaster.ray.at( distance ),
  16862. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16863. index: i$1,
  16864. face: null,
  16865. faceIndex: null,
  16866. object: this
  16867. } );
  16868. }
  16869. }
  16870. } else if ( geometry.isGeometry ) {
  16871. var vertices = geometry.vertices;
  16872. var nbVertices = vertices.length;
  16873. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16874. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16875. if ( distSq$2 > localThresholdSq ) { continue; }
  16876. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16877. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16878. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16879. intersects.push( {
  16880. distance: distance$2,
  16881. // What do we want? intersection point on the ray or on the segment??
  16882. // point: raycaster.ray.at( distance ),
  16883. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16884. index: i$2,
  16885. face: null,
  16886. faceIndex: null,
  16887. object: this
  16888. } );
  16889. }
  16890. }
  16891. },
  16892. updateMorphTargets: function () {
  16893. var geometry = this.geometry;
  16894. if ( geometry.isBufferGeometry ) {
  16895. var morphAttributes = geometry.morphAttributes;
  16896. var keys = Object.keys( morphAttributes );
  16897. if ( keys.length > 0 ) {
  16898. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16899. if ( morphAttribute !== undefined ) {
  16900. this.morphTargetInfluences = [];
  16901. this.morphTargetDictionary = {};
  16902. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16903. var name = morphAttribute[ m ].name || String( m );
  16904. this.morphTargetInfluences.push( 0 );
  16905. this.morphTargetDictionary[ name ] = m;
  16906. }
  16907. }
  16908. }
  16909. } else {
  16910. var morphTargets = geometry.morphTargets;
  16911. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16912. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16913. }
  16914. }
  16915. }
  16916. } );
  16917. /**
  16918. * @author mrdoob / http://mrdoob.com/
  16919. */
  16920. var _start$1 = new Vector3();
  16921. var _end$1 = new Vector3();
  16922. function LineSegments( geometry, material ) {
  16923. Line.call( this, geometry, material );
  16924. this.type = 'LineSegments';
  16925. }
  16926. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16927. constructor: LineSegments,
  16928. isLineSegments: true,
  16929. computeLineDistances: function () {
  16930. var geometry = this.geometry;
  16931. if ( geometry.isBufferGeometry ) {
  16932. // we assume non-indexed geometry
  16933. if ( geometry.index === null ) {
  16934. var positionAttribute = geometry.attributes.position;
  16935. var lineDistances = [];
  16936. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16937. _start$1.fromBufferAttribute( positionAttribute, i );
  16938. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16939. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16940. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16941. }
  16942. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16943. } else {
  16944. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16945. }
  16946. } else if ( geometry.isGeometry ) {
  16947. var vertices = geometry.vertices;
  16948. var lineDistances$1 = geometry.lineDistances;
  16949. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16950. _start$1.copy( vertices[ i$1 ] );
  16951. _end$1.copy( vertices[ i$1 + 1 ] );
  16952. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16953. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16954. }
  16955. }
  16956. return this;
  16957. }
  16958. } );
  16959. /**
  16960. * @author mgreter / http://github.com/mgreter
  16961. */
  16962. function LineLoop( geometry, material ) {
  16963. Line.call( this, geometry, material );
  16964. this.type = 'LineLoop';
  16965. }
  16966. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16967. constructor: LineLoop,
  16968. isLineLoop: true,
  16969. } );
  16970. /**
  16971. * @author mrdoob / http://mrdoob.com/
  16972. * @author alteredq / http://alteredqualia.com/
  16973. *
  16974. * parameters = {
  16975. * color: <hex>,
  16976. * opacity: <float>,
  16977. * map: new THREE.Texture( <Image> ),
  16978. * alphaMap: new THREE.Texture( <Image> ),
  16979. *
  16980. * size: <float>,
  16981. * sizeAttenuation: <bool>
  16982. *
  16983. * morphTargets: <bool>
  16984. * }
  16985. */
  16986. function PointsMaterial( parameters ) {
  16987. Material.call( this );
  16988. this.type = 'PointsMaterial';
  16989. this.color = new Color( 0xffffff );
  16990. this.map = null;
  16991. this.alphaMap = null;
  16992. this.size = 1;
  16993. this.sizeAttenuation = true;
  16994. this.morphTargets = false;
  16995. this.setValues( parameters );
  16996. }
  16997. PointsMaterial.prototype = Object.create( Material.prototype );
  16998. PointsMaterial.prototype.constructor = PointsMaterial;
  16999. PointsMaterial.prototype.isPointsMaterial = true;
  17000. PointsMaterial.prototype.copy = function ( source ) {
  17001. Material.prototype.copy.call( this, source );
  17002. this.color.copy( source.color );
  17003. this.map = source.map;
  17004. this.alphaMap = source.alphaMap;
  17005. this.size = source.size;
  17006. this.sizeAttenuation = source.sizeAttenuation;
  17007. this.morphTargets = source.morphTargets;
  17008. return this;
  17009. };
  17010. /**
  17011. * @author alteredq / http://alteredqualia.com/
  17012. */
  17013. var _inverseMatrix$2 = new Matrix4();
  17014. var _ray$2 = new Ray();
  17015. var _sphere$3 = new Sphere();
  17016. var _position$1 = new Vector3();
  17017. function Points( geometry, material ) {
  17018. Object3D.call( this );
  17019. this.type = 'Points';
  17020. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  17021. this.material = material !== undefined ? material : new PointsMaterial();
  17022. this.updateMorphTargets();
  17023. }
  17024. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  17025. constructor: Points,
  17026. isPoints: true,
  17027. copy: function ( source ) {
  17028. Object3D.prototype.copy.call( this, source );
  17029. this.material = source.material;
  17030. this.geometry = source.geometry;
  17031. return this;
  17032. },
  17033. raycast: function ( raycaster, intersects ) {
  17034. var geometry = this.geometry;
  17035. var matrixWorld = this.matrixWorld;
  17036. var threshold = raycaster.params.Points.threshold;
  17037. // Checking boundingSphere distance to ray
  17038. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  17039. _sphere$3.copy( geometry.boundingSphere );
  17040. _sphere$3.applyMatrix4( matrixWorld );
  17041. _sphere$3.radius += threshold;
  17042. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  17043. //
  17044. _inverseMatrix$2.getInverse( matrixWorld );
  17045. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17046. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  17047. var localThresholdSq = localThreshold * localThreshold;
  17048. if ( geometry.isBufferGeometry ) {
  17049. var index = geometry.index;
  17050. var attributes = geometry.attributes;
  17051. var positions = attributes.position.array;
  17052. if ( index !== null ) {
  17053. var indices = index.array;
  17054. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  17055. var a = indices[ i ];
  17056. _position$1.fromArray( positions, a * 3 );
  17057. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17058. }
  17059. } else {
  17060. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  17061. _position$1.fromArray( positions, i$1 * 3 );
  17062. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17063. }
  17064. }
  17065. } else {
  17066. var vertices = geometry.vertices;
  17067. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  17068. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17069. }
  17070. }
  17071. },
  17072. updateMorphTargets: function () {
  17073. var geometry = this.geometry;
  17074. if ( geometry.isBufferGeometry ) {
  17075. var morphAttributes = geometry.morphAttributes;
  17076. var keys = Object.keys( morphAttributes );
  17077. if ( keys.length > 0 ) {
  17078. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  17079. if ( morphAttribute !== undefined ) {
  17080. this.morphTargetInfluences = [];
  17081. this.morphTargetDictionary = {};
  17082. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17083. var name = morphAttribute[ m ].name || String( m );
  17084. this.morphTargetInfluences.push( 0 );
  17085. this.morphTargetDictionary[ name ] = m;
  17086. }
  17087. }
  17088. }
  17089. } else {
  17090. var morphTargets = geometry.morphTargets;
  17091. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  17092. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  17093. }
  17094. }
  17095. }
  17096. } );
  17097. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  17098. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  17099. if ( rayPointDistanceSq < localThresholdSq ) {
  17100. var intersectPoint = new Vector3();
  17101. _ray$2.closestPointToPoint( point, intersectPoint );
  17102. intersectPoint.applyMatrix4( matrixWorld );
  17103. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  17104. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  17105. intersects.push( {
  17106. distance: distance,
  17107. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  17108. point: intersectPoint,
  17109. index: index,
  17110. face: null,
  17111. object: object
  17112. } );
  17113. }
  17114. }
  17115. /**
  17116. * @author mrdoob / http://mrdoob.com/
  17117. */
  17118. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17119. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17120. this.format = format !== undefined ? format : RGBFormat;
  17121. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  17122. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  17123. this.generateMipmaps = false;
  17124. }
  17125. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  17126. constructor: VideoTexture,
  17127. isVideoTexture: true,
  17128. update: function () {
  17129. var video = this.image;
  17130. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  17131. this.needsUpdate = true;
  17132. }
  17133. }
  17134. } );
  17135. /**
  17136. * @author alteredq / http://alteredqualia.com/
  17137. */
  17138. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  17139. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  17140. this.image = { width: width, height: height };
  17141. this.mipmaps = mipmaps;
  17142. // no flipping for cube textures
  17143. // (also flipping doesn't work for compressed textures )
  17144. this.flipY = false;
  17145. // can't generate mipmaps for compressed textures
  17146. // mips must be embedded in DDS files
  17147. this.generateMipmaps = false;
  17148. }
  17149. CompressedTexture.prototype = Object.create( Texture.prototype );
  17150. CompressedTexture.prototype.constructor = CompressedTexture;
  17151. CompressedTexture.prototype.isCompressedTexture = true;
  17152. /**
  17153. * @author mrdoob / http://mrdoob.com/
  17154. */
  17155. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17156. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17157. this.needsUpdate = true;
  17158. }
  17159. CanvasTexture.prototype = Object.create( Texture.prototype );
  17160. CanvasTexture.prototype.constructor = CanvasTexture;
  17161. CanvasTexture.prototype.isCanvasTexture = true;
  17162. /**
  17163. * @author Matt DesLauriers / @mattdesl
  17164. * @author atix / arthursilber.de
  17165. */
  17166. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  17167. format = format !== undefined ? format : DepthFormat;
  17168. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  17169. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  17170. }
  17171. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  17172. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  17173. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17174. this.image = { width: width, height: height };
  17175. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  17176. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  17177. this.flipY = false;
  17178. this.generateMipmaps = false;
  17179. }
  17180. DepthTexture.prototype = Object.create( Texture.prototype );
  17181. DepthTexture.prototype.constructor = DepthTexture;
  17182. DepthTexture.prototype.isDepthTexture = true;
  17183. /**
  17184. * @author mrdoob / http://mrdoob.com/
  17185. * @author Mugen87 / https://github.com/Mugen87
  17186. */
  17187. function WireframeGeometry( geometry ) {
  17188. BufferGeometry.call( this );
  17189. this.type = 'WireframeGeometry';
  17190. // buffer
  17191. var vertices = [];
  17192. // helper variables
  17193. var edge = [ 0, 0 ], edges = {};
  17194. var keys = [ 'a', 'b', 'c' ];
  17195. // different logic for Geometry and BufferGeometry
  17196. if ( geometry && geometry.isGeometry ) {
  17197. // create a data structure that contains all edges without duplicates
  17198. var faces = geometry.faces;
  17199. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  17200. var face = faces[ i ];
  17201. for ( var j = 0; j < 3; j ++ ) {
  17202. var edge1 = face[ keys[ j ] ];
  17203. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  17204. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  17205. edge[ 1 ] = Math.max( edge1, edge2 );
  17206. var key = edge[ 0 ] + ',' + edge[ 1 ];
  17207. if ( edges[ key ] === undefined ) {
  17208. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17209. }
  17210. }
  17211. }
  17212. // generate vertices
  17213. for ( var key$1 in edges ) {
  17214. var e = edges[ key$1 ];
  17215. var vertex = geometry.vertices[ e.index1 ];
  17216. vertices.push( vertex.x, vertex.y, vertex.z );
  17217. vertex = geometry.vertices[ e.index2 ];
  17218. vertices.push( vertex.x, vertex.y, vertex.z );
  17219. }
  17220. } else if ( geometry && geometry.isBufferGeometry ) {
  17221. var vertex$1 = new Vector3();
  17222. if ( geometry.index !== null ) {
  17223. // indexed BufferGeometry
  17224. var position = geometry.attributes.position;
  17225. var indices = geometry.index;
  17226. var groups = geometry.groups;
  17227. if ( groups.length === 0 ) {
  17228. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  17229. }
  17230. // create a data structure that contains all eges without duplicates
  17231. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  17232. var group = groups[ o ];
  17233. var start = group.start;
  17234. var count = group.count;
  17235. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  17236. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  17237. var edge1$1 = indices.getX( i$1 + j$1 );
  17238. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17239. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17240. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17241. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17242. if ( edges[ key$2 ] === undefined ) {
  17243. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17244. }
  17245. }
  17246. }
  17247. }
  17248. // generate vertices
  17249. for ( var key$3 in edges ) {
  17250. var e$1 = edges[ key$3 ];
  17251. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17252. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17253. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17254. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17255. }
  17256. } else {
  17257. // non-indexed BufferGeometry
  17258. var position$1 = geometry.attributes.position;
  17259. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17260. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17261. // three edges per triangle, an edge is represented as (index1, index2)
  17262. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17263. var index1 = 3 * i$2 + j$2;
  17264. vertex$1.fromBufferAttribute( position$1, index1 );
  17265. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17266. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17267. vertex$1.fromBufferAttribute( position$1, index2 );
  17268. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17269. }
  17270. }
  17271. }
  17272. }
  17273. // build geometry
  17274. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17275. }
  17276. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17277. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17278. /**
  17279. * @author zz85 / https://github.com/zz85
  17280. * @author Mugen87 / https://github.com/Mugen87
  17281. *
  17282. * Parametric Surfaces Geometry
  17283. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17284. */
  17285. // ParametricGeometry
  17286. function ParametricGeometry( func, slices, stacks ) {
  17287. Geometry.call( this );
  17288. this.type = 'ParametricGeometry';
  17289. this.parameters = {
  17290. func: func,
  17291. slices: slices,
  17292. stacks: stacks
  17293. };
  17294. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17295. this.mergeVertices();
  17296. }
  17297. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17298. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17299. // ParametricBufferGeometry
  17300. function ParametricBufferGeometry( func, slices, stacks ) {
  17301. BufferGeometry.call( this );
  17302. this.type = 'ParametricBufferGeometry';
  17303. this.parameters = {
  17304. func: func,
  17305. slices: slices,
  17306. stacks: stacks
  17307. };
  17308. // buffers
  17309. var indices = [];
  17310. var vertices = [];
  17311. var normals = [];
  17312. var uvs = [];
  17313. var EPS = 0.00001;
  17314. var normal = new Vector3();
  17315. var p0 = new Vector3(), p1 = new Vector3();
  17316. var pu = new Vector3(), pv = new Vector3();
  17317. if ( func.length < 3 ) {
  17318. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17319. }
  17320. // generate vertices, normals and uvs
  17321. var sliceCount = slices + 1;
  17322. for ( var i = 0; i <= stacks; i ++ ) {
  17323. var v = i / stacks;
  17324. for ( var j = 0; j <= slices; j ++ ) {
  17325. var u = j / slices;
  17326. // vertex
  17327. func( u, v, p0 );
  17328. vertices.push( p0.x, p0.y, p0.z );
  17329. // normal
  17330. // approximate tangent vectors via finite differences
  17331. if ( u - EPS >= 0 ) {
  17332. func( u - EPS, v, p1 );
  17333. pu.subVectors( p0, p1 );
  17334. } else {
  17335. func( u + EPS, v, p1 );
  17336. pu.subVectors( p1, p0 );
  17337. }
  17338. if ( v - EPS >= 0 ) {
  17339. func( u, v - EPS, p1 );
  17340. pv.subVectors( p0, p1 );
  17341. } else {
  17342. func( u, v + EPS, p1 );
  17343. pv.subVectors( p1, p0 );
  17344. }
  17345. // cross product of tangent vectors returns surface normal
  17346. normal.crossVectors( pu, pv ).normalize();
  17347. normals.push( normal.x, normal.y, normal.z );
  17348. // uv
  17349. uvs.push( u, v );
  17350. }
  17351. }
  17352. // generate indices
  17353. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17354. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17355. var a = i$1 * sliceCount + j$1;
  17356. var b = i$1 * sliceCount + j$1 + 1;
  17357. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17358. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17359. // faces one and two
  17360. indices.push( a, b, d );
  17361. indices.push( b, c, d );
  17362. }
  17363. }
  17364. // build geometry
  17365. this.setIndex( indices );
  17366. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17367. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17368. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17369. }
  17370. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17371. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17372. /**
  17373. * @author clockworkgeek / https://github.com/clockworkgeek
  17374. * @author timothypratley / https://github.com/timothypratley
  17375. * @author WestLangley / http://github.com/WestLangley
  17376. * @author Mugen87 / https://github.com/Mugen87
  17377. */
  17378. // PolyhedronGeometry
  17379. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17380. Geometry.call( this );
  17381. this.type = 'PolyhedronGeometry';
  17382. this.parameters = {
  17383. vertices: vertices,
  17384. indices: indices,
  17385. radius: radius,
  17386. detail: detail
  17387. };
  17388. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17389. this.mergeVertices();
  17390. }
  17391. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17392. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17393. // PolyhedronBufferGeometry
  17394. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17395. BufferGeometry.call( this );
  17396. this.type = 'PolyhedronBufferGeometry';
  17397. this.parameters = {
  17398. vertices: vertices,
  17399. indices: indices,
  17400. radius: radius,
  17401. detail: detail
  17402. };
  17403. radius = radius || 1;
  17404. detail = detail || 0;
  17405. // default buffer data
  17406. var vertexBuffer = [];
  17407. var uvBuffer = [];
  17408. // the subdivision creates the vertex buffer data
  17409. subdivide( detail );
  17410. // all vertices should lie on a conceptual sphere with a given radius
  17411. applyRadius( radius );
  17412. // finally, create the uv data
  17413. generateUVs();
  17414. // build non-indexed geometry
  17415. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17416. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17417. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17418. if ( detail === 0 ) {
  17419. this.computeVertexNormals(); // flat normals
  17420. } else {
  17421. this.normalizeNormals(); // smooth normals
  17422. }
  17423. // helper functions
  17424. function subdivide( detail ) {
  17425. var a = new Vector3();
  17426. var b = new Vector3();
  17427. var c = new Vector3();
  17428. // iterate over all faces and apply a subdivison with the given detail value
  17429. for ( var i = 0; i < indices.length; i += 3 ) {
  17430. // get the vertices of the face
  17431. getVertexByIndex( indices[ i + 0 ], a );
  17432. getVertexByIndex( indices[ i + 1 ], b );
  17433. getVertexByIndex( indices[ i + 2 ], c );
  17434. // perform subdivision
  17435. subdivideFace( a, b, c, detail );
  17436. }
  17437. }
  17438. function subdivideFace( a, b, c, detail ) {
  17439. var cols = Math.pow( 2, detail );
  17440. // we use this multidimensional array as a data structure for creating the subdivision
  17441. var v = [];
  17442. // construct all of the vertices for this subdivision
  17443. for ( var i = 0; i <= cols; i ++ ) {
  17444. v[ i ] = [];
  17445. var aj = a.clone().lerp( c, i / cols );
  17446. var bj = b.clone().lerp( c, i / cols );
  17447. var rows = cols - i;
  17448. for ( var j = 0; j <= rows; j ++ ) {
  17449. if ( j === 0 && i === cols ) {
  17450. v[ i ][ j ] = aj;
  17451. } else {
  17452. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17453. }
  17454. }
  17455. }
  17456. // construct all of the faces
  17457. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17458. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17459. var k = Math.floor( j$1 / 2 );
  17460. if ( j$1 % 2 === 0 ) {
  17461. pushVertex( v[ i$1 ][ k + 1 ] );
  17462. pushVertex( v[ i$1 + 1 ][ k ] );
  17463. pushVertex( v[ i$1 ][ k ] );
  17464. } else {
  17465. pushVertex( v[ i$1 ][ k + 1 ] );
  17466. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17467. pushVertex( v[ i$1 + 1 ][ k ] );
  17468. }
  17469. }
  17470. }
  17471. }
  17472. function applyRadius( radius ) {
  17473. var vertex = new Vector3();
  17474. // iterate over the entire buffer and apply the radius to each vertex
  17475. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17476. vertex.x = vertexBuffer[ i + 0 ];
  17477. vertex.y = vertexBuffer[ i + 1 ];
  17478. vertex.z = vertexBuffer[ i + 2 ];
  17479. vertex.normalize().multiplyScalar( radius );
  17480. vertexBuffer[ i + 0 ] = vertex.x;
  17481. vertexBuffer[ i + 1 ] = vertex.y;
  17482. vertexBuffer[ i + 2 ] = vertex.z;
  17483. }
  17484. }
  17485. function generateUVs() {
  17486. var vertex = new Vector3();
  17487. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17488. vertex.x = vertexBuffer[ i + 0 ];
  17489. vertex.y = vertexBuffer[ i + 1 ];
  17490. vertex.z = vertexBuffer[ i + 2 ];
  17491. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17492. var v = inclination( vertex ) / Math.PI + 0.5;
  17493. uvBuffer.push( u, 1 - v );
  17494. }
  17495. correctUVs();
  17496. correctSeam();
  17497. }
  17498. function correctSeam() {
  17499. // handle case when face straddles the seam, see #3269
  17500. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17501. // uv data of a single face
  17502. var x0 = uvBuffer[ i + 0 ];
  17503. var x1 = uvBuffer[ i + 2 ];
  17504. var x2 = uvBuffer[ i + 4 ];
  17505. var max = Math.max( x0, x1, x2 );
  17506. var min = Math.min( x0, x1, x2 );
  17507. // 0.9 is somewhat arbitrary
  17508. if ( max > 0.9 && min < 0.1 ) {
  17509. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17510. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17511. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17512. }
  17513. }
  17514. }
  17515. function pushVertex( vertex ) {
  17516. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17517. }
  17518. function getVertexByIndex( index, vertex ) {
  17519. var stride = index * 3;
  17520. vertex.x = vertices[ stride + 0 ];
  17521. vertex.y = vertices[ stride + 1 ];
  17522. vertex.z = vertices[ stride + 2 ];
  17523. }
  17524. function correctUVs() {
  17525. var a = new Vector3();
  17526. var b = new Vector3();
  17527. var c = new Vector3();
  17528. var centroid = new Vector3();
  17529. var uvA = new Vector2();
  17530. var uvB = new Vector2();
  17531. var uvC = new Vector2();
  17532. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17533. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17534. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17535. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17536. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17537. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17538. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17539. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17540. var azi = azimuth( centroid );
  17541. correctUV( uvA, j + 0, a, azi );
  17542. correctUV( uvB, j + 2, b, azi );
  17543. correctUV( uvC, j + 4, c, azi );
  17544. }
  17545. }
  17546. function correctUV( uv, stride, vector, azimuth ) {
  17547. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17548. uvBuffer[ stride ] = uv.x - 1;
  17549. }
  17550. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17551. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17552. }
  17553. }
  17554. // Angle around the Y axis, counter-clockwise when looking from above.
  17555. function azimuth( vector ) {
  17556. return Math.atan2( vector.z, - vector.x );
  17557. }
  17558. // Angle above the XZ plane.
  17559. function inclination( vector ) {
  17560. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17561. }
  17562. }
  17563. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17564. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17565. /**
  17566. * @author timothypratley / https://github.com/timothypratley
  17567. * @author Mugen87 / https://github.com/Mugen87
  17568. */
  17569. // TetrahedronGeometry
  17570. function TetrahedronGeometry( radius, detail ) {
  17571. Geometry.call( this );
  17572. this.type = 'TetrahedronGeometry';
  17573. this.parameters = {
  17574. radius: radius,
  17575. detail: detail
  17576. };
  17577. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17578. this.mergeVertices();
  17579. }
  17580. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17581. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17582. // TetrahedronBufferGeometry
  17583. function TetrahedronBufferGeometry( radius, detail ) {
  17584. var vertices = [
  17585. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17586. ];
  17587. var indices = [
  17588. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17589. ];
  17590. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17591. this.type = 'TetrahedronBufferGeometry';
  17592. this.parameters = {
  17593. radius: radius,
  17594. detail: detail
  17595. };
  17596. }
  17597. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17598. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17599. /**
  17600. * @author timothypratley / https://github.com/timothypratley
  17601. * @author Mugen87 / https://github.com/Mugen87
  17602. */
  17603. // OctahedronGeometry
  17604. function OctahedronGeometry( radius, detail ) {
  17605. Geometry.call( this );
  17606. this.type = 'OctahedronGeometry';
  17607. this.parameters = {
  17608. radius: radius,
  17609. detail: detail
  17610. };
  17611. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17612. this.mergeVertices();
  17613. }
  17614. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17615. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17616. // OctahedronBufferGeometry
  17617. function OctahedronBufferGeometry( radius, detail ) {
  17618. var vertices = [
  17619. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17620. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17621. ];
  17622. var indices = [
  17623. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17624. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17625. 1, 3, 4, 1, 4, 2
  17626. ];
  17627. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17628. this.type = 'OctahedronBufferGeometry';
  17629. this.parameters = {
  17630. radius: radius,
  17631. detail: detail
  17632. };
  17633. }
  17634. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17635. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17636. /**
  17637. * @author timothypratley / https://github.com/timothypratley
  17638. * @author Mugen87 / https://github.com/Mugen87
  17639. */
  17640. // IcosahedronGeometry
  17641. function IcosahedronGeometry( radius, detail ) {
  17642. Geometry.call( this );
  17643. this.type = 'IcosahedronGeometry';
  17644. this.parameters = {
  17645. radius: radius,
  17646. detail: detail
  17647. };
  17648. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17649. this.mergeVertices();
  17650. }
  17651. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17652. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17653. // IcosahedronBufferGeometry
  17654. function IcosahedronBufferGeometry( radius, detail ) {
  17655. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17656. var vertices = [
  17657. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17658. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17659. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17660. ];
  17661. var indices = [
  17662. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17663. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17664. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17665. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17666. ];
  17667. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17668. this.type = 'IcosahedronBufferGeometry';
  17669. this.parameters = {
  17670. radius: radius,
  17671. detail: detail
  17672. };
  17673. }
  17674. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17675. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17676. /**
  17677. * @author Abe Pazos / https://hamoid.com
  17678. * @author Mugen87 / https://github.com/Mugen87
  17679. */
  17680. // DodecahedronGeometry
  17681. function DodecahedronGeometry( radius, detail ) {
  17682. Geometry.call( this );
  17683. this.type = 'DodecahedronGeometry';
  17684. this.parameters = {
  17685. radius: radius,
  17686. detail: detail
  17687. };
  17688. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17689. this.mergeVertices();
  17690. }
  17691. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17692. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17693. // DodecahedronBufferGeometry
  17694. function DodecahedronBufferGeometry( radius, detail ) {
  17695. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17696. var r = 1 / t;
  17697. var vertices = [
  17698. // (±1, ±1, ±1)
  17699. - 1, - 1, - 1, - 1, - 1, 1,
  17700. - 1, 1, - 1, - 1, 1, 1,
  17701. 1, - 1, - 1, 1, - 1, 1,
  17702. 1, 1, - 1, 1, 1, 1,
  17703. // (0, ±1/φ, ±φ)
  17704. 0, - r, - t, 0, - r, t,
  17705. 0, r, - t, 0, r, t,
  17706. // (±1/φ, ±φ, 0)
  17707. - r, - t, 0, - r, t, 0,
  17708. r, - t, 0, r, t, 0,
  17709. // (±φ, 0, ±1/φ)
  17710. - t, 0, - r, t, 0, - r,
  17711. - t, 0, r, t, 0, r
  17712. ];
  17713. var indices = [
  17714. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17715. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17716. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17717. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17718. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17719. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17720. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17721. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17722. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17723. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17724. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17725. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17726. ];
  17727. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17728. this.type = 'DodecahedronBufferGeometry';
  17729. this.parameters = {
  17730. radius: radius,
  17731. detail: detail
  17732. };
  17733. }
  17734. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17735. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17736. /**
  17737. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17738. * @author WestLangley / https://github.com/WestLangley
  17739. * @author zz85 / https://github.com/zz85
  17740. * @author miningold / https://github.com/miningold
  17741. * @author jonobr1 / https://github.com/jonobr1
  17742. * @author Mugen87 / https://github.com/Mugen87
  17743. *
  17744. */
  17745. // TubeGeometry
  17746. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17747. Geometry.call( this );
  17748. this.type = 'TubeGeometry';
  17749. this.parameters = {
  17750. path: path,
  17751. tubularSegments: tubularSegments,
  17752. radius: radius,
  17753. radialSegments: radialSegments,
  17754. closed: closed
  17755. };
  17756. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17757. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17758. // expose internals
  17759. this.tangents = bufferGeometry.tangents;
  17760. this.normals = bufferGeometry.normals;
  17761. this.binormals = bufferGeometry.binormals;
  17762. // create geometry
  17763. this.fromBufferGeometry( bufferGeometry );
  17764. this.mergeVertices();
  17765. }
  17766. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17767. TubeGeometry.prototype.constructor = TubeGeometry;
  17768. // TubeBufferGeometry
  17769. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17770. BufferGeometry.call( this );
  17771. this.type = 'TubeBufferGeometry';
  17772. this.parameters = {
  17773. path: path,
  17774. tubularSegments: tubularSegments,
  17775. radius: radius,
  17776. radialSegments: radialSegments,
  17777. closed: closed
  17778. };
  17779. tubularSegments = tubularSegments || 64;
  17780. radius = radius || 1;
  17781. radialSegments = radialSegments || 8;
  17782. closed = closed || false;
  17783. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17784. // expose internals
  17785. this.tangents = frames.tangents;
  17786. this.normals = frames.normals;
  17787. this.binormals = frames.binormals;
  17788. // helper variables
  17789. var vertex = new Vector3();
  17790. var normal = new Vector3();
  17791. var uv = new Vector2();
  17792. var P = new Vector3();
  17793. // buffer
  17794. var vertices = [];
  17795. var normals = [];
  17796. var uvs = [];
  17797. var indices = [];
  17798. // create buffer data
  17799. generateBufferData();
  17800. // build geometry
  17801. this.setIndex( indices );
  17802. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17803. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17804. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17805. // functions
  17806. function generateBufferData() {
  17807. for ( var i = 0; i < tubularSegments; i ++ ) {
  17808. generateSegment( i );
  17809. }
  17810. // if the geometry is not closed, generate the last row of vertices and normals
  17811. // at the regular position on the given path
  17812. //
  17813. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17814. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17815. // uvs are generated in a separate function.
  17816. // this makes it easy compute correct values for closed geometries
  17817. generateUVs();
  17818. // finally create faces
  17819. generateIndices();
  17820. }
  17821. function generateSegment( i ) {
  17822. // we use getPointAt to sample evenly distributed points from the given path
  17823. P = path.getPointAt( i / tubularSegments, P );
  17824. // retrieve corresponding normal and binormal
  17825. var N = frames.normals[ i ];
  17826. var B = frames.binormals[ i ];
  17827. // generate normals and vertices for the current segment
  17828. for ( var j = 0; j <= radialSegments; j ++ ) {
  17829. var v = j / radialSegments * Math.PI * 2;
  17830. var sin = Math.sin( v );
  17831. var cos = - Math.cos( v );
  17832. // normal
  17833. normal.x = ( cos * N.x + sin * B.x );
  17834. normal.y = ( cos * N.y + sin * B.y );
  17835. normal.z = ( cos * N.z + sin * B.z );
  17836. normal.normalize();
  17837. normals.push( normal.x, normal.y, normal.z );
  17838. // vertex
  17839. vertex.x = P.x + radius * normal.x;
  17840. vertex.y = P.y + radius * normal.y;
  17841. vertex.z = P.z + radius * normal.z;
  17842. vertices.push( vertex.x, vertex.y, vertex.z );
  17843. }
  17844. }
  17845. function generateIndices() {
  17846. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17847. for ( var i = 1; i <= radialSegments; i ++ ) {
  17848. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17849. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17850. var c = ( radialSegments + 1 ) * j + i;
  17851. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17852. // faces
  17853. indices.push( a, b, d );
  17854. indices.push( b, c, d );
  17855. }
  17856. }
  17857. }
  17858. function generateUVs() {
  17859. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17860. for ( var j = 0; j <= radialSegments; j ++ ) {
  17861. uv.x = i / tubularSegments;
  17862. uv.y = j / radialSegments;
  17863. uvs.push( uv.x, uv.y );
  17864. }
  17865. }
  17866. }
  17867. }
  17868. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17869. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17870. TubeBufferGeometry.prototype.toJSON = function () {
  17871. var data = BufferGeometry.prototype.toJSON.call( this );
  17872. data.path = this.parameters.path.toJSON();
  17873. return data;
  17874. };
  17875. /**
  17876. * @author oosmoxiecode
  17877. * @author Mugen87 / https://github.com/Mugen87
  17878. *
  17879. * based on http://www.blackpawn.com/texts/pqtorus/
  17880. */
  17881. // TorusKnotGeometry
  17882. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17883. Geometry.call( this );
  17884. this.type = 'TorusKnotGeometry';
  17885. this.parameters = {
  17886. radius: radius,
  17887. tube: tube,
  17888. tubularSegments: tubularSegments,
  17889. radialSegments: radialSegments,
  17890. p: p,
  17891. q: q
  17892. };
  17893. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17894. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17895. this.mergeVertices();
  17896. }
  17897. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17898. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17899. // TorusKnotBufferGeometry
  17900. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17901. BufferGeometry.call( this );
  17902. this.type = 'TorusKnotBufferGeometry';
  17903. this.parameters = {
  17904. radius: radius,
  17905. tube: tube,
  17906. tubularSegments: tubularSegments,
  17907. radialSegments: radialSegments,
  17908. p: p,
  17909. q: q
  17910. };
  17911. radius = radius || 1;
  17912. tube = tube || 0.4;
  17913. tubularSegments = Math.floor( tubularSegments ) || 64;
  17914. radialSegments = Math.floor( radialSegments ) || 8;
  17915. p = p || 2;
  17916. q = q || 3;
  17917. // buffers
  17918. var indices = [];
  17919. var vertices = [];
  17920. var normals = [];
  17921. var uvs = [];
  17922. // helper variables
  17923. var vertex = new Vector3();
  17924. var normal = new Vector3();
  17925. var P1 = new Vector3();
  17926. var P2 = new Vector3();
  17927. var B = new Vector3();
  17928. var T = new Vector3();
  17929. var N = new Vector3();
  17930. // generate vertices, normals and uvs
  17931. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17932. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17933. var u = i / tubularSegments * p * Math.PI * 2;
  17934. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17935. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17936. calculatePositionOnCurve( u, p, q, radius, P1 );
  17937. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17938. // calculate orthonormal basis
  17939. T.subVectors( P2, P1 );
  17940. N.addVectors( P2, P1 );
  17941. B.crossVectors( T, N );
  17942. N.crossVectors( B, T );
  17943. // normalize B, N. T can be ignored, we don't use it
  17944. B.normalize();
  17945. N.normalize();
  17946. for ( var j = 0; j <= radialSegments; ++ j ) {
  17947. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17948. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17949. var v = j / radialSegments * Math.PI * 2;
  17950. var cx = - tube * Math.cos( v );
  17951. var cy = tube * Math.sin( v );
  17952. // now calculate the final vertex position.
  17953. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17954. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17955. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17956. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17957. vertices.push( vertex.x, vertex.y, vertex.z );
  17958. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17959. normal.subVectors( vertex, P1 ).normalize();
  17960. normals.push( normal.x, normal.y, normal.z );
  17961. // uv
  17962. uvs.push( i / tubularSegments );
  17963. uvs.push( j / radialSegments );
  17964. }
  17965. }
  17966. // generate indices
  17967. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17968. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17969. // indices
  17970. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17971. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17972. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17973. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17974. // faces
  17975. indices.push( a, b, d );
  17976. indices.push( b, c, d );
  17977. }
  17978. }
  17979. // build geometry
  17980. this.setIndex( indices );
  17981. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17982. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17983. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17984. // this function calculates the current position on the torus curve
  17985. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17986. var cu = Math.cos( u );
  17987. var su = Math.sin( u );
  17988. var quOverP = q / p * u;
  17989. var cs = Math.cos( quOverP );
  17990. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17991. position.y = radius * ( 2 + cs ) * su * 0.5;
  17992. position.z = radius * Math.sin( quOverP ) * 0.5;
  17993. }
  17994. }
  17995. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17996. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17997. /**
  17998. * @author oosmoxiecode
  17999. * @author mrdoob / http://mrdoob.com/
  18000. * @author Mugen87 / https://github.com/Mugen87
  18001. */
  18002. // TorusGeometry
  18003. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18004. Geometry.call( this );
  18005. this.type = 'TorusGeometry';
  18006. this.parameters = {
  18007. radius: radius,
  18008. tube: tube,
  18009. radialSegments: radialSegments,
  18010. tubularSegments: tubularSegments,
  18011. arc: arc
  18012. };
  18013. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  18014. this.mergeVertices();
  18015. }
  18016. TorusGeometry.prototype = Object.create( Geometry.prototype );
  18017. TorusGeometry.prototype.constructor = TorusGeometry;
  18018. // TorusBufferGeometry
  18019. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18020. BufferGeometry.call( this );
  18021. this.type = 'TorusBufferGeometry';
  18022. this.parameters = {
  18023. radius: radius,
  18024. tube: tube,
  18025. radialSegments: radialSegments,
  18026. tubularSegments: tubularSegments,
  18027. arc: arc
  18028. };
  18029. radius = radius || 1;
  18030. tube = tube || 0.4;
  18031. radialSegments = Math.floor( radialSegments ) || 8;
  18032. tubularSegments = Math.floor( tubularSegments ) || 6;
  18033. arc = arc || Math.PI * 2;
  18034. // buffers
  18035. var indices = [];
  18036. var vertices = [];
  18037. var normals = [];
  18038. var uvs = [];
  18039. // helper variables
  18040. var center = new Vector3();
  18041. var vertex = new Vector3();
  18042. var normal = new Vector3();
  18043. // generate vertices, normals and uvs
  18044. for ( var j = 0; j <= radialSegments; j ++ ) {
  18045. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18046. var u = i / tubularSegments * arc;
  18047. var v = j / radialSegments * Math.PI * 2;
  18048. // vertex
  18049. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18050. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18051. vertex.z = tube * Math.sin( v );
  18052. vertices.push( vertex.x, vertex.y, vertex.z );
  18053. // normal
  18054. center.x = radius * Math.cos( u );
  18055. center.y = radius * Math.sin( u );
  18056. normal.subVectors( vertex, center ).normalize();
  18057. normals.push( normal.x, normal.y, normal.z );
  18058. // uv
  18059. uvs.push( i / tubularSegments );
  18060. uvs.push( j / radialSegments );
  18061. }
  18062. }
  18063. // generate indices
  18064. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  18065. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  18066. // indices
  18067. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  18068. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  18069. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  18070. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  18071. // faces
  18072. indices.push( a, b, d );
  18073. indices.push( b, c, d );
  18074. }
  18075. }
  18076. // build geometry
  18077. this.setIndex( indices );
  18078. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18079. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18080. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18081. }
  18082. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18083. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  18084. /**
  18085. * @author Mugen87 / https://github.com/Mugen87
  18086. * Port from https://github.com/mapbox/earcut (v2.2.2)
  18087. */
  18088. var Earcut = {
  18089. triangulate: function ( data, holeIndices, dim ) {
  18090. dim = dim || 2;
  18091. var hasHoles = holeIndices && holeIndices.length,
  18092. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  18093. outerNode = linkedList( data, 0, outerLen, dim, true ),
  18094. triangles = [];
  18095. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  18096. var minX, minY, maxX, maxY, x, y, invSize;
  18097. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  18098. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  18099. if ( data.length > 80 * dim ) {
  18100. minX = maxX = data[ 0 ];
  18101. minY = maxY = data[ 1 ];
  18102. for ( var i = dim; i < outerLen; i += dim ) {
  18103. x = data[ i ];
  18104. y = data[ i + 1 ];
  18105. if ( x < minX ) { minX = x; }
  18106. if ( y < minY ) { minY = y; }
  18107. if ( x > maxX ) { maxX = x; }
  18108. if ( y > maxY ) { maxY = y; }
  18109. }
  18110. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  18111. invSize = Math.max( maxX - minX, maxY - minY );
  18112. invSize = invSize !== 0 ? 1 / invSize : 0;
  18113. }
  18114. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  18115. return triangles;
  18116. }
  18117. };
  18118. // create a circular doubly linked list from polygon points in the specified winding order
  18119. function linkedList( data, start, end, dim, clockwise ) {
  18120. var i, last;
  18121. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  18122. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18123. } else {
  18124. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18125. }
  18126. if ( last && equals( last, last.next ) ) {
  18127. removeNode( last );
  18128. last = last.next;
  18129. }
  18130. return last;
  18131. }
  18132. // eliminate colinear or duplicate points
  18133. function filterPoints( start, end ) {
  18134. if ( ! start ) { return start; }
  18135. if ( ! end ) { end = start; }
  18136. var p = start,
  18137. again;
  18138. do {
  18139. again = false;
  18140. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  18141. removeNode( p );
  18142. p = end = p.prev;
  18143. if ( p === p.next ) { break; }
  18144. again = true;
  18145. } else {
  18146. p = p.next;
  18147. }
  18148. } while ( again || p !== end );
  18149. return end;
  18150. }
  18151. // main ear slicing loop which triangulates a polygon (given as a linked list)
  18152. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  18153. if ( ! ear ) { return; }
  18154. // interlink polygon nodes in z-order
  18155. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  18156. var stop = ear,
  18157. prev, next;
  18158. // iterate through ears, slicing them one by one
  18159. while ( ear.prev !== ear.next ) {
  18160. prev = ear.prev;
  18161. next = ear.next;
  18162. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  18163. // cut off the triangle
  18164. triangles.push( prev.i / dim );
  18165. triangles.push( ear.i / dim );
  18166. triangles.push( next.i / dim );
  18167. removeNode( ear );
  18168. // skipping the next vertex leads to less sliver triangles
  18169. ear = next.next;
  18170. stop = next.next;
  18171. continue;
  18172. }
  18173. ear = next;
  18174. // if we looped through the whole remaining polygon and can't find any more ears
  18175. if ( ear === stop ) {
  18176. // try filtering points and slicing again
  18177. if ( ! pass ) {
  18178. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  18179. // if this didn't work, try curing all small self-intersections locally
  18180. } else if ( pass === 1 ) {
  18181. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  18182. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  18183. // as a last resort, try splitting the remaining polygon into two
  18184. } else if ( pass === 2 ) {
  18185. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  18186. }
  18187. break;
  18188. }
  18189. }
  18190. }
  18191. // check whether a polygon node forms a valid ear with adjacent nodes
  18192. function isEar( ear ) {
  18193. var a = ear.prev,
  18194. b = ear,
  18195. c = ear.next;
  18196. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18197. // now make sure we don't have other points inside the potential ear
  18198. var p = ear.next.next;
  18199. while ( p !== ear.prev ) {
  18200. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18201. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18202. p = p.next;
  18203. }
  18204. return true;
  18205. }
  18206. function isEarHashed( ear, minX, minY, invSize ) {
  18207. var a = ear.prev,
  18208. b = ear,
  18209. c = ear.next;
  18210. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18211. // triangle bbox; min & max are calculated like this for speed
  18212. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  18213. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  18214. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  18215. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  18216. // z-order range for the current triangle bbox;
  18217. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  18218. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  18219. var p = ear.prevZ,
  18220. n = ear.nextZ;
  18221. // look for points inside the triangle in both directions
  18222. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  18223. if ( p !== ear.prev && p !== ear.next &&
  18224. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18225. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18226. p = p.prevZ;
  18227. if ( n !== ear.prev && n !== ear.next &&
  18228. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18229. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18230. n = n.nextZ;
  18231. }
  18232. // look for remaining points in decreasing z-order
  18233. while ( p && p.z >= minZ ) {
  18234. if ( p !== ear.prev && p !== ear.next &&
  18235. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18236. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18237. p = p.prevZ;
  18238. }
  18239. // look for remaining points in increasing z-order
  18240. while ( n && n.z <= maxZ ) {
  18241. if ( n !== ear.prev && n !== ear.next &&
  18242. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18243. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18244. n = n.nextZ;
  18245. }
  18246. return true;
  18247. }
  18248. // go through all polygon nodes and cure small local self-intersections
  18249. function cureLocalIntersections( start, triangles, dim ) {
  18250. var p = start;
  18251. do {
  18252. var a = p.prev,
  18253. b = p.next.next;
  18254. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18255. triangles.push( a.i / dim );
  18256. triangles.push( p.i / dim );
  18257. triangles.push( b.i / dim );
  18258. // remove two nodes involved
  18259. removeNode( p );
  18260. removeNode( p.next );
  18261. p = start = b;
  18262. }
  18263. p = p.next;
  18264. } while ( p !== start );
  18265. return filterPoints( p );
  18266. }
  18267. // try splitting polygon into two and triangulate them independently
  18268. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18269. // look for a valid diagonal that divides the polygon into two
  18270. var a = start;
  18271. do {
  18272. var b = a.next.next;
  18273. while ( b !== a.prev ) {
  18274. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18275. // split the polygon in two by the diagonal
  18276. var c = splitPolygon( a, b );
  18277. // filter colinear points around the cuts
  18278. a = filterPoints( a, a.next );
  18279. c = filterPoints( c, c.next );
  18280. // run earcut on each half
  18281. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18282. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18283. return;
  18284. }
  18285. b = b.next;
  18286. }
  18287. a = a.next;
  18288. } while ( a !== start );
  18289. }
  18290. // link every hole into the outer loop, producing a single-ring polygon without holes
  18291. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18292. var queue = [],
  18293. i, len, start, end, list;
  18294. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18295. start = holeIndices[ i ] * dim;
  18296. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18297. list = linkedList( data, start, end, dim, false );
  18298. if ( list === list.next ) { list.steiner = true; }
  18299. queue.push( getLeftmost( list ) );
  18300. }
  18301. queue.sort( compareX );
  18302. // process holes from left to right
  18303. for ( i = 0; i < queue.length; i ++ ) {
  18304. eliminateHole( queue[ i ], outerNode );
  18305. outerNode = filterPoints( outerNode, outerNode.next );
  18306. }
  18307. return outerNode;
  18308. }
  18309. function compareX( a, b ) {
  18310. return a.x - b.x;
  18311. }
  18312. // find a bridge between vertices that connects hole with an outer ring and and link it
  18313. function eliminateHole( hole, outerNode ) {
  18314. outerNode = findHoleBridge( hole, outerNode );
  18315. if ( outerNode ) {
  18316. var b = splitPolygon( outerNode, hole );
  18317. // filter collinear points around the cuts
  18318. filterPoints( outerNode, outerNode.next );
  18319. filterPoints( b, b.next );
  18320. }
  18321. }
  18322. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18323. function findHoleBridge( hole, outerNode ) {
  18324. var p = outerNode,
  18325. hx = hole.x,
  18326. hy = hole.y,
  18327. qx = - Infinity,
  18328. m;
  18329. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18330. // segment's endpoint with lesser x will be potential connection point
  18331. do {
  18332. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18333. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18334. if ( x <= hx && x > qx ) {
  18335. qx = x;
  18336. if ( x === hx ) {
  18337. if ( hy === p.y ) { return p; }
  18338. if ( hy === p.next.y ) { return p.next; }
  18339. }
  18340. m = p.x < p.next.x ? p : p.next;
  18341. }
  18342. }
  18343. p = p.next;
  18344. } while ( p !== outerNode );
  18345. if ( ! m ) { return null; }
  18346. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18347. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18348. // if there are no points found, we have a valid connection;
  18349. // otherwise choose the point of the minimum angle with the ray as connection point
  18350. var stop = m,
  18351. mx = m.x,
  18352. my = m.y,
  18353. tanMin = Infinity,
  18354. tan;
  18355. p = m;
  18356. do {
  18357. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18358. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18359. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18360. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18361. m = p;
  18362. tanMin = tan;
  18363. }
  18364. }
  18365. p = p.next;
  18366. } while ( p !== stop );
  18367. return m;
  18368. }
  18369. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18370. function sectorContainsSector( m, p ) {
  18371. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18372. }
  18373. // interlink polygon nodes in z-order
  18374. function indexCurve( start, minX, minY, invSize ) {
  18375. var p = start;
  18376. do {
  18377. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18378. p.prevZ = p.prev;
  18379. p.nextZ = p.next;
  18380. p = p.next;
  18381. } while ( p !== start );
  18382. p.prevZ.nextZ = null;
  18383. p.prevZ = null;
  18384. sortLinked( p );
  18385. }
  18386. // Simon Tatham's linked list merge sort algorithm
  18387. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18388. function sortLinked( list ) {
  18389. var i, p, q, e, tail, numMerges, pSize, qSize,
  18390. inSize = 1;
  18391. do {
  18392. p = list;
  18393. list = null;
  18394. tail = null;
  18395. numMerges = 0;
  18396. while ( p ) {
  18397. numMerges ++;
  18398. q = p;
  18399. pSize = 0;
  18400. for ( i = 0; i < inSize; i ++ ) {
  18401. pSize ++;
  18402. q = q.nextZ;
  18403. if ( ! q ) { break; }
  18404. }
  18405. qSize = inSize;
  18406. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18407. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18408. e = p;
  18409. p = p.nextZ;
  18410. pSize --;
  18411. } else {
  18412. e = q;
  18413. q = q.nextZ;
  18414. qSize --;
  18415. }
  18416. if ( tail ) { tail.nextZ = e; }
  18417. else { list = e; }
  18418. e.prevZ = tail;
  18419. tail = e;
  18420. }
  18421. p = q;
  18422. }
  18423. tail.nextZ = null;
  18424. inSize *= 2;
  18425. } while ( numMerges > 1 );
  18426. return list;
  18427. }
  18428. // z-order of a point given coords and inverse of the longer side of data bbox
  18429. function zOrder( x, y, minX, minY, invSize ) {
  18430. // coords are transformed into non-negative 15-bit integer range
  18431. x = 32767 * ( x - minX ) * invSize;
  18432. y = 32767 * ( y - minY ) * invSize;
  18433. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18434. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18435. x = ( x | ( x << 2 ) ) & 0x33333333;
  18436. x = ( x | ( x << 1 ) ) & 0x55555555;
  18437. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18438. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18439. y = ( y | ( y << 2 ) ) & 0x33333333;
  18440. y = ( y | ( y << 1 ) ) & 0x55555555;
  18441. return x | ( y << 1 );
  18442. }
  18443. // find the leftmost node of a polygon ring
  18444. function getLeftmost( start ) {
  18445. var p = start,
  18446. leftmost = start;
  18447. do {
  18448. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18449. p = p.next;
  18450. } while ( p !== start );
  18451. return leftmost;
  18452. }
  18453. // check if a point lies within a convex triangle
  18454. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18455. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18456. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18457. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18458. }
  18459. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18460. function isValidDiagonal( a, b ) {
  18461. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18462. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18463. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18464. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18465. }
  18466. // signed area of a triangle
  18467. function area( p, q, r ) {
  18468. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18469. }
  18470. // check if two points are equal
  18471. function equals( p1, p2 ) {
  18472. return p1.x === p2.x && p1.y === p2.y;
  18473. }
  18474. // check if two segments intersect
  18475. function intersects( p1, q1, p2, q2 ) {
  18476. var o1 = sign( area( p1, q1, p2 ) );
  18477. var o2 = sign( area( p1, q1, q2 ) );
  18478. var o3 = sign( area( p2, q2, p1 ) );
  18479. var o4 = sign( area( p2, q2, q1 ) );
  18480. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18481. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18482. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18483. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18484. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18485. return false;
  18486. }
  18487. // for collinear points p, q, r, check if point q lies on segment pr
  18488. function onSegment( p, q, r ) {
  18489. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  18490. }
  18491. function sign( num ) {
  18492. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18493. }
  18494. // check if a polygon diagonal intersects any polygon segments
  18495. function intersectsPolygon( a, b ) {
  18496. var p = a;
  18497. do {
  18498. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18499. intersects( p, p.next, a, b ) ) { return true; }
  18500. p = p.next;
  18501. } while ( p !== a );
  18502. return false;
  18503. }
  18504. // check if a polygon diagonal is locally inside the polygon
  18505. function locallyInside( a, b ) {
  18506. return area( a.prev, a, a.next ) < 0 ?
  18507. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18508. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18509. }
  18510. // check if the middle point of a polygon diagonal is inside the polygon
  18511. function middleInside( a, b ) {
  18512. var p = a,
  18513. inside = false,
  18514. px = ( a.x + b.x ) / 2,
  18515. py = ( a.y + b.y ) / 2;
  18516. do {
  18517. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18518. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18519. { inside = ! inside; }
  18520. p = p.next;
  18521. } while ( p !== a );
  18522. return inside;
  18523. }
  18524. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18525. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18526. function splitPolygon( a, b ) {
  18527. var a2 = new Node( a.i, a.x, a.y ),
  18528. b2 = new Node( b.i, b.x, b.y ),
  18529. an = a.next,
  18530. bp = b.prev;
  18531. a.next = b;
  18532. b.prev = a;
  18533. a2.next = an;
  18534. an.prev = a2;
  18535. b2.next = a2;
  18536. a2.prev = b2;
  18537. bp.next = b2;
  18538. b2.prev = bp;
  18539. return b2;
  18540. }
  18541. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18542. function insertNode( i, x, y, last ) {
  18543. var p = new Node( i, x, y );
  18544. if ( ! last ) {
  18545. p.prev = p;
  18546. p.next = p;
  18547. } else {
  18548. p.next = last.next;
  18549. p.prev = last;
  18550. last.next.prev = p;
  18551. last.next = p;
  18552. }
  18553. return p;
  18554. }
  18555. function removeNode( p ) {
  18556. p.next.prev = p.prev;
  18557. p.prev.next = p.next;
  18558. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18559. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18560. }
  18561. function Node( i, x, y ) {
  18562. // vertex index in coordinates array
  18563. this.i = i;
  18564. // vertex coordinates
  18565. this.x = x;
  18566. this.y = y;
  18567. // previous and next vertex nodes in a polygon ring
  18568. this.prev = null;
  18569. this.next = null;
  18570. // z-order curve value
  18571. this.z = null;
  18572. // previous and next nodes in z-order
  18573. this.prevZ = null;
  18574. this.nextZ = null;
  18575. // indicates whether this is a steiner point
  18576. this.steiner = false;
  18577. }
  18578. function signedArea( data, start, end, dim ) {
  18579. var sum = 0;
  18580. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18581. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18582. j = i;
  18583. }
  18584. return sum;
  18585. }
  18586. /**
  18587. * @author zz85 / http://www.lab4games.net/zz85/blog
  18588. */
  18589. var ShapeUtils = {
  18590. // calculate area of the contour polygon
  18591. area: function ( contour ) {
  18592. var n = contour.length;
  18593. var a = 0.0;
  18594. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18595. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18596. }
  18597. return a * 0.5;
  18598. },
  18599. isClockWise: function ( pts ) {
  18600. return ShapeUtils.area( pts ) < 0;
  18601. },
  18602. triangulateShape: function ( contour, holes ) {
  18603. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18604. var holeIndices = []; // array of hole indices
  18605. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18606. removeDupEndPts( contour );
  18607. addContour( vertices, contour );
  18608. //
  18609. var holeIndex = contour.length;
  18610. holes.forEach( removeDupEndPts );
  18611. for ( var i = 0; i < holes.length; i ++ ) {
  18612. holeIndices.push( holeIndex );
  18613. holeIndex += holes[ i ].length;
  18614. addContour( vertices, holes[ i ] );
  18615. }
  18616. //
  18617. var triangles = Earcut.triangulate( vertices, holeIndices );
  18618. //
  18619. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18620. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18621. }
  18622. return faces;
  18623. }
  18624. };
  18625. function removeDupEndPts( points ) {
  18626. var l = points.length;
  18627. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18628. points.pop();
  18629. }
  18630. }
  18631. function addContour( vertices, contour ) {
  18632. for ( var i = 0; i < contour.length; i ++ ) {
  18633. vertices.push( contour[ i ].x );
  18634. vertices.push( contour[ i ].y );
  18635. }
  18636. }
  18637. /**
  18638. * @author zz85 / http://www.lab4games.net/zz85/blog
  18639. *
  18640. * Creates extruded geometry from a path shape.
  18641. *
  18642. * parameters = {
  18643. *
  18644. * curveSegments: <int>, // number of points on the curves
  18645. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18646. * depth: <float>, // Depth to extrude the shape
  18647. *
  18648. * bevelEnabled: <bool>, // turn on bevel
  18649. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18650. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18651. * bevelOffset: <float>, // how far from shape outline does bevel start
  18652. * bevelSegments: <int>, // number of bevel layers
  18653. *
  18654. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18655. *
  18656. * UVGenerator: <Object> // object that provides UV generator functions
  18657. *
  18658. * }
  18659. */
  18660. // ExtrudeGeometry
  18661. function ExtrudeGeometry( shapes, options ) {
  18662. Geometry.call( this );
  18663. this.type = 'ExtrudeGeometry';
  18664. this.parameters = {
  18665. shapes: shapes,
  18666. options: options
  18667. };
  18668. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18669. this.mergeVertices();
  18670. }
  18671. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18672. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18673. ExtrudeGeometry.prototype.toJSON = function () {
  18674. var data = Geometry.prototype.toJSON.call( this );
  18675. var shapes = this.parameters.shapes;
  18676. var options = this.parameters.options;
  18677. return toJSON( shapes, options, data );
  18678. };
  18679. // ExtrudeBufferGeometry
  18680. function ExtrudeBufferGeometry( shapes, options ) {
  18681. BufferGeometry.call( this );
  18682. this.type = 'ExtrudeBufferGeometry';
  18683. this.parameters = {
  18684. shapes: shapes,
  18685. options: options
  18686. };
  18687. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18688. var scope = this;
  18689. var verticesArray = [];
  18690. var uvArray = [];
  18691. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18692. var shape = shapes[ i ];
  18693. addShape( shape );
  18694. }
  18695. // build geometry
  18696. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18697. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18698. this.computeVertexNormals();
  18699. // functions
  18700. function addShape( shape ) {
  18701. var placeholder = [];
  18702. // options
  18703. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18704. var steps = options.steps !== undefined ? options.steps : 1;
  18705. var depth = options.depth !== undefined ? options.depth : 100;
  18706. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18707. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18708. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18709. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18710. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18711. var extrudePath = options.extrudePath;
  18712. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18713. // deprecated options
  18714. if ( options.amount !== undefined ) {
  18715. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18716. depth = options.amount;
  18717. }
  18718. //
  18719. var extrudePts, extrudeByPath = false;
  18720. var splineTube, binormal, normal, position2;
  18721. if ( extrudePath ) {
  18722. extrudePts = extrudePath.getSpacedPoints( steps );
  18723. extrudeByPath = true;
  18724. bevelEnabled = false; // bevels not supported for path extrusion
  18725. // SETUP TNB variables
  18726. // TODO1 - have a .isClosed in spline?
  18727. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18728. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18729. binormal = new Vector3();
  18730. normal = new Vector3();
  18731. position2 = new Vector3();
  18732. }
  18733. // Safeguards if bevels are not enabled
  18734. if ( ! bevelEnabled ) {
  18735. bevelSegments = 0;
  18736. bevelThickness = 0;
  18737. bevelSize = 0;
  18738. bevelOffset = 0;
  18739. }
  18740. // Variables initialization
  18741. var shapePoints = shape.extractPoints( curveSegments );
  18742. var vertices = shapePoints.shape;
  18743. var holes = shapePoints.holes;
  18744. var reverse = ! ShapeUtils.isClockWise( vertices );
  18745. if ( reverse ) {
  18746. vertices = vertices.reverse();
  18747. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18748. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18749. var ahole = holes[ h ];
  18750. if ( ShapeUtils.isClockWise( ahole ) ) {
  18751. holes[ h ] = ahole.reverse();
  18752. }
  18753. }
  18754. }
  18755. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18756. /* Vertices */
  18757. var contour = vertices; // vertices has all points but contour has only points of circumference
  18758. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18759. var ahole$1 = holes[ h$1 ];
  18760. vertices = vertices.concat( ahole$1 );
  18761. }
  18762. function scalePt2( pt, vec, size ) {
  18763. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18764. return vec.clone().multiplyScalar( size ).add( pt );
  18765. }
  18766. var vlen = vertices.length, flen = faces.length;
  18767. // Find directions for point movement
  18768. function getBevelVec( inPt, inPrev, inNext ) {
  18769. // computes for inPt the corresponding point inPt' on a new contour
  18770. // shifted by 1 unit (length of normalized vector) to the left
  18771. // if we walk along contour clockwise, this new contour is outside the old one
  18772. //
  18773. // inPt' is the intersection of the two lines parallel to the two
  18774. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18775. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18776. // good reading for geometry algorithms (here: line-line intersection)
  18777. // http://geomalgorithms.com/a05-_intersect-1.html
  18778. var v_prev_x = inPt.x - inPrev.x,
  18779. v_prev_y = inPt.y - inPrev.y;
  18780. var v_next_x = inNext.x - inPt.x,
  18781. v_next_y = inNext.y - inPt.y;
  18782. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18783. // check for collinear edges
  18784. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18785. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18786. // not collinear
  18787. // length of vectors for normalizing
  18788. var v_prev_len = Math.sqrt( v_prev_lensq );
  18789. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18790. // shift adjacent points by unit vectors to the left
  18791. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18792. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18793. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18794. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18795. // scaling factor for v_prev to intersection point
  18796. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18797. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18798. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18799. // vector from inPt to intersection point
  18800. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18801. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18802. // Don't normalize!, otherwise sharp corners become ugly
  18803. // but prevent crazy spikes
  18804. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18805. if ( v_trans_lensq <= 2 ) {
  18806. return new Vector2( v_trans_x, v_trans_y );
  18807. } else {
  18808. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18809. }
  18810. } else {
  18811. // handle special case of collinear edges
  18812. var direction_eq = false; // assumes: opposite
  18813. if ( v_prev_x > Number.EPSILON ) {
  18814. if ( v_next_x > Number.EPSILON ) {
  18815. direction_eq = true;
  18816. }
  18817. } else {
  18818. if ( v_prev_x < - Number.EPSILON ) {
  18819. if ( v_next_x < - Number.EPSILON ) {
  18820. direction_eq = true;
  18821. }
  18822. } else {
  18823. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18824. direction_eq = true;
  18825. }
  18826. }
  18827. }
  18828. if ( direction_eq ) {
  18829. // console.log("Warning: lines are a straight sequence");
  18830. v_trans_x = - v_prev_y;
  18831. v_trans_y = v_prev_x;
  18832. shrink_by = Math.sqrt( v_prev_lensq );
  18833. } else {
  18834. // console.log("Warning: lines are a straight spike");
  18835. v_trans_x = v_prev_x;
  18836. v_trans_y = v_prev_y;
  18837. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18838. }
  18839. }
  18840. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18841. }
  18842. var contourMovements = [];
  18843. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18844. if ( j === il ) { j = 0; }
  18845. if ( k === il ) { k = 0; }
  18846. // (j)---(i)---(k)
  18847. // console.log('i,j,k', i, j , k)
  18848. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18849. }
  18850. var holesMovements = [];
  18851. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18852. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18853. var ahole$2 = holes[ h$2 ];
  18854. oneHoleMovements = [];
  18855. for ( var i$1 = 0, il$1 = ahole$2.length, j$1 = il$1 - 1, k$1 = i$1 + 1; i$1 < il$1; i$1 ++, j$1 ++, k$1 ++ ) {
  18856. if ( j$1 === il$1 ) { j$1 = 0; }
  18857. if ( k$1 === il$1 ) { k$1 = 0; }
  18858. // (j)---(i)---(k)
  18859. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18860. }
  18861. holesMovements.push( oneHoleMovements );
  18862. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18863. }
  18864. // Loop bevelSegments, 1 for the front, 1 for the back
  18865. for ( var b = 0; b < bevelSegments; b ++ ) {
  18866. //for ( b = bevelSegments; b > 0; b -- ) {
  18867. var t = b / bevelSegments;
  18868. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18869. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18870. // contract shape
  18871. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18872. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18873. v( vert.x, vert.y, - z );
  18874. }
  18875. // expand holes
  18876. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18877. var ahole$3 = holes[ h$3 ];
  18878. oneHoleMovements = holesMovements[ h$3 ];
  18879. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18880. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18881. v( vert$1.x, vert$1.y, - z );
  18882. }
  18883. }
  18884. }
  18885. var bs = bevelSize + bevelOffset;
  18886. // Back facing vertices
  18887. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18888. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18889. if ( ! extrudeByPath ) {
  18890. v( vert$2.x, vert$2.y, 0 );
  18891. } else {
  18892. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18893. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18894. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18895. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18896. v( position2.x, position2.y, position2.z );
  18897. }
  18898. }
  18899. // Add stepped vertices...
  18900. // Including front facing vertices
  18901. for ( var s = 1; s <= steps; s ++ ) {
  18902. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18903. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18904. if ( ! extrudeByPath ) {
  18905. v( vert$3.x, vert$3.y, depth / steps * s );
  18906. } else {
  18907. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18908. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18909. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18910. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18911. v( position2.x, position2.y, position2.z );
  18912. }
  18913. }
  18914. }
  18915. // Add bevel segments planes
  18916. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18917. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18918. var t$1 = b$1 / bevelSegments;
  18919. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18920. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18921. // contract shape
  18922. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18923. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18924. v( vert$4.x, vert$4.y, depth + z$1 );
  18925. }
  18926. // expand holes
  18927. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18928. var ahole$4 = holes[ h$4 ];
  18929. oneHoleMovements = holesMovements[ h$4 ];
  18930. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18931. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18932. if ( ! extrudeByPath ) {
  18933. v( vert$5.x, vert$5.y, depth + z$1 );
  18934. } else {
  18935. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18936. }
  18937. }
  18938. }
  18939. }
  18940. /* Faces */
  18941. // Top and bottom faces
  18942. buildLidFaces();
  18943. // Sides faces
  18944. buildSideFaces();
  18945. ///// Internal functions
  18946. function buildLidFaces() {
  18947. var start = verticesArray.length / 3;
  18948. if ( bevelEnabled ) {
  18949. var layer = 0; // steps + 1
  18950. var offset = vlen * layer;
  18951. // Bottom faces
  18952. for ( var i = 0; i < flen; i ++ ) {
  18953. var face = faces[ i ];
  18954. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18955. }
  18956. layer = steps + bevelSegments * 2;
  18957. offset = vlen * layer;
  18958. // Top faces
  18959. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18960. var face$1 = faces[ i$1 ];
  18961. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18962. }
  18963. } else {
  18964. // Bottom faces
  18965. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18966. var face$2 = faces[ i$2 ];
  18967. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18968. }
  18969. // Top faces
  18970. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18971. var face$3 = faces[ i$3 ];
  18972. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18973. }
  18974. }
  18975. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18976. }
  18977. // Create faces for the z-sides of the shape
  18978. function buildSideFaces() {
  18979. var start = verticesArray.length / 3;
  18980. var layeroffset = 0;
  18981. sidewalls( contour, layeroffset );
  18982. layeroffset += contour.length;
  18983. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18984. var ahole = holes[ h ];
  18985. sidewalls( ahole, layeroffset );
  18986. //, true
  18987. layeroffset += ahole.length;
  18988. }
  18989. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18990. }
  18991. function sidewalls( contour, layeroffset ) {
  18992. var i = contour.length;
  18993. while ( -- i >= 0 ) {
  18994. var j = i;
  18995. var k = i - 1;
  18996. if ( k < 0 ) { k = contour.length - 1; }
  18997. //console.log('b', i,j, i-1, k,vertices.length);
  18998. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18999. var slen1 = vlen * s;
  19000. var slen2 = vlen * ( s + 1 );
  19001. var a = layeroffset + j + slen1,
  19002. b = layeroffset + k + slen1,
  19003. c = layeroffset + k + slen2,
  19004. d = layeroffset + j + slen2;
  19005. f4( a, b, c, d );
  19006. }
  19007. }
  19008. }
  19009. function v( x, y, z ) {
  19010. placeholder.push( x );
  19011. placeholder.push( y );
  19012. placeholder.push( z );
  19013. }
  19014. function f3( a, b, c ) {
  19015. addVertex( a );
  19016. addVertex( b );
  19017. addVertex( c );
  19018. var nextIndex = verticesArray.length / 3;
  19019. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19020. addUV( uvs[ 0 ] );
  19021. addUV( uvs[ 1 ] );
  19022. addUV( uvs[ 2 ] );
  19023. }
  19024. function f4( a, b, c, d ) {
  19025. addVertex( a );
  19026. addVertex( b );
  19027. addVertex( d );
  19028. addVertex( b );
  19029. addVertex( c );
  19030. addVertex( d );
  19031. var nextIndex = verticesArray.length / 3;
  19032. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19033. addUV( uvs[ 0 ] );
  19034. addUV( uvs[ 1 ] );
  19035. addUV( uvs[ 3 ] );
  19036. addUV( uvs[ 1 ] );
  19037. addUV( uvs[ 2 ] );
  19038. addUV( uvs[ 3 ] );
  19039. }
  19040. function addVertex( index ) {
  19041. verticesArray.push( placeholder[ index * 3 + 0 ] );
  19042. verticesArray.push( placeholder[ index * 3 + 1 ] );
  19043. verticesArray.push( placeholder[ index * 3 + 2 ] );
  19044. }
  19045. function addUV( vector2 ) {
  19046. uvArray.push( vector2.x );
  19047. uvArray.push( vector2.y );
  19048. }
  19049. }
  19050. }
  19051. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19052. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  19053. ExtrudeBufferGeometry.prototype.toJSON = function () {
  19054. var data = BufferGeometry.prototype.toJSON.call( this );
  19055. var shapes = this.parameters.shapes;
  19056. var options = this.parameters.options;
  19057. return toJSON( shapes, options, data );
  19058. };
  19059. //
  19060. var WorldUVGenerator = {
  19061. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  19062. var a_x = vertices[ indexA * 3 ];
  19063. var a_y = vertices[ indexA * 3 + 1 ];
  19064. var b_x = vertices[ indexB * 3 ];
  19065. var b_y = vertices[ indexB * 3 + 1 ];
  19066. var c_x = vertices[ indexC * 3 ];
  19067. var c_y = vertices[ indexC * 3 + 1 ];
  19068. return [
  19069. new Vector2( a_x, a_y ),
  19070. new Vector2( b_x, b_y ),
  19071. new Vector2( c_x, c_y )
  19072. ];
  19073. },
  19074. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  19075. var a_x = vertices[ indexA * 3 ];
  19076. var a_y = vertices[ indexA * 3 + 1 ];
  19077. var a_z = vertices[ indexA * 3 + 2 ];
  19078. var b_x = vertices[ indexB * 3 ];
  19079. var b_y = vertices[ indexB * 3 + 1 ];
  19080. var b_z = vertices[ indexB * 3 + 2 ];
  19081. var c_x = vertices[ indexC * 3 ];
  19082. var c_y = vertices[ indexC * 3 + 1 ];
  19083. var c_z = vertices[ indexC * 3 + 2 ];
  19084. var d_x = vertices[ indexD * 3 ];
  19085. var d_y = vertices[ indexD * 3 + 1 ];
  19086. var d_z = vertices[ indexD * 3 + 2 ];
  19087. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  19088. return [
  19089. new Vector2( a_x, 1 - a_z ),
  19090. new Vector2( b_x, 1 - b_z ),
  19091. new Vector2( c_x, 1 - c_z ),
  19092. new Vector2( d_x, 1 - d_z )
  19093. ];
  19094. } else {
  19095. return [
  19096. new Vector2( a_y, 1 - a_z ),
  19097. new Vector2( b_y, 1 - b_z ),
  19098. new Vector2( c_y, 1 - c_z ),
  19099. new Vector2( d_y, 1 - d_z )
  19100. ];
  19101. }
  19102. }
  19103. };
  19104. function toJSON( shapes, options, data ) {
  19105. //
  19106. data.shapes = [];
  19107. if ( Array.isArray( shapes ) ) {
  19108. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19109. var shape = shapes[ i ];
  19110. data.shapes.push( shape.uuid );
  19111. }
  19112. } else {
  19113. data.shapes.push( shapes.uuid );
  19114. }
  19115. //
  19116. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  19117. return data;
  19118. }
  19119. /**
  19120. * @author zz85 / http://www.lab4games.net/zz85/blog
  19121. * @author alteredq / http://alteredqualia.com/
  19122. *
  19123. * Text = 3D Text
  19124. *
  19125. * parameters = {
  19126. * font: <THREE.Font>, // font
  19127. *
  19128. * size: <float>, // size of the text
  19129. * height: <float>, // thickness to extrude text
  19130. * curveSegments: <int>, // number of points on the curves
  19131. *
  19132. * bevelEnabled: <bool>, // turn on bevel
  19133. * bevelThickness: <float>, // how deep into text bevel goes
  19134. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  19135. * bevelOffset: <float> // how far from text outline does bevel start
  19136. * }
  19137. */
  19138. // TextGeometry
  19139. function TextGeometry( text, parameters ) {
  19140. Geometry.call( this );
  19141. this.type = 'TextGeometry';
  19142. this.parameters = {
  19143. text: text,
  19144. parameters: parameters
  19145. };
  19146. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  19147. this.mergeVertices();
  19148. }
  19149. TextGeometry.prototype = Object.create( Geometry.prototype );
  19150. TextGeometry.prototype.constructor = TextGeometry;
  19151. // TextBufferGeometry
  19152. function TextBufferGeometry( text, parameters ) {
  19153. parameters = parameters || {};
  19154. var font = parameters.font;
  19155. if ( ! ( font && font.isFont ) ) {
  19156. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  19157. return new Geometry();
  19158. }
  19159. var shapes = font.generateShapes( text, parameters.size );
  19160. // translate parameters to ExtrudeGeometry API
  19161. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  19162. // defaults
  19163. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  19164. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  19165. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  19166. ExtrudeBufferGeometry.call( this, shapes, parameters );
  19167. this.type = 'TextBufferGeometry';
  19168. }
  19169. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  19170. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  19171. /**
  19172. * @author mrdoob / http://mrdoob.com/
  19173. * @author benaadams / https://twitter.com/ben_a_adams
  19174. * @author Mugen87 / https://github.com/Mugen87
  19175. */
  19176. // SphereGeometry
  19177. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19178. Geometry.call( this );
  19179. this.type = 'SphereGeometry';
  19180. this.parameters = {
  19181. radius: radius,
  19182. widthSegments: widthSegments,
  19183. heightSegments: heightSegments,
  19184. phiStart: phiStart,
  19185. phiLength: phiLength,
  19186. thetaStart: thetaStart,
  19187. thetaLength: thetaLength
  19188. };
  19189. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  19190. this.mergeVertices();
  19191. }
  19192. SphereGeometry.prototype = Object.create( Geometry.prototype );
  19193. SphereGeometry.prototype.constructor = SphereGeometry;
  19194. // SphereBufferGeometry
  19195. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19196. BufferGeometry.call( this );
  19197. this.type = 'SphereBufferGeometry';
  19198. this.parameters = {
  19199. radius: radius,
  19200. widthSegments: widthSegments,
  19201. heightSegments: heightSegments,
  19202. phiStart: phiStart,
  19203. phiLength: phiLength,
  19204. thetaStart: thetaStart,
  19205. thetaLength: thetaLength
  19206. };
  19207. radius = radius || 1;
  19208. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19209. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19210. phiStart = phiStart !== undefined ? phiStart : 0;
  19211. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19212. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19213. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19214. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  19215. var index = 0;
  19216. var grid = [];
  19217. var vertex = new Vector3();
  19218. var normal = new Vector3();
  19219. // buffers
  19220. var indices = [];
  19221. var vertices = [];
  19222. var normals = [];
  19223. var uvs = [];
  19224. // generate vertices, normals and uvs
  19225. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  19226. var verticesRow = [];
  19227. var v = iy / heightSegments;
  19228. // special case for the poles
  19229. var uOffset = 0;
  19230. if ( iy == 0 && thetaStart == 0 ) {
  19231. uOffset = 0.5 / widthSegments;
  19232. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  19233. uOffset = - 0.5 / widthSegments;
  19234. }
  19235. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  19236. var u = ix / widthSegments;
  19237. // vertex
  19238. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19239. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19240. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19241. vertices.push( vertex.x, vertex.y, vertex.z );
  19242. // normal
  19243. normal.copy( vertex ).normalize();
  19244. normals.push( normal.x, normal.y, normal.z );
  19245. // uv
  19246. uvs.push( u + uOffset, 1 - v );
  19247. verticesRow.push( index ++ );
  19248. }
  19249. grid.push( verticesRow );
  19250. }
  19251. // indices
  19252. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  19253. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  19254. var a = grid[ iy$1 ][ ix$1 + 1 ];
  19255. var b = grid[ iy$1 ][ ix$1 ];
  19256. var c = grid[ iy$1 + 1 ][ ix$1 ];
  19257. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  19258. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  19259. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  19260. }
  19261. }
  19262. // build geometry
  19263. this.setIndex( indices );
  19264. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19265. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19266. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19267. }
  19268. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19269. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19270. /**
  19271. * @author Kaleb Murphy
  19272. * @author Mugen87 / https://github.com/Mugen87
  19273. */
  19274. // RingGeometry
  19275. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19276. Geometry.call( this );
  19277. this.type = 'RingGeometry';
  19278. this.parameters = {
  19279. innerRadius: innerRadius,
  19280. outerRadius: outerRadius,
  19281. thetaSegments: thetaSegments,
  19282. phiSegments: phiSegments,
  19283. thetaStart: thetaStart,
  19284. thetaLength: thetaLength
  19285. };
  19286. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19287. this.mergeVertices();
  19288. }
  19289. RingGeometry.prototype = Object.create( Geometry.prototype );
  19290. RingGeometry.prototype.constructor = RingGeometry;
  19291. // RingBufferGeometry
  19292. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19293. BufferGeometry.call( this );
  19294. this.type = 'RingBufferGeometry';
  19295. this.parameters = {
  19296. innerRadius: innerRadius,
  19297. outerRadius: outerRadius,
  19298. thetaSegments: thetaSegments,
  19299. phiSegments: phiSegments,
  19300. thetaStart: thetaStart,
  19301. thetaLength: thetaLength
  19302. };
  19303. innerRadius = innerRadius || 0.5;
  19304. outerRadius = outerRadius || 1;
  19305. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19306. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19307. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19308. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19309. // buffers
  19310. var indices = [];
  19311. var vertices = [];
  19312. var normals = [];
  19313. var uvs = [];
  19314. // some helper variables
  19315. var radius = innerRadius;
  19316. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19317. var vertex = new Vector3();
  19318. var uv = new Vector2();
  19319. // generate vertices, normals and uvs
  19320. for ( var j = 0; j <= phiSegments; j ++ ) {
  19321. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19322. // values are generate from the inside of the ring to the outside
  19323. var segment = thetaStart + i / thetaSegments * thetaLength;
  19324. // vertex
  19325. vertex.x = radius * Math.cos( segment );
  19326. vertex.y = radius * Math.sin( segment );
  19327. vertices.push( vertex.x, vertex.y, vertex.z );
  19328. // normal
  19329. normals.push( 0, 0, 1 );
  19330. // uv
  19331. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19332. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19333. uvs.push( uv.x, uv.y );
  19334. }
  19335. // increase the radius for next row of vertices
  19336. radius += radiusStep;
  19337. }
  19338. // indices
  19339. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19340. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19341. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19342. var segment$1 = i$1 + thetaSegmentLevel;
  19343. var a = segment$1;
  19344. var b = segment$1 + thetaSegments + 1;
  19345. var c = segment$1 + thetaSegments + 2;
  19346. var d = segment$1 + 1;
  19347. // faces
  19348. indices.push( a, b, d );
  19349. indices.push( b, c, d );
  19350. }
  19351. }
  19352. // build geometry
  19353. this.setIndex( indices );
  19354. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19355. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19356. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19357. }
  19358. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19359. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19360. /**
  19361. * @author zz85 / https://github.com/zz85
  19362. * @author bhouston / http://clara.io
  19363. * @author Mugen87 / https://github.com/Mugen87
  19364. */
  19365. // LatheGeometry
  19366. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19367. Geometry.call( this );
  19368. this.type = 'LatheGeometry';
  19369. this.parameters = {
  19370. points: points,
  19371. segments: segments,
  19372. phiStart: phiStart,
  19373. phiLength: phiLength
  19374. };
  19375. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19376. this.mergeVertices();
  19377. }
  19378. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19379. LatheGeometry.prototype.constructor = LatheGeometry;
  19380. // LatheBufferGeometry
  19381. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19382. BufferGeometry.call( this );
  19383. this.type = 'LatheBufferGeometry';
  19384. this.parameters = {
  19385. points: points,
  19386. segments: segments,
  19387. phiStart: phiStart,
  19388. phiLength: phiLength
  19389. };
  19390. segments = Math.floor( segments ) || 12;
  19391. phiStart = phiStart || 0;
  19392. phiLength = phiLength || Math.PI * 2;
  19393. // clamp phiLength so it's in range of [ 0, 2PI ]
  19394. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19395. // buffers
  19396. var indices = [];
  19397. var vertices = [];
  19398. var uvs = [];
  19399. // helper variables
  19400. var inverseSegments = 1.0 / segments;
  19401. var vertex = new Vector3();
  19402. var uv = new Vector2();
  19403. // generate vertices and uvs
  19404. for ( var i = 0; i <= segments; i ++ ) {
  19405. var phi = phiStart + i * inverseSegments * phiLength;
  19406. var sin = Math.sin( phi );
  19407. var cos = Math.cos( phi );
  19408. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19409. // vertex
  19410. vertex.x = points[ j ].x * sin;
  19411. vertex.y = points[ j ].y;
  19412. vertex.z = points[ j ].x * cos;
  19413. vertices.push( vertex.x, vertex.y, vertex.z );
  19414. // uv
  19415. uv.x = i / segments;
  19416. uv.y = j / ( points.length - 1 );
  19417. uvs.push( uv.x, uv.y );
  19418. }
  19419. }
  19420. // indices
  19421. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19422. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19423. var base = j$1 + i$1 * points.length;
  19424. var a = base;
  19425. var b = base + points.length;
  19426. var c = base + points.length + 1;
  19427. var d = base + 1;
  19428. // faces
  19429. indices.push( a, b, d );
  19430. indices.push( b, c, d );
  19431. }
  19432. }
  19433. // build geometry
  19434. this.setIndex( indices );
  19435. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19436. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19437. // generate normals
  19438. this.computeVertexNormals();
  19439. // if the geometry is closed, we need to average the normals along the seam.
  19440. // because the corresponding vertices are identical (but still have different UVs).
  19441. if ( phiLength === Math.PI * 2 ) {
  19442. var normals = this.attributes.normal.array;
  19443. var n1 = new Vector3();
  19444. var n2 = new Vector3();
  19445. var n = new Vector3();
  19446. // this is the buffer offset for the last line of vertices
  19447. var base$1 = segments * points.length * 3;
  19448. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19449. // select the normal of the vertex in the first line
  19450. n1.x = normals[ j$2 + 0 ];
  19451. n1.y = normals[ j$2 + 1 ];
  19452. n1.z = normals[ j$2 + 2 ];
  19453. // select the normal of the vertex in the last line
  19454. n2.x = normals[ base$1 + j$2 + 0 ];
  19455. n2.y = normals[ base$1 + j$2 + 1 ];
  19456. n2.z = normals[ base$1 + j$2 + 2 ];
  19457. // average normals
  19458. n.addVectors( n1, n2 ).normalize();
  19459. // assign the new values to both normals
  19460. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19461. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19462. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19463. }
  19464. }
  19465. }
  19466. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19467. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19468. /**
  19469. * @author jonobr1 / http://jonobr1.com
  19470. * @author Mugen87 / https://github.com/Mugen87
  19471. */
  19472. // ShapeGeometry
  19473. function ShapeGeometry( shapes, curveSegments ) {
  19474. Geometry.call( this );
  19475. this.type = 'ShapeGeometry';
  19476. if ( typeof curveSegments === 'object' ) {
  19477. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19478. curveSegments = curveSegments.curveSegments;
  19479. }
  19480. this.parameters = {
  19481. shapes: shapes,
  19482. curveSegments: curveSegments
  19483. };
  19484. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19485. this.mergeVertices();
  19486. }
  19487. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19488. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19489. ShapeGeometry.prototype.toJSON = function () {
  19490. var data = Geometry.prototype.toJSON.call( this );
  19491. var shapes = this.parameters.shapes;
  19492. return toJSON$1( shapes, data );
  19493. };
  19494. // ShapeBufferGeometry
  19495. function ShapeBufferGeometry( shapes, curveSegments ) {
  19496. BufferGeometry.call( this );
  19497. this.type = 'ShapeBufferGeometry';
  19498. this.parameters = {
  19499. shapes: shapes,
  19500. curveSegments: curveSegments
  19501. };
  19502. curveSegments = curveSegments || 12;
  19503. // buffers
  19504. var indices = [];
  19505. var vertices = [];
  19506. var normals = [];
  19507. var uvs = [];
  19508. // helper variables
  19509. var groupStart = 0;
  19510. var groupCount = 0;
  19511. // allow single and array values for "shapes" parameter
  19512. if ( Array.isArray( shapes ) === false ) {
  19513. addShape( shapes );
  19514. } else {
  19515. for ( var i = 0; i < shapes.length; i ++ ) {
  19516. addShape( shapes[ i ] );
  19517. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19518. groupStart += groupCount;
  19519. groupCount = 0;
  19520. }
  19521. }
  19522. // build geometry
  19523. this.setIndex( indices );
  19524. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19525. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19526. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19527. // helper functions
  19528. function addShape( shape ) {
  19529. var indexOffset = vertices.length / 3;
  19530. var points = shape.extractPoints( curveSegments );
  19531. var shapeVertices = points.shape;
  19532. var shapeHoles = points.holes;
  19533. // check direction of vertices
  19534. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19535. shapeVertices = shapeVertices.reverse();
  19536. }
  19537. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19538. var shapeHole = shapeHoles[ i ];
  19539. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19540. shapeHoles[ i ] = shapeHole.reverse();
  19541. }
  19542. }
  19543. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19544. // join vertices of inner and outer paths to a single array
  19545. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19546. var shapeHole$1 = shapeHoles[ i$1 ];
  19547. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19548. }
  19549. // vertices, normals, uvs
  19550. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19551. var vertex = shapeVertices[ i$2 ];
  19552. vertices.push( vertex.x, vertex.y, 0 );
  19553. normals.push( 0, 0, 1 );
  19554. uvs.push( vertex.x, vertex.y ); // world uvs
  19555. }
  19556. // incides
  19557. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19558. var face = faces[ i$3 ];
  19559. var a = face[ 0 ] + indexOffset;
  19560. var b = face[ 1 ] + indexOffset;
  19561. var c = face[ 2 ] + indexOffset;
  19562. indices.push( a, b, c );
  19563. groupCount += 3;
  19564. }
  19565. }
  19566. }
  19567. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19568. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19569. ShapeBufferGeometry.prototype.toJSON = function () {
  19570. var data = BufferGeometry.prototype.toJSON.call( this );
  19571. var shapes = this.parameters.shapes;
  19572. return toJSON$1( shapes, data );
  19573. };
  19574. //
  19575. function toJSON$1( shapes, data ) {
  19576. data.shapes = [];
  19577. if ( Array.isArray( shapes ) ) {
  19578. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19579. var shape = shapes[ i ];
  19580. data.shapes.push( shape.uuid );
  19581. }
  19582. } else {
  19583. data.shapes.push( shapes.uuid );
  19584. }
  19585. return data;
  19586. }
  19587. /**
  19588. * @author WestLangley / http://github.com/WestLangley
  19589. * @author Mugen87 / https://github.com/Mugen87
  19590. */
  19591. function EdgesGeometry( geometry, thresholdAngle ) {
  19592. BufferGeometry.call( this );
  19593. this.type = 'EdgesGeometry';
  19594. this.parameters = {
  19595. thresholdAngle: thresholdAngle
  19596. };
  19597. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19598. // buffer
  19599. var vertices = [];
  19600. // helper variables
  19601. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19602. var edge = [ 0, 0 ], edges = {};
  19603. var edge1, edge2, key;
  19604. var keys = [ 'a', 'b', 'c' ];
  19605. // prepare source geometry
  19606. var geometry2;
  19607. if ( geometry.isBufferGeometry ) {
  19608. geometry2 = new Geometry();
  19609. geometry2.fromBufferGeometry( geometry );
  19610. } else {
  19611. geometry2 = geometry.clone();
  19612. }
  19613. geometry2.mergeVertices();
  19614. geometry2.computeFaceNormals();
  19615. var sourceVertices = geometry2.vertices;
  19616. var faces = geometry2.faces;
  19617. // now create a data structure where each entry represents an edge with its adjoining faces
  19618. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19619. var face = faces[ i ];
  19620. for ( var j = 0; j < 3; j ++ ) {
  19621. edge1 = face[ keys[ j ] ];
  19622. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19623. edge[ 0 ] = Math.min( edge1, edge2 );
  19624. edge[ 1 ] = Math.max( edge1, edge2 );
  19625. key = edge[ 0 ] + ',' + edge[ 1 ];
  19626. if ( edges[ key ] === undefined ) {
  19627. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19628. } else {
  19629. edges[ key ].face2 = i;
  19630. }
  19631. }
  19632. }
  19633. // generate vertices
  19634. for ( key in edges ) {
  19635. var e = edges[ key ];
  19636. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19637. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19638. var vertex = sourceVertices[ e.index1 ];
  19639. vertices.push( vertex.x, vertex.y, vertex.z );
  19640. vertex = sourceVertices[ e.index2 ];
  19641. vertices.push( vertex.x, vertex.y, vertex.z );
  19642. }
  19643. }
  19644. // build geometry
  19645. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19646. }
  19647. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19648. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19649. /**
  19650. * @author mrdoob / http://mrdoob.com/
  19651. * @author Mugen87 / https://github.com/Mugen87
  19652. */
  19653. // CylinderGeometry
  19654. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19655. Geometry.call( this );
  19656. this.type = 'CylinderGeometry';
  19657. this.parameters = {
  19658. radiusTop: radiusTop,
  19659. radiusBottom: radiusBottom,
  19660. height: height,
  19661. radialSegments: radialSegments,
  19662. heightSegments: heightSegments,
  19663. openEnded: openEnded,
  19664. thetaStart: thetaStart,
  19665. thetaLength: thetaLength
  19666. };
  19667. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19668. this.mergeVertices();
  19669. }
  19670. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19671. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19672. // CylinderBufferGeometry
  19673. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19674. BufferGeometry.call( this );
  19675. this.type = 'CylinderBufferGeometry';
  19676. this.parameters = {
  19677. radiusTop: radiusTop,
  19678. radiusBottom: radiusBottom,
  19679. height: height,
  19680. radialSegments: radialSegments,
  19681. heightSegments: heightSegments,
  19682. openEnded: openEnded,
  19683. thetaStart: thetaStart,
  19684. thetaLength: thetaLength
  19685. };
  19686. var scope = this;
  19687. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19688. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19689. height = height || 1;
  19690. radialSegments = Math.floor( radialSegments ) || 8;
  19691. heightSegments = Math.floor( heightSegments ) || 1;
  19692. openEnded = openEnded !== undefined ? openEnded : false;
  19693. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19694. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19695. // buffers
  19696. var indices = [];
  19697. var vertices = [];
  19698. var normals = [];
  19699. var uvs = [];
  19700. // helper variables
  19701. var index = 0;
  19702. var indexArray = [];
  19703. var halfHeight = height / 2;
  19704. var groupStart = 0;
  19705. // generate geometry
  19706. generateTorso();
  19707. if ( openEnded === false ) {
  19708. if ( radiusTop > 0 ) { generateCap( true ); }
  19709. if ( radiusBottom > 0 ) { generateCap( false ); }
  19710. }
  19711. // build geometry
  19712. this.setIndex( indices );
  19713. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19714. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19715. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19716. function generateTorso() {
  19717. var normal = new Vector3();
  19718. var vertex = new Vector3();
  19719. var groupCount = 0;
  19720. // this will be used to calculate the normal
  19721. var slope = ( radiusBottom - radiusTop ) / height;
  19722. // generate vertices, normals and uvs
  19723. for ( var y = 0; y <= heightSegments; y ++ ) {
  19724. var indexRow = [];
  19725. var v = y / heightSegments;
  19726. // calculate the radius of the current row
  19727. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19728. for ( var x = 0; x <= radialSegments; x ++ ) {
  19729. var u = x / radialSegments;
  19730. var theta = u * thetaLength + thetaStart;
  19731. var sinTheta = Math.sin( theta );
  19732. var cosTheta = Math.cos( theta );
  19733. // vertex
  19734. vertex.x = radius * sinTheta;
  19735. vertex.y = - v * height + halfHeight;
  19736. vertex.z = radius * cosTheta;
  19737. vertices.push( vertex.x, vertex.y, vertex.z );
  19738. // normal
  19739. normal.set( sinTheta, slope, cosTheta ).normalize();
  19740. normals.push( normal.x, normal.y, normal.z );
  19741. // uv
  19742. uvs.push( u, 1 - v );
  19743. // save index of vertex in respective row
  19744. indexRow.push( index ++ );
  19745. }
  19746. // now save vertices of the row in our index array
  19747. indexArray.push( indexRow );
  19748. }
  19749. // generate indices
  19750. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19751. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19752. // we use the index array to access the correct indices
  19753. var a = indexArray[ y$1 ][ x$1 ];
  19754. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19755. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19756. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19757. // faces
  19758. indices.push( a, b, d );
  19759. indices.push( b, c, d );
  19760. // update group counter
  19761. groupCount += 6;
  19762. }
  19763. }
  19764. // add a group to the geometry. this will ensure multi material support
  19765. scope.addGroup( groupStart, groupCount, 0 );
  19766. // calculate new start value for groups
  19767. groupStart += groupCount;
  19768. }
  19769. function generateCap( top ) {
  19770. var centerIndexStart, centerIndexEnd;
  19771. var uv = new Vector2();
  19772. var vertex = new Vector3();
  19773. var groupCount = 0;
  19774. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19775. var sign = ( top === true ) ? 1 : - 1;
  19776. // save the index of the first center vertex
  19777. centerIndexStart = index;
  19778. // first we generate the center vertex data of the cap.
  19779. // because the geometry needs one set of uvs per face,
  19780. // we must generate a center vertex per face/segment
  19781. for ( var x = 1; x <= radialSegments; x ++ ) {
  19782. // vertex
  19783. vertices.push( 0, halfHeight * sign, 0 );
  19784. // normal
  19785. normals.push( 0, sign, 0 );
  19786. // uv
  19787. uvs.push( 0.5, 0.5 );
  19788. // increase index
  19789. index ++;
  19790. }
  19791. // save the index of the last center vertex
  19792. centerIndexEnd = index;
  19793. // now we generate the surrounding vertices, normals and uvs
  19794. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19795. var u = x$1 / radialSegments;
  19796. var theta = u * thetaLength + thetaStart;
  19797. var cosTheta = Math.cos( theta );
  19798. var sinTheta = Math.sin( theta );
  19799. // vertex
  19800. vertex.x = radius * sinTheta;
  19801. vertex.y = halfHeight * sign;
  19802. vertex.z = radius * cosTheta;
  19803. vertices.push( vertex.x, vertex.y, vertex.z );
  19804. // normal
  19805. normals.push( 0, sign, 0 );
  19806. // uv
  19807. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19808. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19809. uvs.push( uv.x, uv.y );
  19810. // increase index
  19811. index ++;
  19812. }
  19813. // generate indices
  19814. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19815. var c = centerIndexStart + x$2;
  19816. var i = centerIndexEnd + x$2;
  19817. if ( top === true ) {
  19818. // face top
  19819. indices.push( i, i + 1, c );
  19820. } else {
  19821. // face bottom
  19822. indices.push( i + 1, i, c );
  19823. }
  19824. groupCount += 3;
  19825. }
  19826. // add a group to the geometry. this will ensure multi material support
  19827. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19828. // calculate new start value for groups
  19829. groupStart += groupCount;
  19830. }
  19831. }
  19832. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19833. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19834. /**
  19835. * @author abelnation / http://github.com/abelnation
  19836. */
  19837. // ConeGeometry
  19838. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19839. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19840. this.type = 'ConeGeometry';
  19841. this.parameters = {
  19842. radius: radius,
  19843. height: height,
  19844. radialSegments: radialSegments,
  19845. heightSegments: heightSegments,
  19846. openEnded: openEnded,
  19847. thetaStart: thetaStart,
  19848. thetaLength: thetaLength
  19849. };
  19850. }
  19851. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19852. ConeGeometry.prototype.constructor = ConeGeometry;
  19853. // ConeBufferGeometry
  19854. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19855. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19856. this.type = 'ConeBufferGeometry';
  19857. this.parameters = {
  19858. radius: radius,
  19859. height: height,
  19860. radialSegments: radialSegments,
  19861. heightSegments: heightSegments,
  19862. openEnded: openEnded,
  19863. thetaStart: thetaStart,
  19864. thetaLength: thetaLength
  19865. };
  19866. }
  19867. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19868. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19869. /**
  19870. * @author benaadams / https://twitter.com/ben_a_adams
  19871. * @author Mugen87 / https://github.com/Mugen87
  19872. * @author hughes
  19873. */
  19874. // CircleGeometry
  19875. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19876. Geometry.call( this );
  19877. this.type = 'CircleGeometry';
  19878. this.parameters = {
  19879. radius: radius,
  19880. segments: segments,
  19881. thetaStart: thetaStart,
  19882. thetaLength: thetaLength
  19883. };
  19884. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19885. this.mergeVertices();
  19886. }
  19887. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19888. CircleGeometry.prototype.constructor = CircleGeometry;
  19889. // CircleBufferGeometry
  19890. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19891. BufferGeometry.call( this );
  19892. this.type = 'CircleBufferGeometry';
  19893. this.parameters = {
  19894. radius: radius,
  19895. segments: segments,
  19896. thetaStart: thetaStart,
  19897. thetaLength: thetaLength
  19898. };
  19899. radius = radius || 1;
  19900. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19901. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19902. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19903. // buffers
  19904. var indices = [];
  19905. var vertices = [];
  19906. var normals = [];
  19907. var uvs = [];
  19908. // helper variables
  19909. var vertex = new Vector3();
  19910. var uv = new Vector2();
  19911. // center point
  19912. vertices.push( 0, 0, 0 );
  19913. normals.push( 0, 0, 1 );
  19914. uvs.push( 0.5, 0.5 );
  19915. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19916. var segment = thetaStart + s / segments * thetaLength;
  19917. // vertex
  19918. vertex.x = radius * Math.cos( segment );
  19919. vertex.y = radius * Math.sin( segment );
  19920. vertices.push( vertex.x, vertex.y, vertex.z );
  19921. // normal
  19922. normals.push( 0, 0, 1 );
  19923. // uvs
  19924. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19925. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19926. uvs.push( uv.x, uv.y );
  19927. }
  19928. // indices
  19929. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19930. indices.push( i$1, i$1 + 1, 0 );
  19931. }
  19932. // build geometry
  19933. this.setIndex( indices );
  19934. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19935. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19936. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19937. }
  19938. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19939. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19940. var Geometries = /*#__PURE__*/Object.freeze({
  19941. __proto__: null,
  19942. WireframeGeometry: WireframeGeometry,
  19943. ParametricGeometry: ParametricGeometry,
  19944. ParametricBufferGeometry: ParametricBufferGeometry,
  19945. TetrahedronGeometry: TetrahedronGeometry,
  19946. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19947. OctahedronGeometry: OctahedronGeometry,
  19948. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19949. IcosahedronGeometry: IcosahedronGeometry,
  19950. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19951. DodecahedronGeometry: DodecahedronGeometry,
  19952. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19953. PolyhedronGeometry: PolyhedronGeometry,
  19954. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19955. TubeGeometry: TubeGeometry,
  19956. TubeBufferGeometry: TubeBufferGeometry,
  19957. TorusKnotGeometry: TorusKnotGeometry,
  19958. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19959. TorusGeometry: TorusGeometry,
  19960. TorusBufferGeometry: TorusBufferGeometry,
  19961. TextGeometry: TextGeometry,
  19962. TextBufferGeometry: TextBufferGeometry,
  19963. SphereGeometry: SphereGeometry,
  19964. SphereBufferGeometry: SphereBufferGeometry,
  19965. RingGeometry: RingGeometry,
  19966. RingBufferGeometry: RingBufferGeometry,
  19967. PlaneGeometry: PlaneGeometry,
  19968. PlaneBufferGeometry: PlaneBufferGeometry,
  19969. LatheGeometry: LatheGeometry,
  19970. LatheBufferGeometry: LatheBufferGeometry,
  19971. ShapeGeometry: ShapeGeometry,
  19972. ShapeBufferGeometry: ShapeBufferGeometry,
  19973. ExtrudeGeometry: ExtrudeGeometry,
  19974. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19975. EdgesGeometry: EdgesGeometry,
  19976. ConeGeometry: ConeGeometry,
  19977. ConeBufferGeometry: ConeBufferGeometry,
  19978. CylinderGeometry: CylinderGeometry,
  19979. CylinderBufferGeometry: CylinderBufferGeometry,
  19980. CircleGeometry: CircleGeometry,
  19981. CircleBufferGeometry: CircleBufferGeometry,
  19982. BoxGeometry: BoxGeometry,
  19983. BoxBufferGeometry: BoxBufferGeometry
  19984. });
  19985. /**
  19986. * @author mrdoob / http://mrdoob.com/
  19987. *
  19988. * parameters = {
  19989. * color: <THREE.Color>
  19990. * }
  19991. */
  19992. function ShadowMaterial( parameters ) {
  19993. Material.call( this );
  19994. this.type = 'ShadowMaterial';
  19995. this.color = new Color( 0x000000 );
  19996. this.transparent = true;
  19997. this.setValues( parameters );
  19998. }
  19999. ShadowMaterial.prototype = Object.create( Material.prototype );
  20000. ShadowMaterial.prototype.constructor = ShadowMaterial;
  20001. ShadowMaterial.prototype.isShadowMaterial = true;
  20002. ShadowMaterial.prototype.copy = function ( source ) {
  20003. Material.prototype.copy.call( this, source );
  20004. this.color.copy( source.color );
  20005. return this;
  20006. };
  20007. /**
  20008. * @author mrdoob / http://mrdoob.com/
  20009. */
  20010. function RawShaderMaterial( parameters ) {
  20011. ShaderMaterial.call( this, parameters );
  20012. this.type = 'RawShaderMaterial';
  20013. }
  20014. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  20015. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  20016. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  20017. /**
  20018. * @author WestLangley / http://github.com/WestLangley
  20019. *
  20020. * parameters = {
  20021. * color: <hex>,
  20022. * roughness: <float>,
  20023. * metalness: <float>,
  20024. * opacity: <float>,
  20025. *
  20026. * map: new THREE.Texture( <Image> ),
  20027. *
  20028. * lightMap: new THREE.Texture( <Image> ),
  20029. * lightMapIntensity: <float>
  20030. *
  20031. * aoMap: new THREE.Texture( <Image> ),
  20032. * aoMapIntensity: <float>
  20033. *
  20034. * emissive: <hex>,
  20035. * emissiveIntensity: <float>
  20036. * emissiveMap: new THREE.Texture( <Image> ),
  20037. *
  20038. * bumpMap: new THREE.Texture( <Image> ),
  20039. * bumpScale: <float>,
  20040. *
  20041. * normalMap: new THREE.Texture( <Image> ),
  20042. * normalMapType: THREE.TangentSpaceNormalMap,
  20043. * normalScale: <Vector2>,
  20044. *
  20045. * displacementMap: new THREE.Texture( <Image> ),
  20046. * displacementScale: <float>,
  20047. * displacementBias: <float>,
  20048. *
  20049. * roughnessMap: new THREE.Texture( <Image> ),
  20050. *
  20051. * metalnessMap: new THREE.Texture( <Image> ),
  20052. *
  20053. * alphaMap: new THREE.Texture( <Image> ),
  20054. *
  20055. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20056. * envMapIntensity: <float>
  20057. *
  20058. * refractionRatio: <float>,
  20059. *
  20060. * wireframe: <boolean>,
  20061. * wireframeLinewidth: <float>,
  20062. *
  20063. * skinning: <bool>,
  20064. * morphTargets: <bool>,
  20065. * morphNormals: <bool>
  20066. * }
  20067. */
  20068. function MeshStandardMaterial( parameters ) {
  20069. Material.call( this );
  20070. this.defines = { 'STANDARD': '' };
  20071. this.type = 'MeshStandardMaterial';
  20072. this.color = new Color( 0xffffff ); // diffuse
  20073. this.roughness = 1.0;
  20074. this.metalness = 0.0;
  20075. this.map = null;
  20076. this.lightMap = null;
  20077. this.lightMapIntensity = 1.0;
  20078. this.aoMap = null;
  20079. this.aoMapIntensity = 1.0;
  20080. this.emissive = new Color( 0x000000 );
  20081. this.emissiveIntensity = 1.0;
  20082. this.emissiveMap = null;
  20083. this.bumpMap = null;
  20084. this.bumpScale = 1;
  20085. this.normalMap = null;
  20086. this.normalMapType = TangentSpaceNormalMap;
  20087. this.normalScale = new Vector2( 1, 1 );
  20088. this.displacementMap = null;
  20089. this.displacementScale = 1;
  20090. this.displacementBias = 0;
  20091. this.roughnessMap = null;
  20092. this.metalnessMap = null;
  20093. this.alphaMap = null;
  20094. this.envMap = null;
  20095. this.envMapIntensity = 1.0;
  20096. this.refractionRatio = 0.98;
  20097. this.wireframe = false;
  20098. this.wireframeLinewidth = 1;
  20099. this.wireframeLinecap = 'round';
  20100. this.wireframeLinejoin = 'round';
  20101. this.skinning = false;
  20102. this.morphTargets = false;
  20103. this.morphNormals = false;
  20104. this.vertexTangents = false;
  20105. this.setValues( parameters );
  20106. }
  20107. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  20108. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  20109. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  20110. MeshStandardMaterial.prototype.copy = function ( source ) {
  20111. Material.prototype.copy.call( this, source );
  20112. this.defines = { 'STANDARD': '' };
  20113. this.color.copy( source.color );
  20114. this.roughness = source.roughness;
  20115. this.metalness = source.metalness;
  20116. this.map = source.map;
  20117. this.lightMap = source.lightMap;
  20118. this.lightMapIntensity = source.lightMapIntensity;
  20119. this.aoMap = source.aoMap;
  20120. this.aoMapIntensity = source.aoMapIntensity;
  20121. this.emissive.copy( source.emissive );
  20122. this.emissiveMap = source.emissiveMap;
  20123. this.emissiveIntensity = source.emissiveIntensity;
  20124. this.bumpMap = source.bumpMap;
  20125. this.bumpScale = source.bumpScale;
  20126. this.normalMap = source.normalMap;
  20127. this.normalMapType = source.normalMapType;
  20128. this.normalScale.copy( source.normalScale );
  20129. this.displacementMap = source.displacementMap;
  20130. this.displacementScale = source.displacementScale;
  20131. this.displacementBias = source.displacementBias;
  20132. this.roughnessMap = source.roughnessMap;
  20133. this.metalnessMap = source.metalnessMap;
  20134. this.alphaMap = source.alphaMap;
  20135. this.envMap = source.envMap;
  20136. this.envMapIntensity = source.envMapIntensity;
  20137. this.refractionRatio = source.refractionRatio;
  20138. this.wireframe = source.wireframe;
  20139. this.wireframeLinewidth = source.wireframeLinewidth;
  20140. this.wireframeLinecap = source.wireframeLinecap;
  20141. this.wireframeLinejoin = source.wireframeLinejoin;
  20142. this.skinning = source.skinning;
  20143. this.morphTargets = source.morphTargets;
  20144. this.morphNormals = source.morphNormals;
  20145. this.vertexTangents = source.vertexTangents;
  20146. return this;
  20147. };
  20148. /**
  20149. * @author WestLangley / http://github.com/WestLangley
  20150. *
  20151. * parameters = {
  20152. * clearcoat: <float>,
  20153. * clearcoatMap: new THREE.Texture( <Image> ),
  20154. * clearcoatRoughness: <float>,
  20155. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  20156. * clearcoatNormalScale: <Vector2>,
  20157. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  20158. *
  20159. * reflectivity: <float>,
  20160. *
  20161. * sheen: <Color>,
  20162. *
  20163. * transparency: <float>
  20164. * }
  20165. */
  20166. function MeshPhysicalMaterial( parameters ) {
  20167. MeshStandardMaterial.call( this );
  20168. this.defines = {
  20169. 'STANDARD': '',
  20170. 'PHYSICAL': ''
  20171. };
  20172. this.type = 'MeshPhysicalMaterial';
  20173. this.clearcoat = 0.0;
  20174. this.clearcoatMap = null;
  20175. this.clearcoatRoughness = 0.0;
  20176. this.clearcoatRoughnessMap = null;
  20177. this.clearcoatNormalScale = new Vector2( 1, 1 );
  20178. this.clearcoatNormalMap = null;
  20179. this.reflectivity = 0.5; // maps to F0 = 0.04
  20180. this.sheen = null; // null will disable sheen bsdf
  20181. this.transparency = 0.0;
  20182. this.setValues( parameters );
  20183. }
  20184. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  20185. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  20186. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  20187. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  20188. MeshStandardMaterial.prototype.copy.call( this, source );
  20189. this.defines = {
  20190. 'STANDARD': '',
  20191. 'PHYSICAL': ''
  20192. };
  20193. this.clearcoat = source.clearcoat;
  20194. this.clearcoatMap = source.clearcoatMap;
  20195. this.clearcoatRoughness = source.clearcoatRoughness;
  20196. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  20197. this.clearcoatNormalMap = source.clearcoatNormalMap;
  20198. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  20199. this.reflectivity = source.reflectivity;
  20200. if ( source.sheen ) {
  20201. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  20202. } else {
  20203. this.sheen = null;
  20204. }
  20205. this.transparency = source.transparency;
  20206. return this;
  20207. };
  20208. /**
  20209. * @author mrdoob / http://mrdoob.com/
  20210. * @author alteredq / http://alteredqualia.com/
  20211. *
  20212. * parameters = {
  20213. * color: <hex>,
  20214. * specular: <hex>,
  20215. * shininess: <float>,
  20216. * opacity: <float>,
  20217. *
  20218. * map: new THREE.Texture( <Image> ),
  20219. *
  20220. * lightMap: new THREE.Texture( <Image> ),
  20221. * lightMapIntensity: <float>
  20222. *
  20223. * aoMap: new THREE.Texture( <Image> ),
  20224. * aoMapIntensity: <float>
  20225. *
  20226. * emissive: <hex>,
  20227. * emissiveIntensity: <float>
  20228. * emissiveMap: new THREE.Texture( <Image> ),
  20229. *
  20230. * bumpMap: new THREE.Texture( <Image> ),
  20231. * bumpScale: <float>,
  20232. *
  20233. * normalMap: new THREE.Texture( <Image> ),
  20234. * normalMapType: THREE.TangentSpaceNormalMap,
  20235. * normalScale: <Vector2>,
  20236. *
  20237. * displacementMap: new THREE.Texture( <Image> ),
  20238. * displacementScale: <float>,
  20239. * displacementBias: <float>,
  20240. *
  20241. * specularMap: new THREE.Texture( <Image> ),
  20242. *
  20243. * alphaMap: new THREE.Texture( <Image> ),
  20244. *
  20245. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20246. * combine: THREE.MultiplyOperation,
  20247. * reflectivity: <float>,
  20248. * refractionRatio: <float>,
  20249. *
  20250. * wireframe: <boolean>,
  20251. * wireframeLinewidth: <float>,
  20252. *
  20253. * skinning: <bool>,
  20254. * morphTargets: <bool>,
  20255. * morphNormals: <bool>
  20256. * }
  20257. */
  20258. function MeshPhongMaterial( parameters ) {
  20259. Material.call( this );
  20260. this.type = 'MeshPhongMaterial';
  20261. this.color = new Color( 0xffffff ); // diffuse
  20262. this.specular = new Color( 0x111111 );
  20263. this.shininess = 30;
  20264. this.map = null;
  20265. this.lightMap = null;
  20266. this.lightMapIntensity = 1.0;
  20267. this.aoMap = null;
  20268. this.aoMapIntensity = 1.0;
  20269. this.emissive = new Color( 0x000000 );
  20270. this.emissiveIntensity = 1.0;
  20271. this.emissiveMap = null;
  20272. this.bumpMap = null;
  20273. this.bumpScale = 1;
  20274. this.normalMap = null;
  20275. this.normalMapType = TangentSpaceNormalMap;
  20276. this.normalScale = new Vector2( 1, 1 );
  20277. this.displacementMap = null;
  20278. this.displacementScale = 1;
  20279. this.displacementBias = 0;
  20280. this.specularMap = null;
  20281. this.alphaMap = null;
  20282. this.envMap = null;
  20283. this.combine = MultiplyOperation;
  20284. this.reflectivity = 1;
  20285. this.refractionRatio = 0.98;
  20286. this.wireframe = false;
  20287. this.wireframeLinewidth = 1;
  20288. this.wireframeLinecap = 'round';
  20289. this.wireframeLinejoin = 'round';
  20290. this.skinning = false;
  20291. this.morphTargets = false;
  20292. this.morphNormals = false;
  20293. this.setValues( parameters );
  20294. }
  20295. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20296. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20297. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20298. MeshPhongMaterial.prototype.copy = function ( source ) {
  20299. Material.prototype.copy.call( this, source );
  20300. this.color.copy( source.color );
  20301. this.specular.copy( source.specular );
  20302. this.shininess = source.shininess;
  20303. this.map = source.map;
  20304. this.lightMap = source.lightMap;
  20305. this.lightMapIntensity = source.lightMapIntensity;
  20306. this.aoMap = source.aoMap;
  20307. this.aoMapIntensity = source.aoMapIntensity;
  20308. this.emissive.copy( source.emissive );
  20309. this.emissiveMap = source.emissiveMap;
  20310. this.emissiveIntensity = source.emissiveIntensity;
  20311. this.bumpMap = source.bumpMap;
  20312. this.bumpScale = source.bumpScale;
  20313. this.normalMap = source.normalMap;
  20314. this.normalMapType = source.normalMapType;
  20315. this.normalScale.copy( source.normalScale );
  20316. this.displacementMap = source.displacementMap;
  20317. this.displacementScale = source.displacementScale;
  20318. this.displacementBias = source.displacementBias;
  20319. this.specularMap = source.specularMap;
  20320. this.alphaMap = source.alphaMap;
  20321. this.envMap = source.envMap;
  20322. this.combine = source.combine;
  20323. this.reflectivity = source.reflectivity;
  20324. this.refractionRatio = source.refractionRatio;
  20325. this.wireframe = source.wireframe;
  20326. this.wireframeLinewidth = source.wireframeLinewidth;
  20327. this.wireframeLinecap = source.wireframeLinecap;
  20328. this.wireframeLinejoin = source.wireframeLinejoin;
  20329. this.skinning = source.skinning;
  20330. this.morphTargets = source.morphTargets;
  20331. this.morphNormals = source.morphNormals;
  20332. return this;
  20333. };
  20334. /**
  20335. * @author takahirox / http://github.com/takahirox
  20336. *
  20337. * parameters = {
  20338. * color: <hex>,
  20339. * specular: <hex>,
  20340. * shininess: <float>,
  20341. *
  20342. * map: new THREE.Texture( <Image> ),
  20343. * gradientMap: new THREE.Texture( <Image> ),
  20344. *
  20345. * lightMap: new THREE.Texture( <Image> ),
  20346. * lightMapIntensity: <float>
  20347. *
  20348. * aoMap: new THREE.Texture( <Image> ),
  20349. * aoMapIntensity: <float>
  20350. *
  20351. * emissive: <hex>,
  20352. * emissiveIntensity: <float>
  20353. * emissiveMap: new THREE.Texture( <Image> ),
  20354. *
  20355. * bumpMap: new THREE.Texture( <Image> ),
  20356. * bumpScale: <float>,
  20357. *
  20358. * normalMap: new THREE.Texture( <Image> ),
  20359. * normalMapType: THREE.TangentSpaceNormalMap,
  20360. * normalScale: <Vector2>,
  20361. *
  20362. * displacementMap: new THREE.Texture( <Image> ),
  20363. * displacementScale: <float>,
  20364. * displacementBias: <float>,
  20365. *
  20366. * specularMap: new THREE.Texture( <Image> ),
  20367. *
  20368. * alphaMap: new THREE.Texture( <Image> ),
  20369. *
  20370. * wireframe: <boolean>,
  20371. * wireframeLinewidth: <float>,
  20372. *
  20373. * skinning: <bool>,
  20374. * morphTargets: <bool>,
  20375. * morphNormals: <bool>
  20376. * }
  20377. */
  20378. function MeshToonMaterial( parameters ) {
  20379. Material.call( this );
  20380. this.defines = { 'TOON': '' };
  20381. this.type = 'MeshToonMaterial';
  20382. this.color = new Color( 0xffffff );
  20383. this.specular = new Color( 0x111111 );
  20384. this.shininess = 30;
  20385. this.map = null;
  20386. this.gradientMap = null;
  20387. this.lightMap = null;
  20388. this.lightMapIntensity = 1.0;
  20389. this.aoMap = null;
  20390. this.aoMapIntensity = 1.0;
  20391. this.emissive = new Color( 0x000000 );
  20392. this.emissiveIntensity = 1.0;
  20393. this.emissiveMap = null;
  20394. this.bumpMap = null;
  20395. this.bumpScale = 1;
  20396. this.normalMap = null;
  20397. this.normalMapType = TangentSpaceNormalMap;
  20398. this.normalScale = new Vector2( 1, 1 );
  20399. this.displacementMap = null;
  20400. this.displacementScale = 1;
  20401. this.displacementBias = 0;
  20402. this.specularMap = null;
  20403. this.alphaMap = null;
  20404. this.wireframe = false;
  20405. this.wireframeLinewidth = 1;
  20406. this.wireframeLinecap = 'round';
  20407. this.wireframeLinejoin = 'round';
  20408. this.skinning = false;
  20409. this.morphTargets = false;
  20410. this.morphNormals = false;
  20411. this.setValues( parameters );
  20412. }
  20413. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20414. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20415. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20416. MeshToonMaterial.prototype.copy = function ( source ) {
  20417. Material.prototype.copy.call( this, source );
  20418. this.color.copy( source.color );
  20419. this.specular.copy( source.specular );
  20420. this.shininess = source.shininess;
  20421. this.map = source.map;
  20422. this.gradientMap = source.gradientMap;
  20423. this.lightMap = source.lightMap;
  20424. this.lightMapIntensity = source.lightMapIntensity;
  20425. this.aoMap = source.aoMap;
  20426. this.aoMapIntensity = source.aoMapIntensity;
  20427. this.emissive.copy( source.emissive );
  20428. this.emissiveMap = source.emissiveMap;
  20429. this.emissiveIntensity = source.emissiveIntensity;
  20430. this.bumpMap = source.bumpMap;
  20431. this.bumpScale = source.bumpScale;
  20432. this.normalMap = source.normalMap;
  20433. this.normalMapType = source.normalMapType;
  20434. this.normalScale.copy( source.normalScale );
  20435. this.displacementMap = source.displacementMap;
  20436. this.displacementScale = source.displacementScale;
  20437. this.displacementBias = source.displacementBias;
  20438. this.specularMap = source.specularMap;
  20439. this.alphaMap = source.alphaMap;
  20440. this.wireframe = source.wireframe;
  20441. this.wireframeLinewidth = source.wireframeLinewidth;
  20442. this.wireframeLinecap = source.wireframeLinecap;
  20443. this.wireframeLinejoin = source.wireframeLinejoin;
  20444. this.skinning = source.skinning;
  20445. this.morphTargets = source.morphTargets;
  20446. this.morphNormals = source.morphNormals;
  20447. return this;
  20448. };
  20449. /**
  20450. * @author mrdoob / http://mrdoob.com/
  20451. * @author WestLangley / http://github.com/WestLangley
  20452. *
  20453. * parameters = {
  20454. * opacity: <float>,
  20455. *
  20456. * bumpMap: new THREE.Texture( <Image> ),
  20457. * bumpScale: <float>,
  20458. *
  20459. * normalMap: new THREE.Texture( <Image> ),
  20460. * normalMapType: THREE.TangentSpaceNormalMap,
  20461. * normalScale: <Vector2>,
  20462. *
  20463. * displacementMap: new THREE.Texture( <Image> ),
  20464. * displacementScale: <float>,
  20465. * displacementBias: <float>,
  20466. *
  20467. * wireframe: <boolean>,
  20468. * wireframeLinewidth: <float>
  20469. *
  20470. * skinning: <bool>,
  20471. * morphTargets: <bool>,
  20472. * morphNormals: <bool>
  20473. * }
  20474. */
  20475. function MeshNormalMaterial( parameters ) {
  20476. Material.call( this );
  20477. this.type = 'MeshNormalMaterial';
  20478. this.bumpMap = null;
  20479. this.bumpScale = 1;
  20480. this.normalMap = null;
  20481. this.normalMapType = TangentSpaceNormalMap;
  20482. this.normalScale = new Vector2( 1, 1 );
  20483. this.displacementMap = null;
  20484. this.displacementScale = 1;
  20485. this.displacementBias = 0;
  20486. this.wireframe = false;
  20487. this.wireframeLinewidth = 1;
  20488. this.fog = false;
  20489. this.skinning = false;
  20490. this.morphTargets = false;
  20491. this.morphNormals = false;
  20492. this.setValues( parameters );
  20493. }
  20494. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20495. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20496. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20497. MeshNormalMaterial.prototype.copy = function ( source ) {
  20498. Material.prototype.copy.call( this, source );
  20499. this.bumpMap = source.bumpMap;
  20500. this.bumpScale = source.bumpScale;
  20501. this.normalMap = source.normalMap;
  20502. this.normalMapType = source.normalMapType;
  20503. this.normalScale.copy( source.normalScale );
  20504. this.displacementMap = source.displacementMap;
  20505. this.displacementScale = source.displacementScale;
  20506. this.displacementBias = source.displacementBias;
  20507. this.wireframe = source.wireframe;
  20508. this.wireframeLinewidth = source.wireframeLinewidth;
  20509. this.skinning = source.skinning;
  20510. this.morphTargets = source.morphTargets;
  20511. this.morphNormals = source.morphNormals;
  20512. return this;
  20513. };
  20514. /**
  20515. * @author mrdoob / http://mrdoob.com/
  20516. * @author alteredq / http://alteredqualia.com/
  20517. *
  20518. * parameters = {
  20519. * color: <hex>,
  20520. * opacity: <float>,
  20521. *
  20522. * map: new THREE.Texture( <Image> ),
  20523. *
  20524. * lightMap: new THREE.Texture( <Image> ),
  20525. * lightMapIntensity: <float>
  20526. *
  20527. * aoMap: new THREE.Texture( <Image> ),
  20528. * aoMapIntensity: <float>
  20529. *
  20530. * emissive: <hex>,
  20531. * emissiveIntensity: <float>
  20532. * emissiveMap: new THREE.Texture( <Image> ),
  20533. *
  20534. * specularMap: new THREE.Texture( <Image> ),
  20535. *
  20536. * alphaMap: new THREE.Texture( <Image> ),
  20537. *
  20538. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20539. * combine: THREE.Multiply,
  20540. * reflectivity: <float>,
  20541. * refractionRatio: <float>,
  20542. *
  20543. * wireframe: <boolean>,
  20544. * wireframeLinewidth: <float>,
  20545. *
  20546. * skinning: <bool>,
  20547. * morphTargets: <bool>,
  20548. * morphNormals: <bool>
  20549. * }
  20550. */
  20551. function MeshLambertMaterial( parameters ) {
  20552. Material.call( this );
  20553. this.type = 'MeshLambertMaterial';
  20554. this.color = new Color( 0xffffff ); // diffuse
  20555. this.map = null;
  20556. this.lightMap = null;
  20557. this.lightMapIntensity = 1.0;
  20558. this.aoMap = null;
  20559. this.aoMapIntensity = 1.0;
  20560. this.emissive = new Color( 0x000000 );
  20561. this.emissiveIntensity = 1.0;
  20562. this.emissiveMap = null;
  20563. this.specularMap = null;
  20564. this.alphaMap = null;
  20565. this.envMap = null;
  20566. this.combine = MultiplyOperation;
  20567. this.reflectivity = 1;
  20568. this.refractionRatio = 0.98;
  20569. this.wireframe = false;
  20570. this.wireframeLinewidth = 1;
  20571. this.wireframeLinecap = 'round';
  20572. this.wireframeLinejoin = 'round';
  20573. this.skinning = false;
  20574. this.morphTargets = false;
  20575. this.morphNormals = false;
  20576. this.setValues( parameters );
  20577. }
  20578. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20579. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20580. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20581. MeshLambertMaterial.prototype.copy = function ( source ) {
  20582. Material.prototype.copy.call( this, source );
  20583. this.color.copy( source.color );
  20584. this.map = source.map;
  20585. this.lightMap = source.lightMap;
  20586. this.lightMapIntensity = source.lightMapIntensity;
  20587. this.aoMap = source.aoMap;
  20588. this.aoMapIntensity = source.aoMapIntensity;
  20589. this.emissive.copy( source.emissive );
  20590. this.emissiveMap = source.emissiveMap;
  20591. this.emissiveIntensity = source.emissiveIntensity;
  20592. this.specularMap = source.specularMap;
  20593. this.alphaMap = source.alphaMap;
  20594. this.envMap = source.envMap;
  20595. this.combine = source.combine;
  20596. this.reflectivity = source.reflectivity;
  20597. this.refractionRatio = source.refractionRatio;
  20598. this.wireframe = source.wireframe;
  20599. this.wireframeLinewidth = source.wireframeLinewidth;
  20600. this.wireframeLinecap = source.wireframeLinecap;
  20601. this.wireframeLinejoin = source.wireframeLinejoin;
  20602. this.skinning = source.skinning;
  20603. this.morphTargets = source.morphTargets;
  20604. this.morphNormals = source.morphNormals;
  20605. return this;
  20606. };
  20607. /**
  20608. * @author WestLangley / http://github.com/WestLangley
  20609. *
  20610. * parameters = {
  20611. * color: <hex>,
  20612. * opacity: <float>,
  20613. *
  20614. * matcap: new THREE.Texture( <Image> ),
  20615. *
  20616. * map: new THREE.Texture( <Image> ),
  20617. *
  20618. * bumpMap: new THREE.Texture( <Image> ),
  20619. * bumpScale: <float>,
  20620. *
  20621. * normalMap: new THREE.Texture( <Image> ),
  20622. * normalMapType: THREE.TangentSpaceNormalMap,
  20623. * normalScale: <Vector2>,
  20624. *
  20625. * displacementMap: new THREE.Texture( <Image> ),
  20626. * displacementScale: <float>,
  20627. * displacementBias: <float>,
  20628. *
  20629. * alphaMap: new THREE.Texture( <Image> ),
  20630. *
  20631. * skinning: <bool>,
  20632. * morphTargets: <bool>,
  20633. * morphNormals: <bool>
  20634. * }
  20635. */
  20636. function MeshMatcapMaterial( parameters ) {
  20637. Material.call( this );
  20638. this.defines = { 'MATCAP': '' };
  20639. this.type = 'MeshMatcapMaterial';
  20640. this.color = new Color( 0xffffff ); // diffuse
  20641. this.matcap = null;
  20642. this.map = null;
  20643. this.bumpMap = null;
  20644. this.bumpScale = 1;
  20645. this.normalMap = null;
  20646. this.normalMapType = TangentSpaceNormalMap;
  20647. this.normalScale = new Vector2( 1, 1 );
  20648. this.displacementMap = null;
  20649. this.displacementScale = 1;
  20650. this.displacementBias = 0;
  20651. this.alphaMap = null;
  20652. this.skinning = false;
  20653. this.morphTargets = false;
  20654. this.morphNormals = false;
  20655. this.setValues( parameters );
  20656. }
  20657. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20658. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20659. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20660. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20661. Material.prototype.copy.call( this, source );
  20662. this.defines = { 'MATCAP': '' };
  20663. this.color.copy( source.color );
  20664. this.matcap = source.matcap;
  20665. this.map = source.map;
  20666. this.bumpMap = source.bumpMap;
  20667. this.bumpScale = source.bumpScale;
  20668. this.normalMap = source.normalMap;
  20669. this.normalMapType = source.normalMapType;
  20670. this.normalScale.copy( source.normalScale );
  20671. this.displacementMap = source.displacementMap;
  20672. this.displacementScale = source.displacementScale;
  20673. this.displacementBias = source.displacementBias;
  20674. this.alphaMap = source.alphaMap;
  20675. this.skinning = source.skinning;
  20676. this.morphTargets = source.morphTargets;
  20677. this.morphNormals = source.morphNormals;
  20678. return this;
  20679. };
  20680. /**
  20681. * @author alteredq / http://alteredqualia.com/
  20682. *
  20683. * parameters = {
  20684. * color: <hex>,
  20685. * opacity: <float>,
  20686. *
  20687. * linewidth: <float>,
  20688. *
  20689. * scale: <float>,
  20690. * dashSize: <float>,
  20691. * gapSize: <float>
  20692. * }
  20693. */
  20694. function LineDashedMaterial( parameters ) {
  20695. LineBasicMaterial.call( this );
  20696. this.type = 'LineDashedMaterial';
  20697. this.scale = 1;
  20698. this.dashSize = 3;
  20699. this.gapSize = 1;
  20700. this.setValues( parameters );
  20701. }
  20702. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20703. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20704. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20705. LineDashedMaterial.prototype.copy = function ( source ) {
  20706. LineBasicMaterial.prototype.copy.call( this, source );
  20707. this.scale = source.scale;
  20708. this.dashSize = source.dashSize;
  20709. this.gapSize = source.gapSize;
  20710. return this;
  20711. };
  20712. var Materials = /*#__PURE__*/Object.freeze({
  20713. __proto__: null,
  20714. ShadowMaterial: ShadowMaterial,
  20715. SpriteMaterial: SpriteMaterial,
  20716. RawShaderMaterial: RawShaderMaterial,
  20717. ShaderMaterial: ShaderMaterial,
  20718. PointsMaterial: PointsMaterial,
  20719. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20720. MeshStandardMaterial: MeshStandardMaterial,
  20721. MeshPhongMaterial: MeshPhongMaterial,
  20722. MeshToonMaterial: MeshToonMaterial,
  20723. MeshNormalMaterial: MeshNormalMaterial,
  20724. MeshLambertMaterial: MeshLambertMaterial,
  20725. MeshDepthMaterial: MeshDepthMaterial,
  20726. MeshDistanceMaterial: MeshDistanceMaterial,
  20727. MeshBasicMaterial: MeshBasicMaterial,
  20728. MeshMatcapMaterial: MeshMatcapMaterial,
  20729. LineDashedMaterial: LineDashedMaterial,
  20730. LineBasicMaterial: LineBasicMaterial,
  20731. Material: Material
  20732. });
  20733. /**
  20734. * @author tschw
  20735. * @author Ben Houston / http://clara.io/
  20736. * @author David Sarno / http://lighthaus.us/
  20737. */
  20738. var AnimationUtils = {
  20739. // same as Array.prototype.slice, but also works on typed arrays
  20740. arraySlice: function ( array, from, to ) {
  20741. if ( AnimationUtils.isTypedArray( array ) ) {
  20742. // in ios9 array.subarray(from, undefined) will return empty array
  20743. // but array.subarray(from) or array.subarray(from, len) is correct
  20744. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20745. }
  20746. return array.slice( from, to );
  20747. },
  20748. // converts an array to a specific type
  20749. convertArray: function ( array, type, forceClone ) {
  20750. if ( ! array || // let 'undefined' and 'null' pass
  20751. ! forceClone && array.constructor === type ) { return array; }
  20752. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20753. return new type( array ); // create typed array
  20754. }
  20755. return Array.prototype.slice.call( array ); // create Array
  20756. },
  20757. isTypedArray: function ( object ) {
  20758. return ArrayBuffer.isView( object ) &&
  20759. ! ( object instanceof DataView );
  20760. },
  20761. // returns an array by which times and values can be sorted
  20762. getKeyframeOrder: function ( times ) {
  20763. function compareTime( i, j ) {
  20764. return times[ i ] - times[ j ];
  20765. }
  20766. var n = times.length;
  20767. var result = new Array( n );
  20768. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20769. result.sort( compareTime );
  20770. return result;
  20771. },
  20772. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20773. sortedArray: function ( values, stride, order ) {
  20774. var nValues = values.length;
  20775. var result = new values.constructor( nValues );
  20776. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20777. var srcOffset = order[ i ] * stride;
  20778. for ( var j = 0; j !== stride; ++ j ) {
  20779. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20780. }
  20781. }
  20782. return result;
  20783. },
  20784. // function for parsing AOS keyframe formats
  20785. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20786. var i = 1, key = jsonKeys[ 0 ];
  20787. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20788. key = jsonKeys[ i ++ ];
  20789. }
  20790. if ( key === undefined ) { return; } // no data
  20791. var value = key[ valuePropertyName ];
  20792. if ( value === undefined ) { return; } // no data
  20793. if ( Array.isArray( value ) ) {
  20794. do {
  20795. value = key[ valuePropertyName ];
  20796. if ( value !== undefined ) {
  20797. times.push( key.time );
  20798. values.push.apply( values, value ); // push all elements
  20799. }
  20800. key = jsonKeys[ i ++ ];
  20801. } while ( key !== undefined );
  20802. } else if ( value.toArray !== undefined ) {
  20803. // ...assume THREE.Math-ish
  20804. do {
  20805. value = key[ valuePropertyName ];
  20806. if ( value !== undefined ) {
  20807. times.push( key.time );
  20808. value.toArray( values, values.length );
  20809. }
  20810. key = jsonKeys[ i ++ ];
  20811. } while ( key !== undefined );
  20812. } else {
  20813. // otherwise push as-is
  20814. do {
  20815. value = key[ valuePropertyName ];
  20816. if ( value !== undefined ) {
  20817. times.push( key.time );
  20818. values.push( value );
  20819. }
  20820. key = jsonKeys[ i ++ ];
  20821. } while ( key !== undefined );
  20822. }
  20823. },
  20824. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20825. fps = fps || 30;
  20826. var clip = sourceClip.clone();
  20827. clip.name = name;
  20828. var tracks = [];
  20829. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20830. var track = clip.tracks[ i ];
  20831. var valueSize = track.getValueSize();
  20832. var times = [];
  20833. var values = [];
  20834. for ( var j = 0; j < track.times.length; ++ j ) {
  20835. var frame = track.times[ j ] * fps;
  20836. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20837. times.push( track.times[ j ] );
  20838. for ( var k = 0; k < valueSize; ++ k ) {
  20839. values.push( track.values[ j * valueSize + k ] );
  20840. }
  20841. }
  20842. if ( times.length === 0 ) { continue; }
  20843. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20844. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20845. tracks.push( track );
  20846. }
  20847. clip.tracks = tracks;
  20848. // find minimum .times value across all tracks in the trimmed clip
  20849. var minStartTime = Infinity;
  20850. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20851. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20852. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20853. }
  20854. }
  20855. // shift all tracks such that clip begins at t=0
  20856. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20857. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20858. }
  20859. clip.resetDuration();
  20860. return clip;
  20861. },
  20862. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20863. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20864. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20865. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20866. var numTracks = targetClip.tracks.length;
  20867. var referenceTime = referenceFrame / fps;
  20868. // Make each track's values relative to the values at the reference frame
  20869. var loop = function ( i ) {
  20870. var referenceTrack = referenceClip.tracks[ i ];
  20871. var referenceTrackType = referenceTrack.ValueTypeName;
  20872. // Skip this track if it's non-numeric
  20873. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20874. // Find the track in the target clip whose name and type matches the reference track
  20875. var targetTrack = targetClip.tracks.find( function ( track ) {
  20876. return track.name === referenceTrack.name
  20877. && track.ValueTypeName === referenceTrackType;
  20878. } );
  20879. if ( targetTrack === undefined ) { return; }
  20880. var valueSize = referenceTrack.getValueSize();
  20881. var lastIndex = referenceTrack.times.length - 1;
  20882. var referenceValue = (void 0);
  20883. // Find the value to subtract out of the track
  20884. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20885. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20886. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20887. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20888. // Reference frame is after the last keyframe, so just use the last keyframe
  20889. var startIndex = lastIndex * valueSize;
  20890. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20891. } else {
  20892. // Interpolate to the reference value
  20893. var interpolant = referenceTrack.createInterpolant();
  20894. interpolant.evaluate( referenceTime );
  20895. referenceValue = interpolant.resultBuffer;
  20896. }
  20897. // Conjugate the quaternion
  20898. if ( referenceTrackType === 'quaternion' ) {
  20899. var referenceQuat = new Quaternion(
  20900. referenceValue[ 0 ],
  20901. referenceValue[ 1 ],
  20902. referenceValue[ 2 ],
  20903. referenceValue[ 3 ]
  20904. ).normalize().conjugate();
  20905. referenceQuat.toArray( referenceValue );
  20906. }
  20907. // Subtract the reference value from all of the track values
  20908. var numTimes = targetTrack.times.length;
  20909. for ( var j = 0; j < numTimes; ++ j ) {
  20910. var valueStart = j * valueSize;
  20911. if ( referenceTrackType === 'quaternion' ) {
  20912. // Multiply the conjugate for quaternion track types
  20913. Quaternion.multiplyQuaternionsFlat(
  20914. targetTrack.values,
  20915. valueStart,
  20916. referenceValue,
  20917. 0,
  20918. targetTrack.values,
  20919. valueStart
  20920. );
  20921. } else {
  20922. // Subtract each value for all other numeric track types
  20923. for ( var k = 0; k < valueSize; ++ k ) {
  20924. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20925. }
  20926. }
  20927. }
  20928. };
  20929. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20930. targetClip.blendMode = AdditiveAnimationBlendMode;
  20931. return targetClip;
  20932. }
  20933. };
  20934. /**
  20935. * Abstract base class of interpolants over parametric samples.
  20936. *
  20937. * The parameter domain is one dimensional, typically the time or a path
  20938. * along a curve defined by the data.
  20939. *
  20940. * The sample values can have any dimensionality and derived classes may
  20941. * apply special interpretations to the data.
  20942. *
  20943. * This class provides the interval seek in a Template Method, deferring
  20944. * the actual interpolation to derived classes.
  20945. *
  20946. * Time complexity is O(1) for linear access crossing at most two points
  20947. * and O(log N) for random access, where N is the number of positions.
  20948. *
  20949. * References:
  20950. *
  20951. * http://www.oodesign.com/template-method-pattern.html
  20952. *
  20953. * @author tschw
  20954. */
  20955. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20956. this.parameterPositions = parameterPositions;
  20957. this._cachedIndex = 0;
  20958. this.resultBuffer = resultBuffer !== undefined ?
  20959. resultBuffer : new sampleValues.constructor( sampleSize );
  20960. this.sampleValues = sampleValues;
  20961. this.valueSize = sampleSize;
  20962. }
  20963. Object.assign( Interpolant.prototype, {
  20964. evaluate: function ( t ) {
  20965. var pp = this.parameterPositions,
  20966. i1 = this._cachedIndex,
  20967. t1 = pp[ i1 ],
  20968. t0 = pp[ i1 - 1 ];
  20969. validate_interval: {
  20970. seek: {
  20971. var right;
  20972. linear_scan: {
  20973. //- See http://jsperf.com/comparison-to-undefined/3
  20974. //- slower code:
  20975. //-
  20976. //- if ( t >= t1 || t1 === undefined ) {
  20977. forward_scan: if ( ! ( t < t1 ) ) {
  20978. for ( var giveUpAt = i1 + 2; ; ) {
  20979. if ( t1 === undefined ) {
  20980. if ( t < t0 ) { break forward_scan; }
  20981. // after end
  20982. i1 = pp.length;
  20983. this._cachedIndex = i1;
  20984. return this.afterEnd_( i1 - 1, t, t0 );
  20985. }
  20986. if ( i1 === giveUpAt ) { break; } // this loop
  20987. t0 = t1;
  20988. t1 = pp[ ++ i1 ];
  20989. if ( t < t1 ) {
  20990. // we have arrived at the sought interval
  20991. break seek;
  20992. }
  20993. }
  20994. // prepare binary search on the right side of the index
  20995. right = pp.length;
  20996. break linear_scan;
  20997. }
  20998. //- slower code:
  20999. //- if ( t < t0 || t0 === undefined ) {
  21000. if ( ! ( t >= t0 ) ) {
  21001. // looping?
  21002. var t1global = pp[ 1 ];
  21003. if ( t < t1global ) {
  21004. i1 = 2; // + 1, using the scan for the details
  21005. t0 = t1global;
  21006. }
  21007. // linear reverse scan
  21008. for ( var giveUpAt$1 = i1 - 2; ; ) {
  21009. if ( t0 === undefined ) {
  21010. // before start
  21011. this._cachedIndex = 0;
  21012. return this.beforeStart_( 0, t, t1 );
  21013. }
  21014. if ( i1 === giveUpAt$1 ) { break; } // this loop
  21015. t1 = t0;
  21016. t0 = pp[ -- i1 - 1 ];
  21017. if ( t >= t0 ) {
  21018. // we have arrived at the sought interval
  21019. break seek;
  21020. }
  21021. }
  21022. // prepare binary search on the left side of the index
  21023. right = i1;
  21024. i1 = 0;
  21025. break linear_scan;
  21026. }
  21027. // the interval is valid
  21028. break validate_interval;
  21029. } // linear scan
  21030. // binary search
  21031. while ( i1 < right ) {
  21032. var mid = ( i1 + right ) >>> 1;
  21033. if ( t < pp[ mid ] ) {
  21034. right = mid;
  21035. } else {
  21036. i1 = mid + 1;
  21037. }
  21038. }
  21039. t1 = pp[ i1 ];
  21040. t0 = pp[ i1 - 1 ];
  21041. // check boundary cases, again
  21042. if ( t0 === undefined ) {
  21043. this._cachedIndex = 0;
  21044. return this.beforeStart_( 0, t, t1 );
  21045. }
  21046. if ( t1 === undefined ) {
  21047. i1 = pp.length;
  21048. this._cachedIndex = i1;
  21049. return this.afterEnd_( i1 - 1, t0, t );
  21050. }
  21051. } // seek
  21052. this._cachedIndex = i1;
  21053. this.intervalChanged_( i1, t0, t1 );
  21054. } // validate_interval
  21055. return this.interpolate_( i1, t0, t, t1 );
  21056. },
  21057. settings: null, // optional, subclass-specific settings structure
  21058. // Note: The indirection allows central control of many interpolants.
  21059. // --- Protected interface
  21060. DefaultSettings_: {},
  21061. getSettings_: function () {
  21062. return this.settings || this.DefaultSettings_;
  21063. },
  21064. copySampleValue_: function ( index ) {
  21065. // copies a sample value to the result buffer
  21066. var result = this.resultBuffer,
  21067. values = this.sampleValues,
  21068. stride = this.valueSize,
  21069. offset = index * stride;
  21070. for ( var i = 0; i !== stride; ++ i ) {
  21071. result[ i ] = values[ offset + i ];
  21072. }
  21073. return result;
  21074. },
  21075. // Template methods for derived classes:
  21076. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  21077. throw new Error( 'call to abstract method' );
  21078. // implementations shall return this.resultBuffer
  21079. },
  21080. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  21081. // empty
  21082. }
  21083. } );
  21084. // DECLARE ALIAS AFTER assign prototype
  21085. Object.assign( Interpolant.prototype, {
  21086. //( 0, t, t0 ), returns this.resultBuffer
  21087. beforeStart_: Interpolant.prototype.copySampleValue_,
  21088. //( N-1, tN-1, t ), returns this.resultBuffer
  21089. afterEnd_: Interpolant.prototype.copySampleValue_,
  21090. } );
  21091. /**
  21092. * Fast and simple cubic spline interpolant.
  21093. *
  21094. * It was derived from a Hermitian construction setting the first derivative
  21095. * at each sample position to the linear slope between neighboring positions
  21096. * over their parameter interval.
  21097. *
  21098. * @author tschw
  21099. */
  21100. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21101. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21102. this._weightPrev = - 0;
  21103. this._offsetPrev = - 0;
  21104. this._weightNext = - 0;
  21105. this._offsetNext = - 0;
  21106. }
  21107. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21108. constructor: CubicInterpolant,
  21109. DefaultSettings_: {
  21110. endingStart: ZeroCurvatureEnding,
  21111. endingEnd: ZeroCurvatureEnding
  21112. },
  21113. intervalChanged_: function ( i1, t0, t1 ) {
  21114. var pp = this.parameterPositions,
  21115. iPrev = i1 - 2,
  21116. iNext = i1 + 1,
  21117. tPrev = pp[ iPrev ],
  21118. tNext = pp[ iNext ];
  21119. if ( tPrev === undefined ) {
  21120. switch ( this.getSettings_().endingStart ) {
  21121. case ZeroSlopeEnding:
  21122. // f'(t0) = 0
  21123. iPrev = i1;
  21124. tPrev = 2 * t0 - t1;
  21125. break;
  21126. case WrapAroundEnding:
  21127. // use the other end of the curve
  21128. iPrev = pp.length - 2;
  21129. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  21130. break;
  21131. default: // ZeroCurvatureEnding
  21132. // f''(t0) = 0 a.k.a. Natural Spline
  21133. iPrev = i1;
  21134. tPrev = t1;
  21135. }
  21136. }
  21137. if ( tNext === undefined ) {
  21138. switch ( this.getSettings_().endingEnd ) {
  21139. case ZeroSlopeEnding:
  21140. // f'(tN) = 0
  21141. iNext = i1;
  21142. tNext = 2 * t1 - t0;
  21143. break;
  21144. case WrapAroundEnding:
  21145. // use the other end of the curve
  21146. iNext = 1;
  21147. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  21148. break;
  21149. default: // ZeroCurvatureEnding
  21150. // f''(tN) = 0, a.k.a. Natural Spline
  21151. iNext = i1 - 1;
  21152. tNext = t0;
  21153. }
  21154. }
  21155. var halfDt = ( t1 - t0 ) * 0.5,
  21156. stride = this.valueSize;
  21157. this._weightPrev = halfDt / ( t0 - tPrev );
  21158. this._weightNext = halfDt / ( tNext - t1 );
  21159. this._offsetPrev = iPrev * stride;
  21160. this._offsetNext = iNext * stride;
  21161. },
  21162. interpolate_: function ( i1, t0, t, t1 ) {
  21163. var result = this.resultBuffer,
  21164. values = this.sampleValues,
  21165. stride = this.valueSize,
  21166. o1 = i1 * stride, o0 = o1 - stride,
  21167. oP = this._offsetPrev, oN = this._offsetNext,
  21168. wP = this._weightPrev, wN = this._weightNext,
  21169. p = ( t - t0 ) / ( t1 - t0 ),
  21170. pp = p * p,
  21171. ppp = pp * p;
  21172. // evaluate polynomials
  21173. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  21174. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  21175. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  21176. var sN = wN * ppp - wN * pp;
  21177. // combine data linearly
  21178. for ( var i = 0; i !== stride; ++ i ) {
  21179. result[ i ] =
  21180. sP * values[ oP + i ] +
  21181. s0 * values[ o0 + i ] +
  21182. s1 * values[ o1 + i ] +
  21183. sN * values[ oN + i ];
  21184. }
  21185. return result;
  21186. }
  21187. } );
  21188. /**
  21189. * @author tschw
  21190. */
  21191. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21192. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21193. }
  21194. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21195. constructor: LinearInterpolant,
  21196. interpolate_: function ( i1, t0, t, t1 ) {
  21197. var result = this.resultBuffer,
  21198. values = this.sampleValues,
  21199. stride = this.valueSize,
  21200. offset1 = i1 * stride,
  21201. offset0 = offset1 - stride,
  21202. weight1 = ( t - t0 ) / ( t1 - t0 ),
  21203. weight0 = 1 - weight1;
  21204. for ( var i = 0; i !== stride; ++ i ) {
  21205. result[ i ] =
  21206. values[ offset0 + i ] * weight0 +
  21207. values[ offset1 + i ] * weight1;
  21208. }
  21209. return result;
  21210. }
  21211. } );
  21212. /**
  21213. *
  21214. * Interpolant that evaluates to the sample value at the position preceeding
  21215. * the parameter.
  21216. *
  21217. * @author tschw
  21218. */
  21219. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21220. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21221. }
  21222. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21223. constructor: DiscreteInterpolant,
  21224. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  21225. return this.copySampleValue_( i1 - 1 );
  21226. }
  21227. } );
  21228. /**
  21229. *
  21230. * A timed sequence of keyframes for a specific property.
  21231. *
  21232. *
  21233. * @author Ben Houston / http://clara.io/
  21234. * @author David Sarno / http://lighthaus.us/
  21235. * @author tschw
  21236. */
  21237. function KeyframeTrack( name, times, values, interpolation ) {
  21238. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  21239. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  21240. this.name = name;
  21241. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21242. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21243. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21244. }
  21245. // Static methods
  21246. Object.assign( KeyframeTrack, {
  21247. // Serialization (in static context, because of constructor invocation
  21248. // and automatic invocation of .toJSON):
  21249. toJSON: function ( track ) {
  21250. var trackType = track.constructor;
  21251. var json;
  21252. // derived classes can define a static toJSON method
  21253. if ( trackType.toJSON !== undefined ) {
  21254. json = trackType.toJSON( track );
  21255. } else {
  21256. // by default, we assume the data can be serialized as-is
  21257. json = {
  21258. 'name': track.name,
  21259. 'times': AnimationUtils.convertArray( track.times, Array ),
  21260. 'values': AnimationUtils.convertArray( track.values, Array )
  21261. };
  21262. var interpolation = track.getInterpolation();
  21263. if ( interpolation !== track.DefaultInterpolation ) {
  21264. json.interpolation = interpolation;
  21265. }
  21266. }
  21267. json.type = track.ValueTypeName; // mandatory
  21268. return json;
  21269. }
  21270. } );
  21271. Object.assign( KeyframeTrack.prototype, {
  21272. constructor: KeyframeTrack,
  21273. TimeBufferType: Float32Array,
  21274. ValueBufferType: Float32Array,
  21275. DefaultInterpolation: InterpolateLinear,
  21276. InterpolantFactoryMethodDiscrete: function ( result ) {
  21277. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21278. },
  21279. InterpolantFactoryMethodLinear: function ( result ) {
  21280. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21281. },
  21282. InterpolantFactoryMethodSmooth: function ( result ) {
  21283. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21284. },
  21285. setInterpolation: function ( interpolation ) {
  21286. var factoryMethod;
  21287. switch ( interpolation ) {
  21288. case InterpolateDiscrete:
  21289. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21290. break;
  21291. case InterpolateLinear:
  21292. factoryMethod = this.InterpolantFactoryMethodLinear;
  21293. break;
  21294. case InterpolateSmooth:
  21295. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21296. break;
  21297. }
  21298. if ( factoryMethod === undefined ) {
  21299. var message = "unsupported interpolation for " +
  21300. this.ValueTypeName + " keyframe track named " + this.name;
  21301. if ( this.createInterpolant === undefined ) {
  21302. // fall back to default, unless the default itself is messed up
  21303. if ( interpolation !== this.DefaultInterpolation ) {
  21304. this.setInterpolation( this.DefaultInterpolation );
  21305. } else {
  21306. throw new Error( message ); // fatal, in this case
  21307. }
  21308. }
  21309. console.warn( 'THREE.KeyframeTrack:', message );
  21310. return this;
  21311. }
  21312. this.createInterpolant = factoryMethod;
  21313. return this;
  21314. },
  21315. getInterpolation: function () {
  21316. switch ( this.createInterpolant ) {
  21317. case this.InterpolantFactoryMethodDiscrete:
  21318. return InterpolateDiscrete;
  21319. case this.InterpolantFactoryMethodLinear:
  21320. return InterpolateLinear;
  21321. case this.InterpolantFactoryMethodSmooth:
  21322. return InterpolateSmooth;
  21323. }
  21324. },
  21325. getValueSize: function () {
  21326. return this.values.length / this.times.length;
  21327. },
  21328. // move all keyframes either forwards or backwards in time
  21329. shift: function ( timeOffset ) {
  21330. if ( timeOffset !== 0.0 ) {
  21331. var times = this.times;
  21332. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21333. times[ i ] += timeOffset;
  21334. }
  21335. }
  21336. return this;
  21337. },
  21338. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21339. scale: function ( timeScale ) {
  21340. if ( timeScale !== 1.0 ) {
  21341. var times = this.times;
  21342. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21343. times[ i ] *= timeScale;
  21344. }
  21345. }
  21346. return this;
  21347. },
  21348. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21349. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21350. trim: function ( startTime, endTime ) {
  21351. var times = this.times,
  21352. nKeys = times.length;
  21353. var from = 0,
  21354. to = nKeys - 1;
  21355. while ( from !== nKeys && times[ from ] < startTime ) {
  21356. ++ from;
  21357. }
  21358. while ( to !== - 1 && times[ to ] > endTime ) {
  21359. -- to;
  21360. }
  21361. ++ to; // inclusive -> exclusive bound
  21362. if ( from !== 0 || to !== nKeys ) {
  21363. // empty tracks are forbidden, so keep at least one keyframe
  21364. if ( from >= to ) {
  21365. to = Math.max( to, 1 );
  21366. from = to - 1;
  21367. }
  21368. var stride = this.getValueSize();
  21369. this.times = AnimationUtils.arraySlice( times, from, to );
  21370. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21371. }
  21372. return this;
  21373. },
  21374. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21375. validate: function () {
  21376. var valid = true;
  21377. var valueSize = this.getValueSize();
  21378. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21379. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21380. valid = false;
  21381. }
  21382. var times = this.times,
  21383. values = this.values,
  21384. nKeys = times.length;
  21385. if ( nKeys === 0 ) {
  21386. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21387. valid = false;
  21388. }
  21389. var prevTime = null;
  21390. for ( var i = 0; i !== nKeys; i ++ ) {
  21391. var currTime = times[ i ];
  21392. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21393. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21394. valid = false;
  21395. break;
  21396. }
  21397. if ( prevTime !== null && prevTime > currTime ) {
  21398. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21399. valid = false;
  21400. break;
  21401. }
  21402. prevTime = currTime;
  21403. }
  21404. if ( values !== undefined ) {
  21405. if ( AnimationUtils.isTypedArray( values ) ) {
  21406. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21407. var value = values[ i$1 ];
  21408. if ( isNaN( value ) ) {
  21409. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21410. valid = false;
  21411. break;
  21412. }
  21413. }
  21414. }
  21415. }
  21416. return valid;
  21417. },
  21418. // removes equivalent sequential keys as common in morph target sequences
  21419. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21420. optimize: function () {
  21421. // times or values may be shared with other tracks, so overwriting is unsafe
  21422. var times = AnimationUtils.arraySlice( this.times ),
  21423. values = AnimationUtils.arraySlice( this.values ),
  21424. stride = this.getValueSize(),
  21425. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21426. lastIndex = times.length - 1;
  21427. var writeIndex = 1;
  21428. for ( var i = 1; i < lastIndex; ++ i ) {
  21429. var keep = false;
  21430. var time = times[ i ];
  21431. var timeNext = times[ i + 1 ];
  21432. // remove adjacent keyframes scheduled at the same time
  21433. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21434. if ( ! smoothInterpolation ) {
  21435. // remove unnecessary keyframes same as their neighbors
  21436. var offset = i * stride,
  21437. offsetP = offset - stride,
  21438. offsetN = offset + stride;
  21439. for ( var j = 0; j !== stride; ++ j ) {
  21440. var value = values[ offset + j ];
  21441. if ( value !== values[ offsetP + j ] ||
  21442. value !== values[ offsetN + j ] ) {
  21443. keep = true;
  21444. break;
  21445. }
  21446. }
  21447. } else {
  21448. keep = true;
  21449. }
  21450. }
  21451. // in-place compaction
  21452. if ( keep ) {
  21453. if ( i !== writeIndex ) {
  21454. times[ writeIndex ] = times[ i ];
  21455. var readOffset = i * stride,
  21456. writeOffset = writeIndex * stride;
  21457. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21458. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21459. }
  21460. }
  21461. ++ writeIndex;
  21462. }
  21463. }
  21464. // flush last keyframe (compaction looks ahead)
  21465. if ( lastIndex > 0 ) {
  21466. times[ writeIndex ] = times[ lastIndex ];
  21467. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21468. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21469. }
  21470. ++ writeIndex;
  21471. }
  21472. if ( writeIndex !== times.length ) {
  21473. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21474. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21475. } else {
  21476. this.times = times;
  21477. this.values = values;
  21478. }
  21479. return this;
  21480. },
  21481. clone: function () {
  21482. var times = AnimationUtils.arraySlice( this.times, 0 );
  21483. var values = AnimationUtils.arraySlice( this.values, 0 );
  21484. var TypedKeyframeTrack = this.constructor;
  21485. var track = new TypedKeyframeTrack( this.name, times, values );
  21486. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21487. track.createInterpolant = this.createInterpolant;
  21488. return track;
  21489. }
  21490. } );
  21491. /**
  21492. *
  21493. * A Track of Boolean keyframe values.
  21494. *
  21495. *
  21496. * @author Ben Houston / http://clara.io/
  21497. * @author David Sarno / http://lighthaus.us/
  21498. * @author tschw
  21499. */
  21500. function BooleanKeyframeTrack( name, times, values ) {
  21501. KeyframeTrack.call( this, name, times, values );
  21502. }
  21503. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21504. constructor: BooleanKeyframeTrack,
  21505. ValueTypeName: 'bool',
  21506. ValueBufferType: Array,
  21507. DefaultInterpolation: InterpolateDiscrete,
  21508. InterpolantFactoryMethodLinear: undefined,
  21509. InterpolantFactoryMethodSmooth: undefined
  21510. // Note: Actually this track could have a optimized / compressed
  21511. // representation of a single value and a custom interpolant that
  21512. // computes "firstValue ^ isOdd( index )".
  21513. } );
  21514. /**
  21515. *
  21516. * A Track of keyframe values that represent color.
  21517. *
  21518. *
  21519. * @author Ben Houston / http://clara.io/
  21520. * @author David Sarno / http://lighthaus.us/
  21521. * @author tschw
  21522. */
  21523. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21524. KeyframeTrack.call( this, name, times, values, interpolation );
  21525. }
  21526. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21527. constructor: ColorKeyframeTrack,
  21528. ValueTypeName: 'color'
  21529. // ValueBufferType is inherited
  21530. // DefaultInterpolation is inherited
  21531. // Note: Very basic implementation and nothing special yet.
  21532. // However, this is the place for color space parameterization.
  21533. } );
  21534. /**
  21535. *
  21536. * A Track of numeric keyframe values.
  21537. *
  21538. * @author Ben Houston / http://clara.io/
  21539. * @author David Sarno / http://lighthaus.us/
  21540. * @author tschw
  21541. */
  21542. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21543. KeyframeTrack.call( this, name, times, values, interpolation );
  21544. }
  21545. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21546. constructor: NumberKeyframeTrack,
  21547. ValueTypeName: 'number'
  21548. // ValueBufferType is inherited
  21549. // DefaultInterpolation is inherited
  21550. } );
  21551. /**
  21552. * Spherical linear unit quaternion interpolant.
  21553. *
  21554. * @author tschw
  21555. */
  21556. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21557. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21558. }
  21559. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21560. constructor: QuaternionLinearInterpolant,
  21561. interpolate_: function ( i1, t0, t, t1 ) {
  21562. var result = this.resultBuffer,
  21563. values = this.sampleValues,
  21564. stride = this.valueSize,
  21565. alpha = ( t - t0 ) / ( t1 - t0 );
  21566. var offset = i1 * stride;
  21567. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21568. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21569. }
  21570. return result;
  21571. }
  21572. } );
  21573. /**
  21574. *
  21575. * A Track of quaternion keyframe values.
  21576. *
  21577. * @author Ben Houston / http://clara.io/
  21578. * @author David Sarno / http://lighthaus.us/
  21579. * @author tschw
  21580. */
  21581. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21582. KeyframeTrack.call( this, name, times, values, interpolation );
  21583. }
  21584. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21585. constructor: QuaternionKeyframeTrack,
  21586. ValueTypeName: 'quaternion',
  21587. // ValueBufferType is inherited
  21588. DefaultInterpolation: InterpolateLinear,
  21589. InterpolantFactoryMethodLinear: function ( result ) {
  21590. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21591. },
  21592. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21593. } );
  21594. /**
  21595. *
  21596. * A Track that interpolates Strings
  21597. *
  21598. *
  21599. * @author Ben Houston / http://clara.io/
  21600. * @author David Sarno / http://lighthaus.us/
  21601. * @author tschw
  21602. */
  21603. function StringKeyframeTrack( name, times, values, interpolation ) {
  21604. KeyframeTrack.call( this, name, times, values, interpolation );
  21605. }
  21606. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21607. constructor: StringKeyframeTrack,
  21608. ValueTypeName: 'string',
  21609. ValueBufferType: Array,
  21610. DefaultInterpolation: InterpolateDiscrete,
  21611. InterpolantFactoryMethodLinear: undefined,
  21612. InterpolantFactoryMethodSmooth: undefined
  21613. } );
  21614. /**
  21615. *
  21616. * A Track of vectored keyframe values.
  21617. *
  21618. *
  21619. * @author Ben Houston / http://clara.io/
  21620. * @author David Sarno / http://lighthaus.us/
  21621. * @author tschw
  21622. */
  21623. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21624. KeyframeTrack.call( this, name, times, values, interpolation );
  21625. }
  21626. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21627. constructor: VectorKeyframeTrack,
  21628. ValueTypeName: 'vector'
  21629. // ValueBufferType is inherited
  21630. // DefaultInterpolation is inherited
  21631. } );
  21632. /**
  21633. *
  21634. * Reusable set of Tracks that represent an animation.
  21635. *
  21636. * @author Ben Houston / http://clara.io/
  21637. * @author David Sarno / http://lighthaus.us/
  21638. */
  21639. function AnimationClip( name, duration, tracks, blendMode ) {
  21640. this.name = name;
  21641. this.tracks = tracks;
  21642. this.duration = ( duration !== undefined ) ? duration : - 1;
  21643. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21644. this.uuid = MathUtils.generateUUID();
  21645. // this means it should figure out its duration by scanning the tracks
  21646. if ( this.duration < 0 ) {
  21647. this.resetDuration();
  21648. }
  21649. }
  21650. function getTrackTypeForValueTypeName( typeName ) {
  21651. switch ( typeName.toLowerCase() ) {
  21652. case 'scalar':
  21653. case 'double':
  21654. case 'float':
  21655. case 'number':
  21656. case 'integer':
  21657. return NumberKeyframeTrack;
  21658. case 'vector':
  21659. case 'vector2':
  21660. case 'vector3':
  21661. case 'vector4':
  21662. return VectorKeyframeTrack;
  21663. case 'color':
  21664. return ColorKeyframeTrack;
  21665. case 'quaternion':
  21666. return QuaternionKeyframeTrack;
  21667. case 'bool':
  21668. case 'boolean':
  21669. return BooleanKeyframeTrack;
  21670. case 'string':
  21671. return StringKeyframeTrack;
  21672. }
  21673. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21674. }
  21675. function parseKeyframeTrack( json ) {
  21676. if ( json.type === undefined ) {
  21677. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21678. }
  21679. var trackType = getTrackTypeForValueTypeName( json.type );
  21680. if ( json.times === undefined ) {
  21681. var times = [], values = [];
  21682. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21683. json.times = times;
  21684. json.values = values;
  21685. }
  21686. // derived classes can define a static parse method
  21687. if ( trackType.parse !== undefined ) {
  21688. return trackType.parse( json );
  21689. } else {
  21690. // by default, we assume a constructor compatible with the base
  21691. return new trackType( json.name, json.times, json.values, json.interpolation );
  21692. }
  21693. }
  21694. Object.assign( AnimationClip, {
  21695. parse: function ( json ) {
  21696. var tracks = [],
  21697. jsonTracks = json.tracks,
  21698. frameTime = 1.0 / ( json.fps || 1.0 );
  21699. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21700. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21701. }
  21702. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21703. },
  21704. toJSON: function ( clip ) {
  21705. var tracks = [],
  21706. clipTracks = clip.tracks;
  21707. var json = {
  21708. 'name': clip.name,
  21709. 'duration': clip.duration,
  21710. 'tracks': tracks,
  21711. 'uuid': clip.uuid,
  21712. 'blendMode': clip.blendMode
  21713. };
  21714. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21715. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21716. }
  21717. return json;
  21718. },
  21719. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21720. var numMorphTargets = morphTargetSequence.length;
  21721. var tracks = [];
  21722. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21723. var times = [];
  21724. var values = [];
  21725. times.push(
  21726. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21727. i,
  21728. ( i + 1 ) % numMorphTargets );
  21729. values.push( 0, 1, 0 );
  21730. var order = AnimationUtils.getKeyframeOrder( times );
  21731. times = AnimationUtils.sortedArray( times, 1, order );
  21732. values = AnimationUtils.sortedArray( values, 1, order );
  21733. // if there is a key at the first frame, duplicate it as the
  21734. // last frame as well for perfect loop.
  21735. if ( ! noLoop && times[ 0 ] === 0 ) {
  21736. times.push( numMorphTargets );
  21737. values.push( values[ 0 ] );
  21738. }
  21739. tracks.push(
  21740. new NumberKeyframeTrack(
  21741. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21742. times, values
  21743. ).scale( 1.0 / fps ) );
  21744. }
  21745. return new AnimationClip( name, - 1, tracks );
  21746. },
  21747. findByName: function ( objectOrClipArray, name ) {
  21748. var clipArray = objectOrClipArray;
  21749. if ( ! Array.isArray( objectOrClipArray ) ) {
  21750. var o = objectOrClipArray;
  21751. clipArray = o.geometry && o.geometry.animations || o.animations;
  21752. }
  21753. for ( var i = 0; i < clipArray.length; i ++ ) {
  21754. if ( clipArray[ i ].name === name ) {
  21755. return clipArray[ i ];
  21756. }
  21757. }
  21758. return null;
  21759. },
  21760. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21761. var animationToMorphTargets = {};
  21762. // tested with https://regex101.com/ on trick sequences
  21763. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21764. var pattern = /^([\w-]*?)([\d]+)$/;
  21765. // sort morph target names into animation groups based
  21766. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21767. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21768. var morphTarget = morphTargets[ i ];
  21769. var parts = morphTarget.name.match( pattern );
  21770. if ( parts && parts.length > 1 ) {
  21771. var name = parts[ 1 ];
  21772. var animationMorphTargets = animationToMorphTargets[ name ];
  21773. if ( ! animationMorphTargets ) {
  21774. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21775. }
  21776. animationMorphTargets.push( morphTarget );
  21777. }
  21778. }
  21779. var clips = [];
  21780. for ( var name$1 in animationToMorphTargets ) {
  21781. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21782. }
  21783. return clips;
  21784. },
  21785. // parse the animation.hierarchy format
  21786. parseAnimation: function ( animation, bones ) {
  21787. if ( ! animation ) {
  21788. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21789. return null;
  21790. }
  21791. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21792. // only return track if there are actually keys.
  21793. if ( animationKeys.length !== 0 ) {
  21794. var times = [];
  21795. var values = [];
  21796. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21797. // empty keys are filtered out, so check again
  21798. if ( times.length !== 0 ) {
  21799. destTracks.push( new trackType( trackName, times, values ) );
  21800. }
  21801. }
  21802. };
  21803. var tracks = [];
  21804. var clipName = animation.name || 'default';
  21805. var fps = animation.fps || 30;
  21806. var blendMode = animation.blendMode;
  21807. // automatic length determination in AnimationClip.
  21808. var duration = animation.length || - 1;
  21809. var hierarchyTracks = animation.hierarchy || [];
  21810. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21811. var animationKeys = hierarchyTracks[ h ].keys;
  21812. // skip empty tracks
  21813. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21814. // process morph targets
  21815. if ( animationKeys[ 0 ].morphTargets ) {
  21816. // figure out all morph targets used in this track
  21817. var morphTargetNames = {};
  21818. var k = (void 0);
  21819. for ( k = 0; k < animationKeys.length; k ++ ) {
  21820. if ( animationKeys[ k ].morphTargets ) {
  21821. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21822. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21823. }
  21824. }
  21825. }
  21826. // create a track for each morph target with all zero
  21827. // morphTargetInfluences except for the keys in which
  21828. // the morphTarget is named.
  21829. for ( var morphTargetName in morphTargetNames ) {
  21830. var times = [];
  21831. var values = [];
  21832. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21833. var animationKey = animationKeys[ k ];
  21834. times.push( animationKey.time );
  21835. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21836. }
  21837. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21838. }
  21839. duration = morphTargetNames.length * ( fps || 1.0 );
  21840. } else {
  21841. // ...assume skeletal animation
  21842. var boneName = '.bones[' + bones[ h ].name + ']';
  21843. addNonemptyTrack(
  21844. VectorKeyframeTrack, boneName + '.position',
  21845. animationKeys, 'pos', tracks );
  21846. addNonemptyTrack(
  21847. QuaternionKeyframeTrack, boneName + '.quaternion',
  21848. animationKeys, 'rot', tracks );
  21849. addNonemptyTrack(
  21850. VectorKeyframeTrack, boneName + '.scale',
  21851. animationKeys, 'scl', tracks );
  21852. }
  21853. }
  21854. if ( tracks.length === 0 ) {
  21855. return null;
  21856. }
  21857. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21858. return clip;
  21859. }
  21860. } );
  21861. Object.assign( AnimationClip.prototype, {
  21862. resetDuration: function () {
  21863. var tracks = this.tracks;
  21864. var duration = 0;
  21865. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21866. var track = this.tracks[ i ];
  21867. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21868. }
  21869. this.duration = duration;
  21870. return this;
  21871. },
  21872. trim: function () {
  21873. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21874. this.tracks[ i ].trim( 0, this.duration );
  21875. }
  21876. return this;
  21877. },
  21878. validate: function () {
  21879. var valid = true;
  21880. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21881. valid = valid && this.tracks[ i ].validate();
  21882. }
  21883. return valid;
  21884. },
  21885. optimize: function () {
  21886. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21887. this.tracks[ i ].optimize();
  21888. }
  21889. return this;
  21890. },
  21891. clone: function () {
  21892. var tracks = [];
  21893. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21894. tracks.push( this.tracks[ i ].clone() );
  21895. }
  21896. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21897. }
  21898. } );
  21899. /**
  21900. * @author mrdoob / http://mrdoob.com/
  21901. */
  21902. var Cache = {
  21903. enabled: false,
  21904. files: {},
  21905. add: function ( key, file ) {
  21906. if ( this.enabled === false ) { return; }
  21907. // console.log( 'THREE.Cache', 'Adding key:', key );
  21908. this.files[ key ] = file;
  21909. },
  21910. get: function ( key ) {
  21911. if ( this.enabled === false ) { return; }
  21912. // console.log( 'THREE.Cache', 'Checking key:', key );
  21913. return this.files[ key ];
  21914. },
  21915. remove: function ( key ) {
  21916. delete this.files[ key ];
  21917. },
  21918. clear: function () {
  21919. this.files = {};
  21920. }
  21921. };
  21922. /**
  21923. * @author mrdoob / http://mrdoob.com/
  21924. */
  21925. function LoadingManager( onLoad, onProgress, onError ) {
  21926. var scope = this;
  21927. var isLoading = false;
  21928. var itemsLoaded = 0;
  21929. var itemsTotal = 0;
  21930. var urlModifier = undefined;
  21931. var handlers = [];
  21932. // Refer to #5689 for the reason why we don't set .onStart
  21933. // in the constructor
  21934. this.onStart = undefined;
  21935. this.onLoad = onLoad;
  21936. this.onProgress = onProgress;
  21937. this.onError = onError;
  21938. this.itemStart = function ( url ) {
  21939. itemsTotal ++;
  21940. if ( isLoading === false ) {
  21941. if ( scope.onStart !== undefined ) {
  21942. scope.onStart( url, itemsLoaded, itemsTotal );
  21943. }
  21944. }
  21945. isLoading = true;
  21946. };
  21947. this.itemEnd = function ( url ) {
  21948. itemsLoaded ++;
  21949. if ( scope.onProgress !== undefined ) {
  21950. scope.onProgress( url, itemsLoaded, itemsTotal );
  21951. }
  21952. if ( itemsLoaded === itemsTotal ) {
  21953. isLoading = false;
  21954. if ( scope.onLoad !== undefined ) {
  21955. scope.onLoad();
  21956. }
  21957. }
  21958. };
  21959. this.itemError = function ( url ) {
  21960. if ( scope.onError !== undefined ) {
  21961. scope.onError( url );
  21962. }
  21963. };
  21964. this.resolveURL = function ( url ) {
  21965. if ( urlModifier ) {
  21966. return urlModifier( url );
  21967. }
  21968. return url;
  21969. };
  21970. this.setURLModifier = function ( transform ) {
  21971. urlModifier = transform;
  21972. return this;
  21973. };
  21974. this.addHandler = function ( regex, loader ) {
  21975. handlers.push( regex, loader );
  21976. return this;
  21977. };
  21978. this.removeHandler = function ( regex ) {
  21979. var index = handlers.indexOf( regex );
  21980. if ( index !== - 1 ) {
  21981. handlers.splice( index, 2 );
  21982. }
  21983. return this;
  21984. };
  21985. this.getHandler = function ( file ) {
  21986. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21987. var regex = handlers[ i ];
  21988. var loader = handlers[ i + 1 ];
  21989. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21990. if ( regex.test( file ) ) {
  21991. return loader;
  21992. }
  21993. }
  21994. return null;
  21995. };
  21996. }
  21997. var DefaultLoadingManager = new LoadingManager();
  21998. /**
  21999. * @author alteredq / http://alteredqualia.com/
  22000. */
  22001. function Loader( manager ) {
  22002. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22003. this.crossOrigin = 'anonymous';
  22004. this.path = '';
  22005. this.resourcePath = '';
  22006. this.requestHeader = {};
  22007. }
  22008. Object.assign( Loader.prototype, {
  22009. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  22010. loadAsync: function ( url, onProgress ) {
  22011. var scope = this;
  22012. return new Promise( function ( resolve, reject ) {
  22013. scope.load( url, resolve, onProgress, reject );
  22014. } );
  22015. },
  22016. parse: function ( /* data */ ) {},
  22017. setCrossOrigin: function ( crossOrigin ) {
  22018. this.crossOrigin = crossOrigin;
  22019. return this;
  22020. },
  22021. setPath: function ( path ) {
  22022. this.path = path;
  22023. return this;
  22024. },
  22025. setResourcePath: function ( resourcePath ) {
  22026. this.resourcePath = resourcePath;
  22027. return this;
  22028. },
  22029. setRequestHeader: function ( requestHeader ) {
  22030. this.requestHeader = requestHeader;
  22031. return this;
  22032. }
  22033. } );
  22034. /**
  22035. * @author mrdoob / http://mrdoob.com/
  22036. */
  22037. var loading = {};
  22038. function FileLoader( manager ) {
  22039. Loader.call( this, manager );
  22040. }
  22041. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22042. constructor: FileLoader,
  22043. load: function ( url, onLoad, onProgress, onError ) {
  22044. if ( url === undefined ) { url = ''; }
  22045. if ( this.path !== undefined ) { url = this.path + url; }
  22046. url = this.manager.resolveURL( url );
  22047. var scope = this;
  22048. var cached = Cache.get( url );
  22049. if ( cached !== undefined ) {
  22050. scope.manager.itemStart( url );
  22051. setTimeout( function () {
  22052. if ( onLoad ) { onLoad( cached ); }
  22053. scope.manager.itemEnd( url );
  22054. }, 0 );
  22055. return cached;
  22056. }
  22057. // Check if request is duplicate
  22058. if ( loading[ url ] !== undefined ) {
  22059. loading[ url ].push( {
  22060. onLoad: onLoad,
  22061. onProgress: onProgress,
  22062. onError: onError
  22063. } );
  22064. return;
  22065. }
  22066. // Check for data: URI
  22067. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  22068. var dataUriRegexResult = url.match( dataUriRegex );
  22069. var request;
  22070. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  22071. if ( dataUriRegexResult ) {
  22072. var mimeType = dataUriRegexResult[ 1 ];
  22073. var isBase64 = !! dataUriRegexResult[ 2 ];
  22074. var data = dataUriRegexResult[ 3 ];
  22075. data = decodeURIComponent( data );
  22076. if ( isBase64 ) { data = atob( data ); }
  22077. try {
  22078. var response;
  22079. var responseType = ( this.responseType || '' ).toLowerCase();
  22080. switch ( responseType ) {
  22081. case 'arraybuffer':
  22082. case 'blob':
  22083. var view = new Uint8Array( data.length );
  22084. for ( var i = 0; i < data.length; i ++ ) {
  22085. view[ i ] = data.charCodeAt( i );
  22086. }
  22087. if ( responseType === 'blob' ) {
  22088. response = new Blob( [ view.buffer ], { type: mimeType } );
  22089. } else {
  22090. response = view.buffer;
  22091. }
  22092. break;
  22093. case 'document':
  22094. var parser = new DOMParser();
  22095. response = parser.parseFromString( data, mimeType );
  22096. break;
  22097. case 'json':
  22098. response = JSON.parse( data );
  22099. break;
  22100. default: // 'text' or other
  22101. response = data;
  22102. break;
  22103. }
  22104. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22105. setTimeout( function () {
  22106. if ( onLoad ) { onLoad( response ); }
  22107. scope.manager.itemEnd( url );
  22108. }, 0 );
  22109. } catch ( error ) {
  22110. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22111. setTimeout( function () {
  22112. if ( onError ) { onError( error ); }
  22113. scope.manager.itemError( url );
  22114. scope.manager.itemEnd( url );
  22115. }, 0 );
  22116. }
  22117. } else {
  22118. // Initialise array for duplicate requests
  22119. loading[ url ] = [];
  22120. loading[ url ].push( {
  22121. onLoad: onLoad,
  22122. onProgress: onProgress,
  22123. onError: onError
  22124. } );
  22125. request = new XMLHttpRequest();
  22126. request.open( 'GET', url, true );
  22127. request.addEventListener( 'load', function ( event ) {
  22128. var response = this.response;
  22129. var callbacks = loading[ url ];
  22130. delete loading[ url ];
  22131. if ( this.status === 200 || this.status === 0 ) {
  22132. // Some browsers return HTTP Status 0 when using non-http protocol
  22133. // e.g. 'file://' or 'data://'. Handle as success.
  22134. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  22135. // Add to cache only on HTTP success, so that we do not cache
  22136. // error response bodies as proper responses to requests.
  22137. Cache.add( url, response );
  22138. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22139. var callback = callbacks[ i ];
  22140. if ( callback.onLoad ) { callback.onLoad( response ); }
  22141. }
  22142. scope.manager.itemEnd( url );
  22143. } else {
  22144. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  22145. var callback$1 = callbacks[ i$1 ];
  22146. if ( callback$1.onError ) { callback$1.onError( event ); }
  22147. }
  22148. scope.manager.itemError( url );
  22149. scope.manager.itemEnd( url );
  22150. }
  22151. }, false );
  22152. request.addEventListener( 'progress', function ( event ) {
  22153. var callbacks = loading[ url ];
  22154. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22155. var callback = callbacks[ i ];
  22156. if ( callback.onProgress ) { callback.onProgress( event ); }
  22157. }
  22158. }, false );
  22159. request.addEventListener( 'error', function ( event ) {
  22160. var callbacks = loading[ url ];
  22161. delete loading[ url ];
  22162. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22163. var callback = callbacks[ i ];
  22164. if ( callback.onError ) { callback.onError( event ); }
  22165. }
  22166. scope.manager.itemError( url );
  22167. scope.manager.itemEnd( url );
  22168. }, false );
  22169. request.addEventListener( 'abort', function ( event ) {
  22170. var callbacks = loading[ url ];
  22171. delete loading[ url ];
  22172. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22173. var callback = callbacks[ i ];
  22174. if ( callback.onError ) { callback.onError( event ); }
  22175. }
  22176. scope.manager.itemError( url );
  22177. scope.manager.itemEnd( url );
  22178. }, false );
  22179. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  22180. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  22181. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  22182. for ( var header in this.requestHeader ) {
  22183. request.setRequestHeader( header, this.requestHeader[ header ] );
  22184. }
  22185. request.send( null );
  22186. }
  22187. scope.manager.itemStart( url );
  22188. return request;
  22189. },
  22190. setResponseType: function ( value ) {
  22191. this.responseType = value;
  22192. return this;
  22193. },
  22194. setWithCredentials: function ( value ) {
  22195. this.withCredentials = value;
  22196. return this;
  22197. },
  22198. setMimeType: function ( value ) {
  22199. this.mimeType = value;
  22200. return this;
  22201. }
  22202. } );
  22203. /**
  22204. * @author bhouston / http://clara.io/
  22205. */
  22206. function AnimationLoader( manager ) {
  22207. Loader.call( this, manager );
  22208. }
  22209. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22210. constructor: AnimationLoader,
  22211. load: function ( url, onLoad, onProgress, onError ) {
  22212. var scope = this;
  22213. var loader = new FileLoader( scope.manager );
  22214. loader.setPath( scope.path );
  22215. loader.load( url, function ( text ) {
  22216. try {
  22217. onLoad( scope.parse( JSON.parse( text ) ) );
  22218. } catch ( e ) {
  22219. if ( onError ) {
  22220. onError( e );
  22221. } else {
  22222. console.error( e );
  22223. }
  22224. scope.manager.itemError( url );
  22225. }
  22226. }, onProgress, onError );
  22227. },
  22228. parse: function ( json ) {
  22229. var animations = [];
  22230. for ( var i = 0; i < json.length; i ++ ) {
  22231. var clip = AnimationClip.parse( json[ i ] );
  22232. animations.push( clip );
  22233. }
  22234. return animations;
  22235. }
  22236. } );
  22237. /**
  22238. * @author mrdoob / http://mrdoob.com/
  22239. *
  22240. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22241. *
  22242. * Sub classes have to implement the parse() method which will be used in load().
  22243. */
  22244. function CompressedTextureLoader( manager ) {
  22245. Loader.call( this, manager );
  22246. }
  22247. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22248. constructor: CompressedTextureLoader,
  22249. load: function ( url, onLoad, onProgress, onError ) {
  22250. var scope = this;
  22251. var images = [];
  22252. var texture = new CompressedTexture();
  22253. texture.image = images;
  22254. var loader = new FileLoader( this.manager );
  22255. loader.setPath( this.path );
  22256. loader.setResponseType( 'arraybuffer' );
  22257. var loaded = 0;
  22258. function loadTexture( i ) {
  22259. loader.load( url[ i ], function ( buffer ) {
  22260. var texDatas = scope.parse( buffer, true );
  22261. images[ i ] = {
  22262. width: texDatas.width,
  22263. height: texDatas.height,
  22264. format: texDatas.format,
  22265. mipmaps: texDatas.mipmaps
  22266. };
  22267. loaded += 1;
  22268. if ( loaded === 6 ) {
  22269. if ( texDatas.mipmapCount === 1 )
  22270. { texture.minFilter = LinearFilter; }
  22271. texture.format = texDatas.format;
  22272. texture.needsUpdate = true;
  22273. if ( onLoad ) { onLoad( texture ); }
  22274. }
  22275. }, onProgress, onError );
  22276. }
  22277. if ( Array.isArray( url ) ) {
  22278. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22279. loadTexture( i );
  22280. }
  22281. } else {
  22282. // compressed cubemap texture stored in a single DDS file
  22283. loader.load( url, function ( buffer ) {
  22284. var texDatas = scope.parse( buffer, true );
  22285. if ( texDatas.isCubemap ) {
  22286. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22287. for ( var f = 0; f < faces; f ++ ) {
  22288. images[ f ] = { mipmaps: [] };
  22289. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22290. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22291. images[ f ].format = texDatas.format;
  22292. images[ f ].width = texDatas.width;
  22293. images[ f ].height = texDatas.height;
  22294. }
  22295. }
  22296. } else {
  22297. texture.image.width = texDatas.width;
  22298. texture.image.height = texDatas.height;
  22299. texture.mipmaps = texDatas.mipmaps;
  22300. }
  22301. if ( texDatas.mipmapCount === 1 ) {
  22302. texture.minFilter = LinearFilter;
  22303. }
  22304. texture.format = texDatas.format;
  22305. texture.needsUpdate = true;
  22306. if ( onLoad ) { onLoad( texture ); }
  22307. }, onProgress, onError );
  22308. }
  22309. return texture;
  22310. }
  22311. } );
  22312. /**
  22313. * @author Nikos M. / https://github.com/foo123/
  22314. *
  22315. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22316. *
  22317. * Sub classes have to implement the parse() method which will be used in load().
  22318. */
  22319. function DataTextureLoader( manager ) {
  22320. Loader.call( this, manager );
  22321. }
  22322. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22323. constructor: DataTextureLoader,
  22324. load: function ( url, onLoad, onProgress, onError ) {
  22325. var scope = this;
  22326. var texture = new DataTexture();
  22327. var loader = new FileLoader( this.manager );
  22328. loader.setResponseType( 'arraybuffer' );
  22329. loader.setPath( this.path );
  22330. loader.load( url, function ( buffer ) {
  22331. var texData = scope.parse( buffer );
  22332. if ( ! texData ) { return; }
  22333. if ( texData.image !== undefined ) {
  22334. texture.image = texData.image;
  22335. } else if ( texData.data !== undefined ) {
  22336. texture.image.width = texData.width;
  22337. texture.image.height = texData.height;
  22338. texture.image.data = texData.data;
  22339. }
  22340. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22341. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22342. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22343. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22344. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22345. if ( texData.format !== undefined ) {
  22346. texture.format = texData.format;
  22347. }
  22348. if ( texData.type !== undefined ) {
  22349. texture.type = texData.type;
  22350. }
  22351. if ( texData.mipmaps !== undefined ) {
  22352. texture.mipmaps = texData.mipmaps;
  22353. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22354. }
  22355. if ( texData.mipmapCount === 1 ) {
  22356. texture.minFilter = LinearFilter;
  22357. }
  22358. texture.needsUpdate = true;
  22359. if ( onLoad ) { onLoad( texture, texData ); }
  22360. }, onProgress, onError );
  22361. return texture;
  22362. }
  22363. } );
  22364. /**
  22365. * @author mrdoob / http://mrdoob.com/
  22366. */
  22367. function ImageLoader( manager ) {
  22368. Loader.call( this, manager );
  22369. }
  22370. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22371. constructor: ImageLoader,
  22372. load: function ( url, onLoad, onProgress, onError ) {
  22373. if ( this.path !== undefined ) { url = this.path + url; }
  22374. url = this.manager.resolveURL( url );
  22375. var scope = this;
  22376. var cached = Cache.get( url );
  22377. if ( cached !== undefined ) {
  22378. scope.manager.itemStart( url );
  22379. setTimeout( function () {
  22380. if ( onLoad ) { onLoad( cached ); }
  22381. scope.manager.itemEnd( url );
  22382. }, 0 );
  22383. return cached;
  22384. }
  22385. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22386. function onImageLoad() {
  22387. image.removeEventListener( 'load', onImageLoad, false );
  22388. image.removeEventListener( 'error', onImageError, false );
  22389. Cache.add( url, this );
  22390. if ( onLoad ) { onLoad( this ); }
  22391. scope.manager.itemEnd( url );
  22392. }
  22393. function onImageError( event ) {
  22394. image.removeEventListener( 'load', onImageLoad, false );
  22395. image.removeEventListener( 'error', onImageError, false );
  22396. if ( onError ) { onError( event ); }
  22397. scope.manager.itemError( url );
  22398. scope.manager.itemEnd( url );
  22399. }
  22400. image.addEventListener( 'load', onImageLoad, false );
  22401. image.addEventListener( 'error', onImageError, false );
  22402. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22403. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22404. }
  22405. scope.manager.itemStart( url );
  22406. image.src = url;
  22407. return image;
  22408. }
  22409. } );
  22410. /**
  22411. * @author mrdoob / http://mrdoob.com/
  22412. */
  22413. function CubeTextureLoader( manager ) {
  22414. Loader.call( this, manager );
  22415. }
  22416. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22417. constructor: CubeTextureLoader,
  22418. load: function ( urls, onLoad, onProgress, onError ) {
  22419. var texture = new CubeTexture();
  22420. var loader = new ImageLoader( this.manager );
  22421. loader.setCrossOrigin( this.crossOrigin );
  22422. loader.setPath( this.path );
  22423. var loaded = 0;
  22424. function loadTexture( i ) {
  22425. loader.load( urls[ i ], function ( image ) {
  22426. texture.images[ i ] = image;
  22427. loaded ++;
  22428. if ( loaded === 6 ) {
  22429. texture.needsUpdate = true;
  22430. if ( onLoad ) { onLoad( texture ); }
  22431. }
  22432. }, undefined, onError );
  22433. }
  22434. for ( var i = 0; i < urls.length; ++ i ) {
  22435. loadTexture( i );
  22436. }
  22437. return texture;
  22438. }
  22439. } );
  22440. /**
  22441. * @author mrdoob / http://mrdoob.com/
  22442. */
  22443. function TextureLoader( manager ) {
  22444. Loader.call( this, manager );
  22445. }
  22446. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22447. constructor: TextureLoader,
  22448. load: function ( url, onLoad, onProgress, onError ) {
  22449. var texture = new Texture();
  22450. var loader = new ImageLoader( this.manager );
  22451. loader.setCrossOrigin( this.crossOrigin );
  22452. loader.setPath( this.path );
  22453. loader.load( url, function ( image ) {
  22454. texture.image = image;
  22455. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22456. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22457. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22458. texture.needsUpdate = true;
  22459. if ( onLoad !== undefined ) {
  22460. onLoad( texture );
  22461. }
  22462. }, onProgress, onError );
  22463. return texture;
  22464. }
  22465. } );
  22466. /**
  22467. * @author zz85 / http://www.lab4games.net/zz85/blog
  22468. * Extensible curve object
  22469. *
  22470. * Some common of curve methods:
  22471. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22472. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22473. * .getPoints(), .getSpacedPoints()
  22474. * .getLength()
  22475. * .updateArcLengths()
  22476. *
  22477. * This following curves inherit from THREE.Curve:
  22478. *
  22479. * -- 2D curves --
  22480. * THREE.ArcCurve
  22481. * THREE.CubicBezierCurve
  22482. * THREE.EllipseCurve
  22483. * THREE.LineCurve
  22484. * THREE.QuadraticBezierCurve
  22485. * THREE.SplineCurve
  22486. *
  22487. * -- 3D curves --
  22488. * THREE.CatmullRomCurve3
  22489. * THREE.CubicBezierCurve3
  22490. * THREE.LineCurve3
  22491. * THREE.QuadraticBezierCurve3
  22492. *
  22493. * A series of curves can be represented as a THREE.CurvePath.
  22494. *
  22495. **/
  22496. /**************************************************************
  22497. * Abstract Curve base class
  22498. **************************************************************/
  22499. function Curve() {
  22500. this.type = 'Curve';
  22501. this.arcLengthDivisions = 200;
  22502. }
  22503. Object.assign( Curve.prototype, {
  22504. // Virtual base class method to overwrite and implement in subclasses
  22505. // - t [0 .. 1]
  22506. getPoint: function ( /* t, optionalTarget */ ) {
  22507. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22508. return null;
  22509. },
  22510. // Get point at relative position in curve according to arc length
  22511. // - u [0 .. 1]
  22512. getPointAt: function ( u, optionalTarget ) {
  22513. var t = this.getUtoTmapping( u );
  22514. return this.getPoint( t, optionalTarget );
  22515. },
  22516. // Get sequence of points using getPoint( t )
  22517. getPoints: function ( divisions ) {
  22518. if ( divisions === undefined ) { divisions = 5; }
  22519. var points = [];
  22520. for ( var d = 0; d <= divisions; d ++ ) {
  22521. points.push( this.getPoint( d / divisions ) );
  22522. }
  22523. return points;
  22524. },
  22525. // Get sequence of points using getPointAt( u )
  22526. getSpacedPoints: function ( divisions ) {
  22527. if ( divisions === undefined ) { divisions = 5; }
  22528. var points = [];
  22529. for ( var d = 0; d <= divisions; d ++ ) {
  22530. points.push( this.getPointAt( d / divisions ) );
  22531. }
  22532. return points;
  22533. },
  22534. // Get total curve arc length
  22535. getLength: function () {
  22536. var lengths = this.getLengths();
  22537. return lengths[ lengths.length - 1 ];
  22538. },
  22539. // Get list of cumulative segment lengths
  22540. getLengths: function ( divisions ) {
  22541. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22542. if ( this.cacheArcLengths &&
  22543. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22544. ! this.needsUpdate ) {
  22545. return this.cacheArcLengths;
  22546. }
  22547. this.needsUpdate = false;
  22548. var cache = [];
  22549. var current, last = this.getPoint( 0 );
  22550. var sum = 0;
  22551. cache.push( 0 );
  22552. for ( var p = 1; p <= divisions; p ++ ) {
  22553. current = this.getPoint( p / divisions );
  22554. sum += current.distanceTo( last );
  22555. cache.push( sum );
  22556. last = current;
  22557. }
  22558. this.cacheArcLengths = cache;
  22559. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22560. },
  22561. updateArcLengths: function () {
  22562. this.needsUpdate = true;
  22563. this.getLengths();
  22564. },
  22565. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22566. getUtoTmapping: function ( u, distance ) {
  22567. var arcLengths = this.getLengths();
  22568. var i = 0, il = arcLengths.length;
  22569. var targetArcLength; // The targeted u distance value to get
  22570. if ( distance ) {
  22571. targetArcLength = distance;
  22572. } else {
  22573. targetArcLength = u * arcLengths[ il - 1 ];
  22574. }
  22575. // binary search for the index with largest value smaller than target u distance
  22576. var low = 0, high = il - 1, comparison;
  22577. while ( low <= high ) {
  22578. i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
  22579. comparison = arcLengths[ i ] - targetArcLength;
  22580. if ( comparison < 0 ) {
  22581. low = i + 1;
  22582. } else if ( comparison > 0 ) {
  22583. high = i - 1;
  22584. } else {
  22585. high = i;
  22586. break;
  22587. // DONE
  22588. }
  22589. }
  22590. i = high;
  22591. if ( arcLengths[ i ] === targetArcLength ) {
  22592. return i / ( il - 1 );
  22593. }
  22594. // we could get finer grain at lengths, or use simple interpolation between two points
  22595. var lengthBefore = arcLengths[ i ];
  22596. var lengthAfter = arcLengths[ i + 1 ];
  22597. var segmentLength = lengthAfter - lengthBefore;
  22598. // determine where we are between the 'before' and 'after' points
  22599. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22600. // add that fractional amount to t
  22601. var t = ( i + segmentFraction ) / ( il - 1 );
  22602. return t;
  22603. },
  22604. // Returns a unit vector tangent at t
  22605. // In case any sub curve does not implement its tangent derivation,
  22606. // 2 points a small delta apart will be used to find its gradient
  22607. // which seems to give a reasonable approximation
  22608. getTangent: function ( t, optionalTarget ) {
  22609. var delta = 0.0001;
  22610. var t1 = t - delta;
  22611. var t2 = t + delta;
  22612. // Capping in case of danger
  22613. if ( t1 < 0 ) { t1 = 0; }
  22614. if ( t2 > 1 ) { t2 = 1; }
  22615. var pt1 = this.getPoint( t1 );
  22616. var pt2 = this.getPoint( t2 );
  22617. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22618. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22619. return tangent;
  22620. },
  22621. getTangentAt: function ( u, optionalTarget ) {
  22622. var t = this.getUtoTmapping( u );
  22623. return this.getTangent( t, optionalTarget );
  22624. },
  22625. computeFrenetFrames: function ( segments, closed ) {
  22626. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22627. var normal = new Vector3();
  22628. var tangents = [];
  22629. var normals = [];
  22630. var binormals = [];
  22631. var vec = new Vector3();
  22632. var mat = new Matrix4();
  22633. // compute the tangent vectors for each segment on the curve
  22634. for ( var i = 0; i <= segments; i ++ ) {
  22635. var u = i / segments;
  22636. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22637. tangents[ i ].normalize();
  22638. }
  22639. // select an initial normal vector perpendicular to the first tangent vector,
  22640. // and in the direction of the minimum tangent xyz component
  22641. normals[ 0 ] = new Vector3();
  22642. binormals[ 0 ] = new Vector3();
  22643. var min = Number.MAX_VALUE;
  22644. var tx = Math.abs( tangents[ 0 ].x );
  22645. var ty = Math.abs( tangents[ 0 ].y );
  22646. var tz = Math.abs( tangents[ 0 ].z );
  22647. if ( tx <= min ) {
  22648. min = tx;
  22649. normal.set( 1, 0, 0 );
  22650. }
  22651. if ( ty <= min ) {
  22652. min = ty;
  22653. normal.set( 0, 1, 0 );
  22654. }
  22655. if ( tz <= min ) {
  22656. normal.set( 0, 0, 1 );
  22657. }
  22658. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22659. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22660. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22661. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22662. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22663. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22664. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22665. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22666. if ( vec.length() > Number.EPSILON ) {
  22667. vec.normalize();
  22668. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22669. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22670. }
  22671. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22672. }
  22673. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22674. if ( closed === true ) {
  22675. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22676. theta$1 /= segments;
  22677. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22678. theta$1 = - theta$1;
  22679. }
  22680. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22681. // twist a little...
  22682. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22683. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22684. }
  22685. }
  22686. return {
  22687. tangents: tangents,
  22688. normals: normals,
  22689. binormals: binormals
  22690. };
  22691. },
  22692. clone: function () {
  22693. return new this.constructor().copy( this );
  22694. },
  22695. copy: function ( source ) {
  22696. this.arcLengthDivisions = source.arcLengthDivisions;
  22697. return this;
  22698. },
  22699. toJSON: function () {
  22700. var data = {
  22701. metadata: {
  22702. version: 4.5,
  22703. type: 'Curve',
  22704. generator: 'Curve.toJSON'
  22705. }
  22706. };
  22707. data.arcLengthDivisions = this.arcLengthDivisions;
  22708. data.type = this.type;
  22709. return data;
  22710. },
  22711. fromJSON: function ( json ) {
  22712. this.arcLengthDivisions = json.arcLengthDivisions;
  22713. return this;
  22714. }
  22715. } );
  22716. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22717. Curve.call( this );
  22718. this.type = 'EllipseCurve';
  22719. this.aX = aX || 0;
  22720. this.aY = aY || 0;
  22721. this.xRadius = xRadius || 1;
  22722. this.yRadius = yRadius || 1;
  22723. this.aStartAngle = aStartAngle || 0;
  22724. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22725. this.aClockwise = aClockwise || false;
  22726. this.aRotation = aRotation || 0;
  22727. }
  22728. EllipseCurve.prototype = Object.create( Curve.prototype );
  22729. EllipseCurve.prototype.constructor = EllipseCurve;
  22730. EllipseCurve.prototype.isEllipseCurve = true;
  22731. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22732. var point = optionalTarget || new Vector2();
  22733. var twoPi = Math.PI * 2;
  22734. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22735. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22736. // ensures that deltaAngle is 0 .. 2 PI
  22737. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22738. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22739. if ( deltaAngle < Number.EPSILON ) {
  22740. if ( samePoints ) {
  22741. deltaAngle = 0;
  22742. } else {
  22743. deltaAngle = twoPi;
  22744. }
  22745. }
  22746. if ( this.aClockwise === true && ! samePoints ) {
  22747. if ( deltaAngle === twoPi ) {
  22748. deltaAngle = - twoPi;
  22749. } else {
  22750. deltaAngle = deltaAngle - twoPi;
  22751. }
  22752. }
  22753. var angle = this.aStartAngle + t * deltaAngle;
  22754. var x = this.aX + this.xRadius * Math.cos( angle );
  22755. var y = this.aY + this.yRadius * Math.sin( angle );
  22756. if ( this.aRotation !== 0 ) {
  22757. var cos = Math.cos( this.aRotation );
  22758. var sin = Math.sin( this.aRotation );
  22759. var tx = x - this.aX;
  22760. var ty = y - this.aY;
  22761. // Rotate the point about the center of the ellipse.
  22762. x = tx * cos - ty * sin + this.aX;
  22763. y = tx * sin + ty * cos + this.aY;
  22764. }
  22765. return point.set( x, y );
  22766. };
  22767. EllipseCurve.prototype.copy = function ( source ) {
  22768. Curve.prototype.copy.call( this, source );
  22769. this.aX = source.aX;
  22770. this.aY = source.aY;
  22771. this.xRadius = source.xRadius;
  22772. this.yRadius = source.yRadius;
  22773. this.aStartAngle = source.aStartAngle;
  22774. this.aEndAngle = source.aEndAngle;
  22775. this.aClockwise = source.aClockwise;
  22776. this.aRotation = source.aRotation;
  22777. return this;
  22778. };
  22779. EllipseCurve.prototype.toJSON = function () {
  22780. var data = Curve.prototype.toJSON.call( this );
  22781. data.aX = this.aX;
  22782. data.aY = this.aY;
  22783. data.xRadius = this.xRadius;
  22784. data.yRadius = this.yRadius;
  22785. data.aStartAngle = this.aStartAngle;
  22786. data.aEndAngle = this.aEndAngle;
  22787. data.aClockwise = this.aClockwise;
  22788. data.aRotation = this.aRotation;
  22789. return data;
  22790. };
  22791. EllipseCurve.prototype.fromJSON = function ( json ) {
  22792. Curve.prototype.fromJSON.call( this, json );
  22793. this.aX = json.aX;
  22794. this.aY = json.aY;
  22795. this.xRadius = json.xRadius;
  22796. this.yRadius = json.yRadius;
  22797. this.aStartAngle = json.aStartAngle;
  22798. this.aEndAngle = json.aEndAngle;
  22799. this.aClockwise = json.aClockwise;
  22800. this.aRotation = json.aRotation;
  22801. return this;
  22802. };
  22803. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22804. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22805. this.type = 'ArcCurve';
  22806. }
  22807. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22808. ArcCurve.prototype.constructor = ArcCurve;
  22809. ArcCurve.prototype.isArcCurve = true;
  22810. /**
  22811. * @author zz85 https://github.com/zz85
  22812. *
  22813. * Centripetal CatmullRom Curve - which is useful for avoiding
  22814. * cusps and self-intersections in non-uniform catmull rom curves.
  22815. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22816. *
  22817. * curve.type accepts centripetal(default), chordal and catmullrom
  22818. * curve.tension is used for catmullrom which defaults to 0.5
  22819. */
  22820. /*
  22821. Based on an optimized c++ solution in
  22822. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22823. - http://ideone.com/NoEbVM
  22824. This CubicPoly class could be used for reusing some variables and calculations,
  22825. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22826. which can be placed in CurveUtils.
  22827. */
  22828. function CubicPoly() {
  22829. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22830. /*
  22831. * Compute coefficients for a cubic polynomial
  22832. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22833. * such that
  22834. * p(0) = x0, p(1) = x1
  22835. * and
  22836. * p'(0) = t0, p'(1) = t1.
  22837. */
  22838. function init( x0, x1, t0, t1 ) {
  22839. c0 = x0;
  22840. c1 = t0;
  22841. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22842. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22843. }
  22844. return {
  22845. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22846. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22847. },
  22848. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22849. // compute tangents when parameterized in [t1,t2]
  22850. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22851. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22852. // rescale tangents for parametrization in [0,1]
  22853. t1 *= dt1;
  22854. t2 *= dt1;
  22855. init( x1, x2, t1, t2 );
  22856. },
  22857. calc: function ( t ) {
  22858. var t2 = t * t;
  22859. var t3 = t2 * t;
  22860. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22861. }
  22862. };
  22863. }
  22864. //
  22865. var tmp = new Vector3();
  22866. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22867. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22868. Curve.call( this );
  22869. this.type = 'CatmullRomCurve3';
  22870. this.points = points || [];
  22871. this.closed = closed || false;
  22872. this.curveType = curveType || 'centripetal';
  22873. this.tension = tension || 0.5;
  22874. }
  22875. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22876. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22877. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22878. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22879. var point = optionalTarget || new Vector3();
  22880. var points = this.points;
  22881. var l = points.length;
  22882. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22883. var intPoint = Math.floor( p );
  22884. var weight = p - intPoint;
  22885. if ( this.closed ) {
  22886. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22887. } else if ( weight === 0 && intPoint === l - 1 ) {
  22888. intPoint = l - 2;
  22889. weight = 1;
  22890. }
  22891. var p0, p1, p2, p3; // 4 points
  22892. if ( this.closed || intPoint > 0 ) {
  22893. p0 = points[ ( intPoint - 1 ) % l ];
  22894. } else {
  22895. // extrapolate first point
  22896. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22897. p0 = tmp;
  22898. }
  22899. p1 = points[ intPoint % l ];
  22900. p2 = points[ ( intPoint + 1 ) % l ];
  22901. if ( this.closed || intPoint + 2 < l ) {
  22902. p3 = points[ ( intPoint + 2 ) % l ];
  22903. } else {
  22904. // extrapolate last point
  22905. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22906. p3 = tmp;
  22907. }
  22908. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22909. // init Centripetal / Chordal Catmull-Rom
  22910. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22911. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22912. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22913. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22914. // safety check for repeated points
  22915. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22916. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22917. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22918. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22919. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22920. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22921. } else if ( this.curveType === 'catmullrom' ) {
  22922. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22923. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22924. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22925. }
  22926. point.set(
  22927. px.calc( weight ),
  22928. py.calc( weight ),
  22929. pz.calc( weight )
  22930. );
  22931. return point;
  22932. };
  22933. CatmullRomCurve3.prototype.copy = function ( source ) {
  22934. Curve.prototype.copy.call( this, source );
  22935. this.points = [];
  22936. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22937. var point = source.points[ i ];
  22938. this.points.push( point.clone() );
  22939. }
  22940. this.closed = source.closed;
  22941. this.curveType = source.curveType;
  22942. this.tension = source.tension;
  22943. return this;
  22944. };
  22945. CatmullRomCurve3.prototype.toJSON = function () {
  22946. var data = Curve.prototype.toJSON.call( this );
  22947. data.points = [];
  22948. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22949. var point = this.points[ i ];
  22950. data.points.push( point.toArray() );
  22951. }
  22952. data.closed = this.closed;
  22953. data.curveType = this.curveType;
  22954. data.tension = this.tension;
  22955. return data;
  22956. };
  22957. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22958. Curve.prototype.fromJSON.call( this, json );
  22959. this.points = [];
  22960. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22961. var point = json.points[ i ];
  22962. this.points.push( new Vector3().fromArray( point ) );
  22963. }
  22964. this.closed = json.closed;
  22965. this.curveType = json.curveType;
  22966. this.tension = json.tension;
  22967. return this;
  22968. };
  22969. /**
  22970. * @author zz85 / http://www.lab4games.net/zz85/blog
  22971. *
  22972. * Bezier Curves formulas obtained from
  22973. * http://en.wikipedia.org/wiki/Bézier_curve
  22974. */
  22975. function CatmullRom( t, p0, p1, p2, p3 ) {
  22976. var v0 = ( p2 - p0 ) * 0.5;
  22977. var v1 = ( p3 - p1 ) * 0.5;
  22978. var t2 = t * t;
  22979. var t3 = t * t2;
  22980. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22981. }
  22982. //
  22983. function QuadraticBezierP0( t, p ) {
  22984. var k = 1 - t;
  22985. return k * k * p;
  22986. }
  22987. function QuadraticBezierP1( t, p ) {
  22988. return 2 * ( 1 - t ) * t * p;
  22989. }
  22990. function QuadraticBezierP2( t, p ) {
  22991. return t * t * p;
  22992. }
  22993. function QuadraticBezier( t, p0, p1, p2 ) {
  22994. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22995. QuadraticBezierP2( t, p2 );
  22996. }
  22997. //
  22998. function CubicBezierP0( t, p ) {
  22999. var k = 1 - t;
  23000. return k * k * k * p;
  23001. }
  23002. function CubicBezierP1( t, p ) {
  23003. var k = 1 - t;
  23004. return 3 * k * k * t * p;
  23005. }
  23006. function CubicBezierP2( t, p ) {
  23007. return 3 * ( 1 - t ) * t * t * p;
  23008. }
  23009. function CubicBezierP3( t, p ) {
  23010. return t * t * t * p;
  23011. }
  23012. function CubicBezier( t, p0, p1, p2, p3 ) {
  23013. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23014. CubicBezierP3( t, p3 );
  23015. }
  23016. function CubicBezierCurve( v0, v1, v2, v3 ) {
  23017. Curve.call( this );
  23018. this.type = 'CubicBezierCurve';
  23019. this.v0 = v0 || new Vector2();
  23020. this.v1 = v1 || new Vector2();
  23021. this.v2 = v2 || new Vector2();
  23022. this.v3 = v3 || new Vector2();
  23023. }
  23024. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  23025. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  23026. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  23027. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23028. var point = optionalTarget || new Vector2();
  23029. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23030. point.set(
  23031. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23032. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23033. );
  23034. return point;
  23035. };
  23036. CubicBezierCurve.prototype.copy = function ( source ) {
  23037. Curve.prototype.copy.call( this, source );
  23038. this.v0.copy( source.v0 );
  23039. this.v1.copy( source.v1 );
  23040. this.v2.copy( source.v2 );
  23041. this.v3.copy( source.v3 );
  23042. return this;
  23043. };
  23044. CubicBezierCurve.prototype.toJSON = function () {
  23045. var data = Curve.prototype.toJSON.call( this );
  23046. data.v0 = this.v0.toArray();
  23047. data.v1 = this.v1.toArray();
  23048. data.v2 = this.v2.toArray();
  23049. data.v3 = this.v3.toArray();
  23050. return data;
  23051. };
  23052. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  23053. Curve.prototype.fromJSON.call( this, json );
  23054. this.v0.fromArray( json.v0 );
  23055. this.v1.fromArray( json.v1 );
  23056. this.v2.fromArray( json.v2 );
  23057. this.v3.fromArray( json.v3 );
  23058. return this;
  23059. };
  23060. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  23061. Curve.call( this );
  23062. this.type = 'CubicBezierCurve3';
  23063. this.v0 = v0 || new Vector3();
  23064. this.v1 = v1 || new Vector3();
  23065. this.v2 = v2 || new Vector3();
  23066. this.v3 = v3 || new Vector3();
  23067. }
  23068. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  23069. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  23070. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  23071. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23072. var point = optionalTarget || new Vector3();
  23073. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23074. point.set(
  23075. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23076. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23077. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23078. );
  23079. return point;
  23080. };
  23081. CubicBezierCurve3.prototype.copy = function ( source ) {
  23082. Curve.prototype.copy.call( this, source );
  23083. this.v0.copy( source.v0 );
  23084. this.v1.copy( source.v1 );
  23085. this.v2.copy( source.v2 );
  23086. this.v3.copy( source.v3 );
  23087. return this;
  23088. };
  23089. CubicBezierCurve3.prototype.toJSON = function () {
  23090. var data = Curve.prototype.toJSON.call( this );
  23091. data.v0 = this.v0.toArray();
  23092. data.v1 = this.v1.toArray();
  23093. data.v2 = this.v2.toArray();
  23094. data.v3 = this.v3.toArray();
  23095. return data;
  23096. };
  23097. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  23098. Curve.prototype.fromJSON.call( this, json );
  23099. this.v0.fromArray( json.v0 );
  23100. this.v1.fromArray( json.v1 );
  23101. this.v2.fromArray( json.v2 );
  23102. this.v3.fromArray( json.v3 );
  23103. return this;
  23104. };
  23105. function LineCurve( v1, v2 ) {
  23106. Curve.call( this );
  23107. this.type = 'LineCurve';
  23108. this.v1 = v1 || new Vector2();
  23109. this.v2 = v2 || new Vector2();
  23110. }
  23111. LineCurve.prototype = Object.create( Curve.prototype );
  23112. LineCurve.prototype.constructor = LineCurve;
  23113. LineCurve.prototype.isLineCurve = true;
  23114. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23115. var point = optionalTarget || new Vector2();
  23116. if ( t === 1 ) {
  23117. point.copy( this.v2 );
  23118. } else {
  23119. point.copy( this.v2 ).sub( this.v1 );
  23120. point.multiplyScalar( t ).add( this.v1 );
  23121. }
  23122. return point;
  23123. };
  23124. // Line curve is linear, so we can overwrite default getPointAt
  23125. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  23126. return this.getPoint( u, optionalTarget );
  23127. };
  23128. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  23129. var tangent = optionalTarget || new Vector2();
  23130. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  23131. return tangent;
  23132. };
  23133. LineCurve.prototype.copy = function ( source ) {
  23134. Curve.prototype.copy.call( this, source );
  23135. this.v1.copy( source.v1 );
  23136. this.v2.copy( source.v2 );
  23137. return this;
  23138. };
  23139. LineCurve.prototype.toJSON = function () {
  23140. var data = Curve.prototype.toJSON.call( this );
  23141. data.v1 = this.v1.toArray();
  23142. data.v2 = this.v2.toArray();
  23143. return data;
  23144. };
  23145. LineCurve.prototype.fromJSON = function ( json ) {
  23146. Curve.prototype.fromJSON.call( this, json );
  23147. this.v1.fromArray( json.v1 );
  23148. this.v2.fromArray( json.v2 );
  23149. return this;
  23150. };
  23151. function LineCurve3( v1, v2 ) {
  23152. Curve.call( this );
  23153. this.type = 'LineCurve3';
  23154. this.v1 = v1 || new Vector3();
  23155. this.v2 = v2 || new Vector3();
  23156. }
  23157. LineCurve3.prototype = Object.create( Curve.prototype );
  23158. LineCurve3.prototype.constructor = LineCurve3;
  23159. LineCurve3.prototype.isLineCurve3 = true;
  23160. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23161. var point = optionalTarget || new Vector3();
  23162. if ( t === 1 ) {
  23163. point.copy( this.v2 );
  23164. } else {
  23165. point.copy( this.v2 ).sub( this.v1 );
  23166. point.multiplyScalar( t ).add( this.v1 );
  23167. }
  23168. return point;
  23169. };
  23170. // Line curve is linear, so we can overwrite default getPointAt
  23171. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  23172. return this.getPoint( u, optionalTarget );
  23173. };
  23174. LineCurve3.prototype.copy = function ( source ) {
  23175. Curve.prototype.copy.call( this, source );
  23176. this.v1.copy( source.v1 );
  23177. this.v2.copy( source.v2 );
  23178. return this;
  23179. };
  23180. LineCurve3.prototype.toJSON = function () {
  23181. var data = Curve.prototype.toJSON.call( this );
  23182. data.v1 = this.v1.toArray();
  23183. data.v2 = this.v2.toArray();
  23184. return data;
  23185. };
  23186. LineCurve3.prototype.fromJSON = function ( json ) {
  23187. Curve.prototype.fromJSON.call( this, json );
  23188. this.v1.fromArray( json.v1 );
  23189. this.v2.fromArray( json.v2 );
  23190. return this;
  23191. };
  23192. function QuadraticBezierCurve( v0, v1, v2 ) {
  23193. Curve.call( this );
  23194. this.type = 'QuadraticBezierCurve';
  23195. this.v0 = v0 || new Vector2();
  23196. this.v1 = v1 || new Vector2();
  23197. this.v2 = v2 || new Vector2();
  23198. }
  23199. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  23200. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  23201. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  23202. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23203. var point = optionalTarget || new Vector2();
  23204. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23205. point.set(
  23206. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23207. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23208. );
  23209. return point;
  23210. };
  23211. QuadraticBezierCurve.prototype.copy = function ( source ) {
  23212. Curve.prototype.copy.call( this, source );
  23213. this.v0.copy( source.v0 );
  23214. this.v1.copy( source.v1 );
  23215. this.v2.copy( source.v2 );
  23216. return this;
  23217. };
  23218. QuadraticBezierCurve.prototype.toJSON = function () {
  23219. var data = Curve.prototype.toJSON.call( this );
  23220. data.v0 = this.v0.toArray();
  23221. data.v1 = this.v1.toArray();
  23222. data.v2 = this.v2.toArray();
  23223. return data;
  23224. };
  23225. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  23226. Curve.prototype.fromJSON.call( this, json );
  23227. this.v0.fromArray( json.v0 );
  23228. this.v1.fromArray( json.v1 );
  23229. this.v2.fromArray( json.v2 );
  23230. return this;
  23231. };
  23232. function QuadraticBezierCurve3( v0, v1, v2 ) {
  23233. Curve.call( this );
  23234. this.type = 'QuadraticBezierCurve3';
  23235. this.v0 = v0 || new Vector3();
  23236. this.v1 = v1 || new Vector3();
  23237. this.v2 = v2 || new Vector3();
  23238. }
  23239. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23240. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23241. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23242. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23243. var point = optionalTarget || new Vector3();
  23244. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23245. point.set(
  23246. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23247. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23248. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23249. );
  23250. return point;
  23251. };
  23252. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23253. Curve.prototype.copy.call( this, source );
  23254. this.v0.copy( source.v0 );
  23255. this.v1.copy( source.v1 );
  23256. this.v2.copy( source.v2 );
  23257. return this;
  23258. };
  23259. QuadraticBezierCurve3.prototype.toJSON = function () {
  23260. var data = Curve.prototype.toJSON.call( this );
  23261. data.v0 = this.v0.toArray();
  23262. data.v1 = this.v1.toArray();
  23263. data.v2 = this.v2.toArray();
  23264. return data;
  23265. };
  23266. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23267. Curve.prototype.fromJSON.call( this, json );
  23268. this.v0.fromArray( json.v0 );
  23269. this.v1.fromArray( json.v1 );
  23270. this.v2.fromArray( json.v2 );
  23271. return this;
  23272. };
  23273. function SplineCurve( points /* array of Vector2 */ ) {
  23274. Curve.call( this );
  23275. this.type = 'SplineCurve';
  23276. this.points = points || [];
  23277. }
  23278. SplineCurve.prototype = Object.create( Curve.prototype );
  23279. SplineCurve.prototype.constructor = SplineCurve;
  23280. SplineCurve.prototype.isSplineCurve = true;
  23281. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23282. var point = optionalTarget || new Vector2();
  23283. var points = this.points;
  23284. var p = ( points.length - 1 ) * t;
  23285. var intPoint = Math.floor( p );
  23286. var weight = p - intPoint;
  23287. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23288. var p1 = points[ intPoint ];
  23289. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23290. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23291. point.set(
  23292. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23293. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23294. );
  23295. return point;
  23296. };
  23297. SplineCurve.prototype.copy = function ( source ) {
  23298. Curve.prototype.copy.call( this, source );
  23299. this.points = [];
  23300. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23301. var point = source.points[ i ];
  23302. this.points.push( point.clone() );
  23303. }
  23304. return this;
  23305. };
  23306. SplineCurve.prototype.toJSON = function () {
  23307. var data = Curve.prototype.toJSON.call( this );
  23308. data.points = [];
  23309. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23310. var point = this.points[ i ];
  23311. data.points.push( point.toArray() );
  23312. }
  23313. return data;
  23314. };
  23315. SplineCurve.prototype.fromJSON = function ( json ) {
  23316. Curve.prototype.fromJSON.call( this, json );
  23317. this.points = [];
  23318. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23319. var point = json.points[ i ];
  23320. this.points.push( new Vector2().fromArray( point ) );
  23321. }
  23322. return this;
  23323. };
  23324. var Curves = /*#__PURE__*/Object.freeze({
  23325. __proto__: null,
  23326. ArcCurve: ArcCurve,
  23327. CatmullRomCurve3: CatmullRomCurve3,
  23328. CubicBezierCurve: CubicBezierCurve,
  23329. CubicBezierCurve3: CubicBezierCurve3,
  23330. EllipseCurve: EllipseCurve,
  23331. LineCurve: LineCurve,
  23332. LineCurve3: LineCurve3,
  23333. QuadraticBezierCurve: QuadraticBezierCurve,
  23334. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23335. SplineCurve: SplineCurve
  23336. });
  23337. /**
  23338. * @author zz85 / http://www.lab4games.net/zz85/blog
  23339. *
  23340. **/
  23341. /**************************************************************
  23342. * Curved Path - a curve path is simply a array of connected
  23343. * curves, but retains the api of a curve
  23344. **************************************************************/
  23345. function CurvePath() {
  23346. Curve.call( this );
  23347. this.type = 'CurvePath';
  23348. this.curves = [];
  23349. this.autoClose = false; // Automatically closes the path
  23350. }
  23351. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23352. constructor: CurvePath,
  23353. add: function ( curve ) {
  23354. this.curves.push( curve );
  23355. },
  23356. closePath: function () {
  23357. // Add a line curve if start and end of lines are not connected
  23358. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23359. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23360. if ( ! startPoint.equals( endPoint ) ) {
  23361. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23362. }
  23363. },
  23364. // To get accurate point with reference to
  23365. // entire path distance at time t,
  23366. // following has to be done:
  23367. // 1. Length of each sub path have to be known
  23368. // 2. Locate and identify type of curve
  23369. // 3. Get t for the curve
  23370. // 4. Return curve.getPointAt(t')
  23371. getPoint: function ( t ) {
  23372. var d = t * this.getLength();
  23373. var curveLengths = this.getCurveLengths();
  23374. var i = 0;
  23375. // To think about boundaries points.
  23376. while ( i < curveLengths.length ) {
  23377. if ( curveLengths[ i ] >= d ) {
  23378. var diff = curveLengths[ i ] - d;
  23379. var curve = this.curves[ i ];
  23380. var segmentLength = curve.getLength();
  23381. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23382. return curve.getPointAt( u );
  23383. }
  23384. i ++;
  23385. }
  23386. return null;
  23387. // loop where sum != 0, sum > d , sum+1 <d
  23388. },
  23389. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23390. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23391. // getPoint() depends on getLength
  23392. getLength: function () {
  23393. var lens = this.getCurveLengths();
  23394. return lens[ lens.length - 1 ];
  23395. },
  23396. // cacheLengths must be recalculated.
  23397. updateArcLengths: function () {
  23398. this.needsUpdate = true;
  23399. this.cacheLengths = null;
  23400. this.getCurveLengths();
  23401. },
  23402. // Compute lengths and cache them
  23403. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23404. getCurveLengths: function () {
  23405. // We use cache values if curves and cache array are same length
  23406. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23407. return this.cacheLengths;
  23408. }
  23409. // Get length of sub-curve
  23410. // Push sums into cached array
  23411. var lengths = [];
  23412. var sums = 0;
  23413. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23414. sums += this.curves[ i ].getLength();
  23415. lengths.push( sums );
  23416. }
  23417. this.cacheLengths = lengths;
  23418. return lengths;
  23419. },
  23420. getSpacedPoints: function ( divisions ) {
  23421. if ( divisions === undefined ) { divisions = 40; }
  23422. var points = [];
  23423. for ( var i = 0; i <= divisions; i ++ ) {
  23424. points.push( this.getPoint( i / divisions ) );
  23425. }
  23426. if ( this.autoClose ) {
  23427. points.push( points[ 0 ] );
  23428. }
  23429. return points;
  23430. },
  23431. getPoints: function ( divisions ) {
  23432. divisions = divisions || 12;
  23433. var points = [];
  23434. var last;
  23435. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23436. var curve = curves[ i ];
  23437. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23438. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23439. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23440. : divisions;
  23441. var pts = curve.getPoints( resolution );
  23442. for ( var j = 0; j < pts.length; j ++ ) {
  23443. var point = pts[ j ];
  23444. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23445. points.push( point );
  23446. last = point;
  23447. }
  23448. }
  23449. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23450. points.push( points[ 0 ] );
  23451. }
  23452. return points;
  23453. },
  23454. copy: function ( source ) {
  23455. Curve.prototype.copy.call( this, source );
  23456. this.curves = [];
  23457. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23458. var curve = source.curves[ i ];
  23459. this.curves.push( curve.clone() );
  23460. }
  23461. this.autoClose = source.autoClose;
  23462. return this;
  23463. },
  23464. toJSON: function () {
  23465. var data = Curve.prototype.toJSON.call( this );
  23466. data.autoClose = this.autoClose;
  23467. data.curves = [];
  23468. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23469. var curve = this.curves[ i ];
  23470. data.curves.push( curve.toJSON() );
  23471. }
  23472. return data;
  23473. },
  23474. fromJSON: function ( json ) {
  23475. Curve.prototype.fromJSON.call( this, json );
  23476. this.autoClose = json.autoClose;
  23477. this.curves = [];
  23478. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23479. var curve = json.curves[ i ];
  23480. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23481. }
  23482. return this;
  23483. }
  23484. } );
  23485. /**
  23486. * @author zz85 / http://www.lab4games.net/zz85/blog
  23487. * Creates free form 2d path using series of points, lines or curves.
  23488. **/
  23489. function Path( points ) {
  23490. CurvePath.call( this );
  23491. this.type = 'Path';
  23492. this.currentPoint = new Vector2();
  23493. if ( points ) {
  23494. this.setFromPoints( points );
  23495. }
  23496. }
  23497. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23498. constructor: Path,
  23499. setFromPoints: function ( points ) {
  23500. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23501. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23502. this.lineTo( points[ i ].x, points[ i ].y );
  23503. }
  23504. return this;
  23505. },
  23506. moveTo: function ( x, y ) {
  23507. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23508. return this;
  23509. },
  23510. lineTo: function ( x, y ) {
  23511. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23512. this.curves.push( curve );
  23513. this.currentPoint.set( x, y );
  23514. return this;
  23515. },
  23516. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23517. var curve = new QuadraticBezierCurve(
  23518. this.currentPoint.clone(),
  23519. new Vector2( aCPx, aCPy ),
  23520. new Vector2( aX, aY )
  23521. );
  23522. this.curves.push( curve );
  23523. this.currentPoint.set( aX, aY );
  23524. return this;
  23525. },
  23526. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23527. var curve = new CubicBezierCurve(
  23528. this.currentPoint.clone(),
  23529. new Vector2( aCP1x, aCP1y ),
  23530. new Vector2( aCP2x, aCP2y ),
  23531. new Vector2( aX, aY )
  23532. );
  23533. this.curves.push( curve );
  23534. this.currentPoint.set( aX, aY );
  23535. return this;
  23536. },
  23537. splineThru: function ( pts /*Array of Vector*/ ) {
  23538. var npts = [ this.currentPoint.clone() ].concat( pts );
  23539. var curve = new SplineCurve( npts );
  23540. this.curves.push( curve );
  23541. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23542. return this;
  23543. },
  23544. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23545. var x0 = this.currentPoint.x;
  23546. var y0 = this.currentPoint.y;
  23547. this.absarc( aX + x0, aY + y0, aRadius,
  23548. aStartAngle, aEndAngle, aClockwise );
  23549. return this;
  23550. },
  23551. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23552. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23553. return this;
  23554. },
  23555. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23556. var x0 = this.currentPoint.x;
  23557. var y0 = this.currentPoint.y;
  23558. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23559. return this;
  23560. },
  23561. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23562. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23563. if ( this.curves.length > 0 ) {
  23564. // if a previous curve is present, attempt to join
  23565. var firstPoint = curve.getPoint( 0 );
  23566. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23567. this.lineTo( firstPoint.x, firstPoint.y );
  23568. }
  23569. }
  23570. this.curves.push( curve );
  23571. var lastPoint = curve.getPoint( 1 );
  23572. this.currentPoint.copy( lastPoint );
  23573. return this;
  23574. },
  23575. copy: function ( source ) {
  23576. CurvePath.prototype.copy.call( this, source );
  23577. this.currentPoint.copy( source.currentPoint );
  23578. return this;
  23579. },
  23580. toJSON: function () {
  23581. var data = CurvePath.prototype.toJSON.call( this );
  23582. data.currentPoint = this.currentPoint.toArray();
  23583. return data;
  23584. },
  23585. fromJSON: function ( json ) {
  23586. CurvePath.prototype.fromJSON.call( this, json );
  23587. this.currentPoint.fromArray( json.currentPoint );
  23588. return this;
  23589. }
  23590. } );
  23591. /**
  23592. * @author zz85 / http://www.lab4games.net/zz85/blog
  23593. * Defines a 2d shape plane using paths.
  23594. **/
  23595. // STEP 1 Create a path.
  23596. // STEP 2 Turn path into shape.
  23597. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23598. // STEP 3a - Extract points from each shape, turn to vertices
  23599. // STEP 3b - Triangulate each shape, add faces.
  23600. function Shape( points ) {
  23601. Path.call( this, points );
  23602. this.uuid = MathUtils.generateUUID();
  23603. this.type = 'Shape';
  23604. this.holes = [];
  23605. }
  23606. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23607. constructor: Shape,
  23608. getPointsHoles: function ( divisions ) {
  23609. var holesPts = [];
  23610. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23611. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23612. }
  23613. return holesPts;
  23614. },
  23615. // get points of shape and holes (keypoints based on segments parameter)
  23616. extractPoints: function ( divisions ) {
  23617. return {
  23618. shape: this.getPoints( divisions ),
  23619. holes: this.getPointsHoles( divisions )
  23620. };
  23621. },
  23622. copy: function ( source ) {
  23623. Path.prototype.copy.call( this, source );
  23624. this.holes = [];
  23625. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23626. var hole = source.holes[ i ];
  23627. this.holes.push( hole.clone() );
  23628. }
  23629. return this;
  23630. },
  23631. toJSON: function () {
  23632. var data = Path.prototype.toJSON.call( this );
  23633. data.uuid = this.uuid;
  23634. data.holes = [];
  23635. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23636. var hole = this.holes[ i ];
  23637. data.holes.push( hole.toJSON() );
  23638. }
  23639. return data;
  23640. },
  23641. fromJSON: function ( json ) {
  23642. Path.prototype.fromJSON.call( this, json );
  23643. this.uuid = json.uuid;
  23644. this.holes = [];
  23645. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23646. var hole = json.holes[ i ];
  23647. this.holes.push( new Path().fromJSON( hole ) );
  23648. }
  23649. return this;
  23650. }
  23651. } );
  23652. /**
  23653. * @author mrdoob / http://mrdoob.com/
  23654. * @author alteredq / http://alteredqualia.com/
  23655. */
  23656. function Light( color, intensity ) {
  23657. Object3D.call( this );
  23658. this.type = 'Light';
  23659. this.color = new Color( color );
  23660. this.intensity = intensity !== undefined ? intensity : 1;
  23661. this.receiveShadow = undefined;
  23662. }
  23663. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23664. constructor: Light,
  23665. isLight: true,
  23666. copy: function ( source ) {
  23667. Object3D.prototype.copy.call( this, source );
  23668. this.color.copy( source.color );
  23669. this.intensity = source.intensity;
  23670. return this;
  23671. },
  23672. toJSON: function ( meta ) {
  23673. var data = Object3D.prototype.toJSON.call( this, meta );
  23674. data.object.color = this.color.getHex();
  23675. data.object.intensity = this.intensity;
  23676. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23677. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23678. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23679. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23680. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23681. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23682. return data;
  23683. }
  23684. } );
  23685. /**
  23686. * @author alteredq / http://alteredqualia.com/
  23687. */
  23688. function HemisphereLight( skyColor, groundColor, intensity ) {
  23689. Light.call( this, skyColor, intensity );
  23690. this.type = 'HemisphereLight';
  23691. this.castShadow = undefined;
  23692. this.position.copy( Object3D.DefaultUp );
  23693. this.updateMatrix();
  23694. this.groundColor = new Color( groundColor );
  23695. }
  23696. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23697. constructor: HemisphereLight,
  23698. isHemisphereLight: true,
  23699. copy: function ( source ) {
  23700. Light.prototype.copy.call( this, source );
  23701. this.groundColor.copy( source.groundColor );
  23702. return this;
  23703. }
  23704. } );
  23705. /**
  23706. * @author mrdoob / http://mrdoob.com/
  23707. */
  23708. function LightShadow( camera ) {
  23709. this.camera = camera;
  23710. this.bias = 0;
  23711. this.normalBias = 0;
  23712. this.radius = 1;
  23713. this.mapSize = new Vector2( 512, 512 );
  23714. this.map = null;
  23715. this.mapPass = null;
  23716. this.matrix = new Matrix4();
  23717. this._frustum = new Frustum();
  23718. this._frameExtents = new Vector2( 1, 1 );
  23719. this._viewportCount = 1;
  23720. this._viewports = [
  23721. new Vector4( 0, 0, 1, 1 )
  23722. ];
  23723. }
  23724. Object.assign( LightShadow.prototype, {
  23725. _projScreenMatrix: new Matrix4(),
  23726. _lightPositionWorld: new Vector3(),
  23727. _lookTarget: new Vector3(),
  23728. getViewportCount: function () {
  23729. return this._viewportCount;
  23730. },
  23731. getFrustum: function () {
  23732. return this._frustum;
  23733. },
  23734. updateMatrices: function ( light ) {
  23735. var shadowCamera = this.camera,
  23736. shadowMatrix = this.matrix,
  23737. projScreenMatrix = this._projScreenMatrix,
  23738. lookTarget = this._lookTarget,
  23739. lightPositionWorld = this._lightPositionWorld;
  23740. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23741. shadowCamera.position.copy( lightPositionWorld );
  23742. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23743. shadowCamera.lookAt( lookTarget );
  23744. shadowCamera.updateMatrixWorld();
  23745. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23746. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23747. shadowMatrix.set(
  23748. 0.5, 0.0, 0.0, 0.5,
  23749. 0.0, 0.5, 0.0, 0.5,
  23750. 0.0, 0.0, 0.5, 0.5,
  23751. 0.0, 0.0, 0.0, 1.0
  23752. );
  23753. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23754. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23755. },
  23756. getViewport: function ( viewportIndex ) {
  23757. return this._viewports[ viewportIndex ];
  23758. },
  23759. getFrameExtents: function () {
  23760. return this._frameExtents;
  23761. },
  23762. copy: function ( source ) {
  23763. this.camera = source.camera.clone();
  23764. this.bias = source.bias;
  23765. this.radius = source.radius;
  23766. this.mapSize.copy( source.mapSize );
  23767. return this;
  23768. },
  23769. clone: function () {
  23770. return new this.constructor().copy( this );
  23771. },
  23772. toJSON: function () {
  23773. var object = {};
  23774. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23775. if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
  23776. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23777. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23778. object.camera = this.camera.toJSON( false ).object;
  23779. delete object.camera.matrix;
  23780. return object;
  23781. }
  23782. } );
  23783. /**
  23784. * @author mrdoob / http://mrdoob.com/
  23785. */
  23786. function SpotLightShadow() {
  23787. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23788. }
  23789. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23790. constructor: SpotLightShadow,
  23791. isSpotLightShadow: true,
  23792. updateMatrices: function ( light ) {
  23793. var camera = this.camera;
  23794. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23795. var aspect = this.mapSize.width / this.mapSize.height;
  23796. var far = light.distance || camera.far;
  23797. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23798. camera.fov = fov;
  23799. camera.aspect = aspect;
  23800. camera.far = far;
  23801. camera.updateProjectionMatrix();
  23802. }
  23803. LightShadow.prototype.updateMatrices.call( this, light );
  23804. }
  23805. } );
  23806. /**
  23807. * @author alteredq / http://alteredqualia.com/
  23808. */
  23809. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23810. Light.call( this, color, intensity );
  23811. this.type = 'SpotLight';
  23812. this.position.copy( Object3D.DefaultUp );
  23813. this.updateMatrix();
  23814. this.target = new Object3D();
  23815. Object.defineProperty( this, 'power', {
  23816. get: function () {
  23817. // intensity = power per solid angle.
  23818. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23819. return this.intensity * Math.PI;
  23820. },
  23821. set: function ( power ) {
  23822. // intensity = power per solid angle.
  23823. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23824. this.intensity = power / Math.PI;
  23825. }
  23826. } );
  23827. this.distance = ( distance !== undefined ) ? distance : 0;
  23828. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23829. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23830. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23831. this.shadow = new SpotLightShadow();
  23832. }
  23833. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23834. constructor: SpotLight,
  23835. isSpotLight: true,
  23836. copy: function ( source ) {
  23837. Light.prototype.copy.call( this, source );
  23838. this.distance = source.distance;
  23839. this.angle = source.angle;
  23840. this.penumbra = source.penumbra;
  23841. this.decay = source.decay;
  23842. this.target = source.target.clone();
  23843. this.shadow = source.shadow.clone();
  23844. return this;
  23845. }
  23846. } );
  23847. function PointLightShadow() {
  23848. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23849. this._frameExtents = new Vector2( 4, 2 );
  23850. this._viewportCount = 6;
  23851. this._viewports = [
  23852. // These viewports map a cube-map onto a 2D texture with the
  23853. // following orientation:
  23854. //
  23855. // xzXZ
  23856. // y Y
  23857. //
  23858. // X - Positive x direction
  23859. // x - Negative x direction
  23860. // Y - Positive y direction
  23861. // y - Negative y direction
  23862. // Z - Positive z direction
  23863. // z - Negative z direction
  23864. // positive X
  23865. new Vector4( 2, 1, 1, 1 ),
  23866. // negative X
  23867. new Vector4( 0, 1, 1, 1 ),
  23868. // positive Z
  23869. new Vector4( 3, 1, 1, 1 ),
  23870. // negative Z
  23871. new Vector4( 1, 1, 1, 1 ),
  23872. // positive Y
  23873. new Vector4( 3, 0, 1, 1 ),
  23874. // negative Y
  23875. new Vector4( 1, 0, 1, 1 )
  23876. ];
  23877. this._cubeDirections = [
  23878. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23879. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23880. ];
  23881. this._cubeUps = [
  23882. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23883. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23884. ];
  23885. }
  23886. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23887. constructor: PointLightShadow,
  23888. isPointLightShadow: true,
  23889. updateMatrices: function ( light, viewportIndex ) {
  23890. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23891. var camera = this.camera,
  23892. shadowMatrix = this.matrix,
  23893. lightPositionWorld = this._lightPositionWorld,
  23894. lookTarget = this._lookTarget,
  23895. projScreenMatrix = this._projScreenMatrix;
  23896. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23897. camera.position.copy( lightPositionWorld );
  23898. lookTarget.copy( camera.position );
  23899. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23900. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23901. camera.lookAt( lookTarget );
  23902. camera.updateMatrixWorld();
  23903. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23904. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23905. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23906. }
  23907. } );
  23908. /**
  23909. * @author mrdoob / http://mrdoob.com/
  23910. */
  23911. function PointLight( color, intensity, distance, decay ) {
  23912. Light.call( this, color, intensity );
  23913. this.type = 'PointLight';
  23914. Object.defineProperty( this, 'power', {
  23915. get: function () {
  23916. // intensity = power per solid angle.
  23917. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23918. return this.intensity * 4 * Math.PI;
  23919. },
  23920. set: function ( power ) {
  23921. // intensity = power per solid angle.
  23922. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23923. this.intensity = power / ( 4 * Math.PI );
  23924. }
  23925. } );
  23926. this.distance = ( distance !== undefined ) ? distance : 0;
  23927. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23928. this.shadow = new PointLightShadow();
  23929. }
  23930. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23931. constructor: PointLight,
  23932. isPointLight: true,
  23933. copy: function ( source ) {
  23934. Light.prototype.copy.call( this, source );
  23935. this.distance = source.distance;
  23936. this.decay = source.decay;
  23937. this.shadow = source.shadow.clone();
  23938. return this;
  23939. }
  23940. } );
  23941. /**
  23942. * @author alteredq / http://alteredqualia.com/
  23943. * @author arose / http://github.com/arose
  23944. */
  23945. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23946. Camera.call( this );
  23947. this.type = 'OrthographicCamera';
  23948. this.zoom = 1;
  23949. this.view = null;
  23950. this.left = ( left !== undefined ) ? left : - 1;
  23951. this.right = ( right !== undefined ) ? right : 1;
  23952. this.top = ( top !== undefined ) ? top : 1;
  23953. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23954. this.near = ( near !== undefined ) ? near : 0.1;
  23955. this.far = ( far !== undefined ) ? far : 2000;
  23956. this.updateProjectionMatrix();
  23957. }
  23958. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23959. constructor: OrthographicCamera,
  23960. isOrthographicCamera: true,
  23961. copy: function ( source, recursive ) {
  23962. Camera.prototype.copy.call( this, source, recursive );
  23963. this.left = source.left;
  23964. this.right = source.right;
  23965. this.top = source.top;
  23966. this.bottom = source.bottom;
  23967. this.near = source.near;
  23968. this.far = source.far;
  23969. this.zoom = source.zoom;
  23970. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23971. return this;
  23972. },
  23973. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23974. if ( this.view === null ) {
  23975. this.view = {
  23976. enabled: true,
  23977. fullWidth: 1,
  23978. fullHeight: 1,
  23979. offsetX: 0,
  23980. offsetY: 0,
  23981. width: 1,
  23982. height: 1
  23983. };
  23984. }
  23985. this.view.enabled = true;
  23986. this.view.fullWidth = fullWidth;
  23987. this.view.fullHeight = fullHeight;
  23988. this.view.offsetX = x;
  23989. this.view.offsetY = y;
  23990. this.view.width = width;
  23991. this.view.height = height;
  23992. this.updateProjectionMatrix();
  23993. },
  23994. clearViewOffset: function () {
  23995. if ( this.view !== null ) {
  23996. this.view.enabled = false;
  23997. }
  23998. this.updateProjectionMatrix();
  23999. },
  24000. updateProjectionMatrix: function () {
  24001. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  24002. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  24003. var cx = ( this.right + this.left ) / 2;
  24004. var cy = ( this.top + this.bottom ) / 2;
  24005. var left = cx - dx;
  24006. var right = cx + dx;
  24007. var top = cy + dy;
  24008. var bottom = cy - dy;
  24009. if ( this.view !== null && this.view.enabled ) {
  24010. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  24011. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  24012. left += scaleW * this.view.offsetX;
  24013. right = left + scaleW * this.view.width;
  24014. top -= scaleH * this.view.offsetY;
  24015. bottom = top - scaleH * this.view.height;
  24016. }
  24017. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  24018. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  24019. },
  24020. toJSON: function ( meta ) {
  24021. var data = Object3D.prototype.toJSON.call( this, meta );
  24022. data.object.zoom = this.zoom;
  24023. data.object.left = this.left;
  24024. data.object.right = this.right;
  24025. data.object.top = this.top;
  24026. data.object.bottom = this.bottom;
  24027. data.object.near = this.near;
  24028. data.object.far = this.far;
  24029. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  24030. return data;
  24031. }
  24032. } );
  24033. /**
  24034. * @author mrdoob / http://mrdoob.com/
  24035. */
  24036. function DirectionalLightShadow() {
  24037. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  24038. }
  24039. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  24040. constructor: DirectionalLightShadow,
  24041. isDirectionalLightShadow: true,
  24042. updateMatrices: function ( light ) {
  24043. LightShadow.prototype.updateMatrices.call( this, light );
  24044. }
  24045. } );
  24046. /**
  24047. * @author mrdoob / http://mrdoob.com/
  24048. * @author alteredq / http://alteredqualia.com/
  24049. */
  24050. function DirectionalLight( color, intensity ) {
  24051. Light.call( this, color, intensity );
  24052. this.type = 'DirectionalLight';
  24053. this.position.copy( Object3D.DefaultUp );
  24054. this.updateMatrix();
  24055. this.target = new Object3D();
  24056. this.shadow = new DirectionalLightShadow();
  24057. }
  24058. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24059. constructor: DirectionalLight,
  24060. isDirectionalLight: true,
  24061. copy: function ( source ) {
  24062. Light.prototype.copy.call( this, source );
  24063. this.target = source.target.clone();
  24064. this.shadow = source.shadow.clone();
  24065. return this;
  24066. }
  24067. } );
  24068. /**
  24069. * @author mrdoob / http://mrdoob.com/
  24070. */
  24071. function AmbientLight( color, intensity ) {
  24072. Light.call( this, color, intensity );
  24073. this.type = 'AmbientLight';
  24074. this.castShadow = undefined;
  24075. }
  24076. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24077. constructor: AmbientLight,
  24078. isAmbientLight: true
  24079. } );
  24080. /**
  24081. * @author abelnation / http://github.com/abelnation
  24082. */
  24083. function RectAreaLight( color, intensity, width, height ) {
  24084. Light.call( this, color, intensity );
  24085. this.type = 'RectAreaLight';
  24086. this.width = ( width !== undefined ) ? width : 10;
  24087. this.height = ( height !== undefined ) ? height : 10;
  24088. }
  24089. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24090. constructor: RectAreaLight,
  24091. isRectAreaLight: true,
  24092. copy: function ( source ) {
  24093. Light.prototype.copy.call( this, source );
  24094. this.width = source.width;
  24095. this.height = source.height;
  24096. return this;
  24097. },
  24098. toJSON: function ( meta ) {
  24099. var data = Light.prototype.toJSON.call( this, meta );
  24100. data.object.width = this.width;
  24101. data.object.height = this.height;
  24102. return data;
  24103. }
  24104. } );
  24105. /**
  24106. * @author bhouston / http://clara.io
  24107. * @author WestLangley / http://github.com/WestLangley
  24108. *
  24109. * Primary reference:
  24110. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24111. *
  24112. * Secondary reference:
  24113. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24114. */
  24115. // 3-band SH defined by 9 coefficients
  24116. function SphericalHarmonics3() {
  24117. this.coefficients = [];
  24118. for ( var i = 0; i < 9; i ++ ) {
  24119. this.coefficients.push( new Vector3() );
  24120. }
  24121. }
  24122. Object.assign( SphericalHarmonics3.prototype, {
  24123. isSphericalHarmonics3: true,
  24124. set: function ( coefficients ) {
  24125. for ( var i = 0; i < 9; i ++ ) {
  24126. this.coefficients[ i ].copy( coefficients[ i ] );
  24127. }
  24128. return this;
  24129. },
  24130. zero: function () {
  24131. for ( var i = 0; i < 9; i ++ ) {
  24132. this.coefficients[ i ].set( 0, 0, 0 );
  24133. }
  24134. return this;
  24135. },
  24136. // get the radiance in the direction of the normal
  24137. // target is a Vector3
  24138. getAt: function ( normal, target ) {
  24139. // normal is assumed to be unit length
  24140. var x = normal.x, y = normal.y, z = normal.z;
  24141. var coeff = this.coefficients;
  24142. // band 0
  24143. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24144. // band 1
  24145. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  24146. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  24147. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  24148. // band 2
  24149. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  24150. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  24151. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24152. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  24153. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24154. return target;
  24155. },
  24156. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24157. // target is a Vector3
  24158. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24159. getIrradianceAt: function ( normal, target ) {
  24160. // normal is assumed to be unit length
  24161. var x = normal.x, y = normal.y, z = normal.z;
  24162. var coeff = this.coefficients;
  24163. // band 0
  24164. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24165. // band 1
  24166. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24167. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  24168. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  24169. // band 2
  24170. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24171. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24172. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24173. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24174. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24175. return target;
  24176. },
  24177. add: function ( sh ) {
  24178. for ( var i = 0; i < 9; i ++ ) {
  24179. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24180. }
  24181. return this;
  24182. },
  24183. addScaledSH: function ( sh, s ) {
  24184. for ( var i = 0; i < 9; i ++ ) {
  24185. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  24186. }
  24187. return this;
  24188. },
  24189. scale: function ( s ) {
  24190. for ( var i = 0; i < 9; i ++ ) {
  24191. this.coefficients[ i ].multiplyScalar( s );
  24192. }
  24193. return this;
  24194. },
  24195. lerp: function ( sh, alpha ) {
  24196. for ( var i = 0; i < 9; i ++ ) {
  24197. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24198. }
  24199. return this;
  24200. },
  24201. equals: function ( sh ) {
  24202. for ( var i = 0; i < 9; i ++ ) {
  24203. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24204. return false;
  24205. }
  24206. }
  24207. return true;
  24208. },
  24209. copy: function ( sh ) {
  24210. return this.set( sh.coefficients );
  24211. },
  24212. clone: function () {
  24213. return new this.constructor().copy( this );
  24214. },
  24215. fromArray: function ( array, offset ) {
  24216. if ( offset === undefined ) { offset = 0; }
  24217. var coefficients = this.coefficients;
  24218. for ( var i = 0; i < 9; i ++ ) {
  24219. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24220. }
  24221. return this;
  24222. },
  24223. toArray: function ( array, offset ) {
  24224. if ( array === undefined ) { array = []; }
  24225. if ( offset === undefined ) { offset = 0; }
  24226. var coefficients = this.coefficients;
  24227. for ( var i = 0; i < 9; i ++ ) {
  24228. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24229. }
  24230. return array;
  24231. }
  24232. } );
  24233. Object.assign( SphericalHarmonics3, {
  24234. // evaluate the basis functions
  24235. // shBasis is an Array[ 9 ]
  24236. getBasisAt: function ( normal, shBasis ) {
  24237. // normal is assumed to be unit length
  24238. var x = normal.x, y = normal.y, z = normal.z;
  24239. // band 0
  24240. shBasis[ 0 ] = 0.282095;
  24241. // band 1
  24242. shBasis[ 1 ] = 0.488603 * y;
  24243. shBasis[ 2 ] = 0.488603 * z;
  24244. shBasis[ 3 ] = 0.488603 * x;
  24245. // band 2
  24246. shBasis[ 4 ] = 1.092548 * x * y;
  24247. shBasis[ 5 ] = 1.092548 * y * z;
  24248. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24249. shBasis[ 7 ] = 1.092548 * x * z;
  24250. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24251. }
  24252. } );
  24253. /**
  24254. * @author WestLangley / http://github.com/WestLangley
  24255. *
  24256. * A LightProbe is a source of indirect-diffuse light
  24257. */
  24258. function LightProbe( sh, intensity ) {
  24259. Light.call( this, undefined, intensity );
  24260. this.type = 'LightProbe';
  24261. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24262. }
  24263. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24264. constructor: LightProbe,
  24265. isLightProbe: true,
  24266. copy: function ( source ) {
  24267. Light.prototype.copy.call( this, source );
  24268. this.sh.copy( source.sh );
  24269. return this;
  24270. },
  24271. fromJSON: function ( json ) {
  24272. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24273. this.sh.fromArray( json.sh );
  24274. return this;
  24275. },
  24276. toJSON: function ( meta ) {
  24277. var data = Light.prototype.toJSON.call( this, meta );
  24278. data.object.sh = this.sh.toArray();
  24279. return data;
  24280. }
  24281. } );
  24282. /**
  24283. * @author mrdoob / http://mrdoob.com/
  24284. */
  24285. function MaterialLoader( manager ) {
  24286. Loader.call( this, manager );
  24287. this.textures = {};
  24288. }
  24289. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24290. constructor: MaterialLoader,
  24291. load: function ( url, onLoad, onProgress, onError ) {
  24292. var scope = this;
  24293. var loader = new FileLoader( scope.manager );
  24294. loader.setPath( scope.path );
  24295. loader.load( url, function ( text ) {
  24296. try {
  24297. onLoad( scope.parse( JSON.parse( text ) ) );
  24298. } catch ( e ) {
  24299. if ( onError ) {
  24300. onError( e );
  24301. } else {
  24302. console.error( e );
  24303. }
  24304. scope.manager.itemError( url );
  24305. }
  24306. }, onProgress, onError );
  24307. },
  24308. parse: function ( json ) {
  24309. var textures = this.textures;
  24310. function getTexture( name ) {
  24311. if ( textures[ name ] === undefined ) {
  24312. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24313. }
  24314. return textures[ name ];
  24315. }
  24316. var material = new Materials[ json.type ]();
  24317. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24318. if ( json.name !== undefined ) { material.name = json.name; }
  24319. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24320. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24321. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24322. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24323. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24324. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24325. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24326. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24327. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24328. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24329. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24330. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24331. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24332. if ( json.side !== undefined ) { material.side = json.side; }
  24333. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24334. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24335. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24336. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24337. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24338. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24339. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24340. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24341. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24342. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24343. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24344. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24345. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24346. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24347. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24348. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24349. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24350. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24351. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24352. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24353. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24354. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24355. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24356. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24357. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24358. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24359. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24360. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24361. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24362. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24363. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24364. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24365. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24366. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24367. if ( json.vertexColors !== undefined ) {
  24368. if ( typeof json.vertexColors === 'number' ) {
  24369. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24370. } else {
  24371. material.vertexColors = json.vertexColors;
  24372. }
  24373. }
  24374. // Shader Material
  24375. if ( json.uniforms !== undefined ) {
  24376. for ( var name in json.uniforms ) {
  24377. var uniform = json.uniforms[ name ];
  24378. material.uniforms[ name ] = {};
  24379. switch ( uniform.type ) {
  24380. case 't':
  24381. material.uniforms[ name ].value = getTexture( uniform.value );
  24382. break;
  24383. case 'c':
  24384. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24385. break;
  24386. case 'v2':
  24387. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24388. break;
  24389. case 'v3':
  24390. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24391. break;
  24392. case 'v4':
  24393. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24394. break;
  24395. case 'm3':
  24396. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24397. case 'm4':
  24398. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24399. break;
  24400. default:
  24401. material.uniforms[ name ].value = uniform.value;
  24402. }
  24403. }
  24404. }
  24405. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24406. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24407. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24408. if ( json.extensions !== undefined ) {
  24409. for ( var key in json.extensions ) {
  24410. material.extensions[ key ] = json.extensions[ key ];
  24411. }
  24412. }
  24413. // Deprecated
  24414. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24415. // for PointsMaterial
  24416. if ( json.size !== undefined ) { material.size = json.size; }
  24417. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24418. // maps
  24419. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24420. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24421. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24422. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24423. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24424. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24425. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24426. if ( json.normalScale !== undefined ) {
  24427. var normalScale = json.normalScale;
  24428. if ( Array.isArray( normalScale ) === false ) {
  24429. // Blender exporter used to export a scalar. See #7459
  24430. normalScale = [ normalScale, normalScale ];
  24431. }
  24432. material.normalScale = new Vector2().fromArray( normalScale );
  24433. }
  24434. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24435. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24436. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24437. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24438. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24439. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24440. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24441. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24442. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24443. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24444. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24445. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24446. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24447. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24448. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24449. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24450. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24451. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24452. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24453. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24454. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24455. return material;
  24456. },
  24457. setTextures: function ( value ) {
  24458. this.textures = value;
  24459. return this;
  24460. }
  24461. } );
  24462. /**
  24463. * @author Don McCurdy / https://www.donmccurdy.com
  24464. */
  24465. var LoaderUtils = {
  24466. decodeText: function ( array ) {
  24467. if ( typeof TextDecoder !== 'undefined' ) {
  24468. return new TextDecoder().decode( array );
  24469. }
  24470. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24471. // throws a "maximum call stack size exceeded" error for large arrays.
  24472. var s = '';
  24473. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24474. // Implicitly assumes little-endian.
  24475. s += String.fromCharCode( array[ i ] );
  24476. }
  24477. try {
  24478. // merges multi-byte utf-8 characters.
  24479. return decodeURIComponent( escape( s ) );
  24480. } catch ( e ) { // see #16358
  24481. return s;
  24482. }
  24483. },
  24484. extractUrlBase: function ( url ) {
  24485. var index = url.lastIndexOf( '/' );
  24486. if ( index === - 1 ) { return './'; }
  24487. return url.substr( 0, index + 1 );
  24488. }
  24489. };
  24490. /**
  24491. * @author benaadams / https://twitter.com/ben_a_adams
  24492. */
  24493. function InstancedBufferGeometry() {
  24494. BufferGeometry.call( this );
  24495. this.type = 'InstancedBufferGeometry';
  24496. this.instanceCount = Infinity;
  24497. }
  24498. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24499. constructor: InstancedBufferGeometry,
  24500. isInstancedBufferGeometry: true,
  24501. copy: function ( source ) {
  24502. BufferGeometry.prototype.copy.call( this, source );
  24503. this.instanceCount = source.instanceCount;
  24504. return this;
  24505. },
  24506. clone: function () {
  24507. return new this.constructor().copy( this );
  24508. },
  24509. toJSON: function () {
  24510. var data = BufferGeometry.prototype.toJSON.call( this );
  24511. data.instanceCount = this.instanceCount;
  24512. data.isInstancedBufferGeometry = true;
  24513. return data;
  24514. }
  24515. } );
  24516. /**
  24517. * @author benaadams / https://twitter.com/ben_a_adams
  24518. */
  24519. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24520. if ( typeof ( normalized ) === 'number' ) {
  24521. meshPerAttribute = normalized;
  24522. normalized = false;
  24523. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24524. }
  24525. BufferAttribute.call( this, array, itemSize, normalized );
  24526. this.meshPerAttribute = meshPerAttribute || 1;
  24527. }
  24528. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24529. constructor: InstancedBufferAttribute,
  24530. isInstancedBufferAttribute: true,
  24531. copy: function ( source ) {
  24532. BufferAttribute.prototype.copy.call( this, source );
  24533. this.meshPerAttribute = source.meshPerAttribute;
  24534. return this;
  24535. },
  24536. toJSON: function () {
  24537. var data = BufferAttribute.prototype.toJSON.call( this );
  24538. data.meshPerAttribute = this.meshPerAttribute;
  24539. data.isInstancedBufferAttribute = true;
  24540. return data;
  24541. }
  24542. } );
  24543. /**
  24544. * @author mrdoob / http://mrdoob.com/
  24545. */
  24546. function BufferGeometryLoader( manager ) {
  24547. Loader.call( this, manager );
  24548. }
  24549. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24550. constructor: BufferGeometryLoader,
  24551. load: function ( url, onLoad, onProgress, onError ) {
  24552. var scope = this;
  24553. var loader = new FileLoader( scope.manager );
  24554. loader.setPath( scope.path );
  24555. loader.load( url, function ( text ) {
  24556. try {
  24557. onLoad( scope.parse( JSON.parse( text ) ) );
  24558. } catch ( e ) {
  24559. if ( onError ) {
  24560. onError( e );
  24561. } else {
  24562. console.error( e );
  24563. }
  24564. scope.manager.itemError( url );
  24565. }
  24566. }, onProgress, onError );
  24567. },
  24568. parse: function ( json ) {
  24569. var interleavedBufferMap = {};
  24570. var arrayBufferMap = {};
  24571. function getInterleavedBuffer( json, uuid ) {
  24572. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24573. var interleavedBuffers = json.interleavedBuffers;
  24574. var interleavedBuffer = interleavedBuffers[ uuid ];
  24575. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24576. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24577. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24578. ib.uuid = interleavedBuffer.uuid;
  24579. interleavedBufferMap[ uuid ] = ib;
  24580. return ib;
  24581. }
  24582. function getArrayBuffer( json, uuid ) {
  24583. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24584. var arrayBuffers = json.arrayBuffers;
  24585. var arrayBuffer = arrayBuffers[ uuid ];
  24586. var ab = new Uint32Array( arrayBuffer ).buffer;
  24587. arrayBufferMap[ uuid ] = ab;
  24588. return ab;
  24589. }
  24590. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24591. var index = json.data.index;
  24592. if ( index !== undefined ) {
  24593. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24594. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24595. }
  24596. var attributes = json.data.attributes;
  24597. for ( var key in attributes ) {
  24598. var attribute = attributes[ key ];
  24599. var bufferAttribute = (void 0);
  24600. if ( attribute.isInterleavedBufferAttribute ) {
  24601. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24602. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24603. } else {
  24604. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24605. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24606. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24607. }
  24608. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24609. geometry.setAttribute( key, bufferAttribute );
  24610. }
  24611. var morphAttributes = json.data.morphAttributes;
  24612. if ( morphAttributes ) {
  24613. for ( var key$1 in morphAttributes ) {
  24614. var attributeArray = morphAttributes[ key$1 ];
  24615. var array = [];
  24616. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24617. var attribute$1 = attributeArray[ i ];
  24618. var bufferAttribute$1 = (void 0);
  24619. if ( attribute$1.isInterleavedBufferAttribute ) {
  24620. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24621. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24622. } else {
  24623. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24624. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24625. }
  24626. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24627. array.push( bufferAttribute$1 );
  24628. }
  24629. geometry.morphAttributes[ key$1 ] = array;
  24630. }
  24631. }
  24632. var morphTargetsRelative = json.data.morphTargetsRelative;
  24633. if ( morphTargetsRelative ) {
  24634. geometry.morphTargetsRelative = true;
  24635. }
  24636. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24637. if ( groups !== undefined ) {
  24638. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24639. var group = groups[ i$1 ];
  24640. geometry.addGroup( group.start, group.count, group.materialIndex );
  24641. }
  24642. }
  24643. var boundingSphere = json.data.boundingSphere;
  24644. if ( boundingSphere !== undefined ) {
  24645. var center = new Vector3();
  24646. if ( boundingSphere.center !== undefined ) {
  24647. center.fromArray( boundingSphere.center );
  24648. }
  24649. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24650. }
  24651. if ( json.name ) { geometry.name = json.name; }
  24652. if ( json.userData ) { geometry.userData = json.userData; }
  24653. return geometry;
  24654. }
  24655. } );
  24656. var TYPED_ARRAYS = {
  24657. Int8Array: Int8Array,
  24658. Uint8Array: Uint8Array,
  24659. // Workaround for IE11 pre KB2929437. See #11440
  24660. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24661. Int16Array: Int16Array,
  24662. Uint16Array: Uint16Array,
  24663. Int32Array: Int32Array,
  24664. Uint32Array: Uint32Array,
  24665. Float32Array: Float32Array,
  24666. Float64Array: Float64Array
  24667. };
  24668. /**
  24669. * @author mrdoob / http://mrdoob.com/
  24670. */
  24671. function ObjectLoader( manager ) {
  24672. Loader.call( this, manager );
  24673. }
  24674. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24675. constructor: ObjectLoader,
  24676. load: function ( url, onLoad, onProgress, onError ) {
  24677. var scope = this;
  24678. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24679. this.resourcePath = this.resourcePath || path;
  24680. var loader = new FileLoader( scope.manager );
  24681. loader.setPath( this.path );
  24682. loader.load( url, function ( text ) {
  24683. var json = null;
  24684. try {
  24685. json = JSON.parse( text );
  24686. } catch ( error ) {
  24687. if ( onError !== undefined ) { onError( error ); }
  24688. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24689. return;
  24690. }
  24691. var metadata = json.metadata;
  24692. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24693. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24694. return;
  24695. }
  24696. scope.parse( json, onLoad );
  24697. }, onProgress, onError );
  24698. },
  24699. parse: function ( json, onLoad ) {
  24700. var shapes = this.parseShape( json.shapes );
  24701. var geometries = this.parseGeometries( json.geometries, shapes );
  24702. var images = this.parseImages( json.images, function () {
  24703. if ( onLoad !== undefined ) { onLoad( object ); }
  24704. } );
  24705. var textures = this.parseTextures( json.textures, images );
  24706. var materials = this.parseMaterials( json.materials, textures );
  24707. var object = this.parseObject( json.object, geometries, materials );
  24708. if ( json.animations ) {
  24709. object.animations = this.parseAnimations( json.animations );
  24710. }
  24711. if ( json.images === undefined || json.images.length === 0 ) {
  24712. if ( onLoad !== undefined ) { onLoad( object ); }
  24713. }
  24714. return object;
  24715. },
  24716. parseShape: function ( json ) {
  24717. var shapes = {};
  24718. if ( json !== undefined ) {
  24719. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24720. var shape = new Shape().fromJSON( json[ i ] );
  24721. shapes[ shape.uuid ] = shape;
  24722. }
  24723. }
  24724. return shapes;
  24725. },
  24726. parseGeometries: function ( json, shapes ) {
  24727. var geometries = {};
  24728. var geometryShapes;
  24729. if ( json !== undefined ) {
  24730. var bufferGeometryLoader = new BufferGeometryLoader();
  24731. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24732. var geometry = (void 0);
  24733. var data = json[ i ];
  24734. switch ( data.type ) {
  24735. case 'PlaneGeometry':
  24736. case 'PlaneBufferGeometry':
  24737. geometry = new Geometries[ data.type ](
  24738. data.width,
  24739. data.height,
  24740. data.widthSegments,
  24741. data.heightSegments
  24742. );
  24743. break;
  24744. case 'BoxGeometry':
  24745. case 'BoxBufferGeometry':
  24746. case 'CubeGeometry': // backwards compatible
  24747. geometry = new Geometries[ data.type ](
  24748. data.width,
  24749. data.height,
  24750. data.depth,
  24751. data.widthSegments,
  24752. data.heightSegments,
  24753. data.depthSegments
  24754. );
  24755. break;
  24756. case 'CircleGeometry':
  24757. case 'CircleBufferGeometry':
  24758. geometry = new Geometries[ data.type ](
  24759. data.radius,
  24760. data.segments,
  24761. data.thetaStart,
  24762. data.thetaLength
  24763. );
  24764. break;
  24765. case 'CylinderGeometry':
  24766. case 'CylinderBufferGeometry':
  24767. geometry = new Geometries[ data.type ](
  24768. data.radiusTop,
  24769. data.radiusBottom,
  24770. data.height,
  24771. data.radialSegments,
  24772. data.heightSegments,
  24773. data.openEnded,
  24774. data.thetaStart,
  24775. data.thetaLength
  24776. );
  24777. break;
  24778. case 'ConeGeometry':
  24779. case 'ConeBufferGeometry':
  24780. geometry = new Geometries[ data.type ](
  24781. data.radius,
  24782. data.height,
  24783. data.radialSegments,
  24784. data.heightSegments,
  24785. data.openEnded,
  24786. data.thetaStart,
  24787. data.thetaLength
  24788. );
  24789. break;
  24790. case 'SphereGeometry':
  24791. case 'SphereBufferGeometry':
  24792. geometry = new Geometries[ data.type ](
  24793. data.radius,
  24794. data.widthSegments,
  24795. data.heightSegments,
  24796. data.phiStart,
  24797. data.phiLength,
  24798. data.thetaStart,
  24799. data.thetaLength
  24800. );
  24801. break;
  24802. case 'DodecahedronGeometry':
  24803. case 'DodecahedronBufferGeometry':
  24804. case 'IcosahedronGeometry':
  24805. case 'IcosahedronBufferGeometry':
  24806. case 'OctahedronGeometry':
  24807. case 'OctahedronBufferGeometry':
  24808. case 'TetrahedronGeometry':
  24809. case 'TetrahedronBufferGeometry':
  24810. geometry = new Geometries[ data.type ](
  24811. data.radius,
  24812. data.detail
  24813. );
  24814. break;
  24815. case 'RingGeometry':
  24816. case 'RingBufferGeometry':
  24817. geometry = new Geometries[ data.type ](
  24818. data.innerRadius,
  24819. data.outerRadius,
  24820. data.thetaSegments,
  24821. data.phiSegments,
  24822. data.thetaStart,
  24823. data.thetaLength
  24824. );
  24825. break;
  24826. case 'TorusGeometry':
  24827. case 'TorusBufferGeometry':
  24828. geometry = new Geometries[ data.type ](
  24829. data.radius,
  24830. data.tube,
  24831. data.radialSegments,
  24832. data.tubularSegments,
  24833. data.arc
  24834. );
  24835. break;
  24836. case 'TorusKnotGeometry':
  24837. case 'TorusKnotBufferGeometry':
  24838. geometry = new Geometries[ data.type ](
  24839. data.radius,
  24840. data.tube,
  24841. data.tubularSegments,
  24842. data.radialSegments,
  24843. data.p,
  24844. data.q
  24845. );
  24846. break;
  24847. case 'TubeGeometry':
  24848. case 'TubeBufferGeometry':
  24849. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24850. // User defined curves or instances of CurvePath will not be deserialized.
  24851. geometry = new Geometries[ data.type ](
  24852. new Curves[ data.path.type ]().fromJSON( data.path ),
  24853. data.tubularSegments,
  24854. data.radius,
  24855. data.radialSegments,
  24856. data.closed
  24857. );
  24858. break;
  24859. case 'LatheGeometry':
  24860. case 'LatheBufferGeometry':
  24861. geometry = new Geometries[ data.type ](
  24862. data.points,
  24863. data.segments,
  24864. data.phiStart,
  24865. data.phiLength
  24866. );
  24867. break;
  24868. case 'PolyhedronGeometry':
  24869. case 'PolyhedronBufferGeometry':
  24870. geometry = new Geometries[ data.type ](
  24871. data.vertices,
  24872. data.indices,
  24873. data.radius,
  24874. data.details
  24875. );
  24876. break;
  24877. case 'ShapeGeometry':
  24878. case 'ShapeBufferGeometry':
  24879. geometryShapes = [];
  24880. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24881. var shape = shapes[ data.shapes[ j ] ];
  24882. geometryShapes.push( shape );
  24883. }
  24884. geometry = new Geometries[ data.type ](
  24885. geometryShapes,
  24886. data.curveSegments
  24887. );
  24888. break;
  24889. case 'ExtrudeGeometry':
  24890. case 'ExtrudeBufferGeometry':
  24891. geometryShapes = [];
  24892. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24893. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24894. geometryShapes.push( shape$1 );
  24895. }
  24896. var extrudePath = data.options.extrudePath;
  24897. if ( extrudePath !== undefined ) {
  24898. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24899. }
  24900. geometry = new Geometries[ data.type ](
  24901. geometryShapes,
  24902. data.options
  24903. );
  24904. break;
  24905. case 'BufferGeometry':
  24906. case 'InstancedBufferGeometry':
  24907. geometry = bufferGeometryLoader.parse( data );
  24908. break;
  24909. case 'Geometry':
  24910. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24911. break;
  24912. default:
  24913. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24914. continue;
  24915. }
  24916. geometry.uuid = data.uuid;
  24917. if ( data.name !== undefined ) { geometry.name = data.name; }
  24918. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24919. geometries[ data.uuid ] = geometry;
  24920. }
  24921. }
  24922. return geometries;
  24923. },
  24924. parseMaterials: function ( json, textures ) {
  24925. var cache = {}; // MultiMaterial
  24926. var materials = {};
  24927. if ( json !== undefined ) {
  24928. var loader = new MaterialLoader();
  24929. loader.setTextures( textures );
  24930. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24931. var data = json[ i ];
  24932. if ( data.type === 'MultiMaterial' ) {
  24933. // Deprecated
  24934. var array = [];
  24935. for ( var j = 0; j < data.materials.length; j ++ ) {
  24936. var material = data.materials[ j ];
  24937. if ( cache[ material.uuid ] === undefined ) {
  24938. cache[ material.uuid ] = loader.parse( material );
  24939. }
  24940. array.push( cache[ material.uuid ] );
  24941. }
  24942. materials[ data.uuid ] = array;
  24943. } else {
  24944. if ( cache[ data.uuid ] === undefined ) {
  24945. cache[ data.uuid ] = loader.parse( data );
  24946. }
  24947. materials[ data.uuid ] = cache[ data.uuid ];
  24948. }
  24949. }
  24950. }
  24951. return materials;
  24952. },
  24953. parseAnimations: function ( json ) {
  24954. var animations = [];
  24955. for ( var i = 0; i < json.length; i ++ ) {
  24956. var data = json[ i ];
  24957. var clip = AnimationClip.parse( data );
  24958. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24959. animations.push( clip );
  24960. }
  24961. return animations;
  24962. },
  24963. parseImages: function ( json, onLoad ) {
  24964. var scope = this;
  24965. var images = {};
  24966. var loader;
  24967. function loadImage( url ) {
  24968. scope.manager.itemStart( url );
  24969. return loader.load( url, function () {
  24970. scope.manager.itemEnd( url );
  24971. }, undefined, function () {
  24972. scope.manager.itemError( url );
  24973. scope.manager.itemEnd( url );
  24974. } );
  24975. }
  24976. if ( json !== undefined && json.length > 0 ) {
  24977. var manager = new LoadingManager( onLoad );
  24978. loader = new ImageLoader( manager );
  24979. loader.setCrossOrigin( this.crossOrigin );
  24980. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24981. var image = json[ i ];
  24982. var url = image.url;
  24983. if ( Array.isArray( url ) ) {
  24984. // load array of images e.g CubeTexture
  24985. images[ image.uuid ] = [];
  24986. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24987. var currentUrl = url[ j ];
  24988. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24989. images[ image.uuid ].push( loadImage( path ) );
  24990. }
  24991. } else {
  24992. // load single image
  24993. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24994. images[ image.uuid ] = loadImage( path$1 );
  24995. }
  24996. }
  24997. }
  24998. return images;
  24999. },
  25000. parseTextures: function ( json, images ) {
  25001. function parseConstant( value, type ) {
  25002. if ( typeof value === 'number' ) { return value; }
  25003. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  25004. return type[ value ];
  25005. }
  25006. var textures = {};
  25007. if ( json !== undefined ) {
  25008. for ( var i = 0, l = json.length; i < l; i ++ ) {
  25009. var data = json[ i ];
  25010. if ( data.image === undefined ) {
  25011. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  25012. }
  25013. if ( images[ data.image ] === undefined ) {
  25014. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  25015. }
  25016. var texture = (void 0);
  25017. if ( Array.isArray( images[ data.image ] ) ) {
  25018. texture = new CubeTexture( images[ data.image ] );
  25019. } else {
  25020. texture = new Texture( images[ data.image ] );
  25021. }
  25022. texture.needsUpdate = true;
  25023. texture.uuid = data.uuid;
  25024. if ( data.name !== undefined ) { texture.name = data.name; }
  25025. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  25026. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  25027. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  25028. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  25029. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  25030. if ( data.wrap !== undefined ) {
  25031. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  25032. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  25033. }
  25034. if ( data.format !== undefined ) { texture.format = data.format; }
  25035. if ( data.type !== undefined ) { texture.type = data.type; }
  25036. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  25037. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  25038. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  25039. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  25040. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  25041. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  25042. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  25043. textures[ data.uuid ] = texture;
  25044. }
  25045. }
  25046. return textures;
  25047. },
  25048. parseObject: function ( data, geometries, materials ) {
  25049. var object;
  25050. function getGeometry( name ) {
  25051. if ( geometries[ name ] === undefined ) {
  25052. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  25053. }
  25054. return geometries[ name ];
  25055. }
  25056. function getMaterial( name ) {
  25057. if ( name === undefined ) { return undefined; }
  25058. if ( Array.isArray( name ) ) {
  25059. var array = [];
  25060. for ( var i = 0, l = name.length; i < l; i ++ ) {
  25061. var uuid = name[ i ];
  25062. if ( materials[ uuid ] === undefined ) {
  25063. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  25064. }
  25065. array.push( materials[ uuid ] );
  25066. }
  25067. return array;
  25068. }
  25069. if ( materials[ name ] === undefined ) {
  25070. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  25071. }
  25072. return materials[ name ];
  25073. }
  25074. var geometry, material;
  25075. switch ( data.type ) {
  25076. case 'Scene':
  25077. object = new Scene();
  25078. if ( data.background !== undefined ) {
  25079. if ( Number.isInteger( data.background ) ) {
  25080. object.background = new Color( data.background );
  25081. }
  25082. }
  25083. if ( data.fog !== undefined ) {
  25084. if ( data.fog.type === 'Fog' ) {
  25085. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  25086. } else if ( data.fog.type === 'FogExp2' ) {
  25087. object.fog = new FogExp2( data.fog.color, data.fog.density );
  25088. }
  25089. }
  25090. break;
  25091. case 'PerspectiveCamera':
  25092. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  25093. if ( data.focus !== undefined ) { object.focus = data.focus; }
  25094. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25095. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  25096. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  25097. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25098. break;
  25099. case 'OrthographicCamera':
  25100. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  25101. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25102. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25103. break;
  25104. case 'AmbientLight':
  25105. object = new AmbientLight( data.color, data.intensity );
  25106. break;
  25107. case 'DirectionalLight':
  25108. object = new DirectionalLight( data.color, data.intensity );
  25109. break;
  25110. case 'PointLight':
  25111. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  25112. break;
  25113. case 'RectAreaLight':
  25114. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  25115. break;
  25116. case 'SpotLight':
  25117. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  25118. break;
  25119. case 'HemisphereLight':
  25120. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  25121. break;
  25122. case 'LightProbe':
  25123. object = new LightProbe().fromJSON( data );
  25124. break;
  25125. case 'SkinnedMesh':
  25126. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  25127. case 'Mesh':
  25128. geometry = getGeometry( data.geometry );
  25129. material = getMaterial( data.material );
  25130. object = new Mesh( geometry, material );
  25131. break;
  25132. case 'InstancedMesh':
  25133. geometry = getGeometry( data.geometry );
  25134. material = getMaterial( data.material );
  25135. var count = data.count;
  25136. var instanceMatrix = data.instanceMatrix;
  25137. object = new InstancedMesh( geometry, material, count );
  25138. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  25139. break;
  25140. case 'LOD':
  25141. object = new LOD();
  25142. break;
  25143. case 'Line':
  25144. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  25145. break;
  25146. case 'LineLoop':
  25147. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  25148. break;
  25149. case 'LineSegments':
  25150. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  25151. break;
  25152. case 'PointCloud':
  25153. case 'Points':
  25154. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  25155. break;
  25156. case 'Sprite':
  25157. object = new Sprite( getMaterial( data.material ) );
  25158. break;
  25159. case 'Group':
  25160. object = new Group();
  25161. break;
  25162. default:
  25163. object = new Object3D();
  25164. }
  25165. object.uuid = data.uuid;
  25166. if ( data.name !== undefined ) { object.name = data.name; }
  25167. if ( data.matrix !== undefined ) {
  25168. object.matrix.fromArray( data.matrix );
  25169. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  25170. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  25171. } else {
  25172. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  25173. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  25174. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  25175. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  25176. }
  25177. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  25178. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  25179. if ( data.shadow ) {
  25180. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  25181. if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
  25182. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  25183. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  25184. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  25185. }
  25186. if ( data.visible !== undefined ) { object.visible = data.visible; }
  25187. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  25188. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  25189. if ( data.userData !== undefined ) { object.userData = data.userData; }
  25190. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  25191. if ( data.children !== undefined ) {
  25192. var children = data.children;
  25193. for ( var i = 0; i < children.length; i ++ ) {
  25194. object.add( this.parseObject( children[ i ], geometries, materials ) );
  25195. }
  25196. }
  25197. if ( data.type === 'LOD' ) {
  25198. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  25199. var levels = data.levels;
  25200. for ( var l = 0; l < levels.length; l ++ ) {
  25201. var level = levels[ l ];
  25202. var child = object.getObjectByProperty( 'uuid', level.object );
  25203. if ( child !== undefined ) {
  25204. object.addLevel( child, level.distance );
  25205. }
  25206. }
  25207. }
  25208. return object;
  25209. }
  25210. } );
  25211. var TEXTURE_MAPPING = {
  25212. UVMapping: UVMapping,
  25213. CubeReflectionMapping: CubeReflectionMapping,
  25214. CubeRefractionMapping: CubeRefractionMapping,
  25215. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  25216. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  25217. CubeUVReflectionMapping: CubeUVReflectionMapping,
  25218. CubeUVRefractionMapping: CubeUVRefractionMapping
  25219. };
  25220. var TEXTURE_WRAPPING = {
  25221. RepeatWrapping: RepeatWrapping,
  25222. ClampToEdgeWrapping: ClampToEdgeWrapping,
  25223. MirroredRepeatWrapping: MirroredRepeatWrapping
  25224. };
  25225. var TEXTURE_FILTER = {
  25226. NearestFilter: NearestFilter,
  25227. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  25228. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  25229. LinearFilter: LinearFilter,
  25230. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  25231. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  25232. };
  25233. /**
  25234. * @author thespite / http://clicktorelease.com/
  25235. */
  25236. function ImageBitmapLoader( manager ) {
  25237. if ( typeof createImageBitmap === 'undefined' ) {
  25238. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  25239. }
  25240. if ( typeof fetch === 'undefined' ) {
  25241. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25242. }
  25243. Loader.call( this, manager );
  25244. this.options = { premultiplyAlpha: 'none' };
  25245. }
  25246. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25247. constructor: ImageBitmapLoader,
  25248. setOptions: function setOptions( options ) {
  25249. this.options = options;
  25250. return this;
  25251. },
  25252. load: function ( url, onLoad, onProgress, onError ) {
  25253. if ( url === undefined ) { url = ''; }
  25254. if ( this.path !== undefined ) { url = this.path + url; }
  25255. url = this.manager.resolveURL( url );
  25256. var scope = this;
  25257. var cached = Cache.get( url );
  25258. if ( cached !== undefined ) {
  25259. scope.manager.itemStart( url );
  25260. setTimeout( function () {
  25261. if ( onLoad ) { onLoad( cached ); }
  25262. scope.manager.itemEnd( url );
  25263. }, 0 );
  25264. return cached;
  25265. }
  25266. fetch( url ).then( function ( res ) {
  25267. return res.blob();
  25268. } ).then( function ( blob ) {
  25269. return createImageBitmap( blob, scope.options );
  25270. } ).then( function ( imageBitmap ) {
  25271. Cache.add( url, imageBitmap );
  25272. if ( onLoad ) { onLoad( imageBitmap ); }
  25273. scope.manager.itemEnd( url );
  25274. } ).catch( function ( e ) {
  25275. if ( onError ) { onError( e ); }
  25276. scope.manager.itemError( url );
  25277. scope.manager.itemEnd( url );
  25278. } );
  25279. scope.manager.itemStart( url );
  25280. }
  25281. } );
  25282. /**
  25283. * @author zz85 / http://www.lab4games.net/zz85/blog
  25284. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25285. **/
  25286. function ShapePath() {
  25287. this.type = 'ShapePath';
  25288. this.color = new Color();
  25289. this.subPaths = [];
  25290. this.currentPath = null;
  25291. }
  25292. Object.assign( ShapePath.prototype, {
  25293. moveTo: function ( x, y ) {
  25294. this.currentPath = new Path();
  25295. this.subPaths.push( this.currentPath );
  25296. this.currentPath.moveTo( x, y );
  25297. return this;
  25298. },
  25299. lineTo: function ( x, y ) {
  25300. this.currentPath.lineTo( x, y );
  25301. return this;
  25302. },
  25303. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25304. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25305. return this;
  25306. },
  25307. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25308. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25309. return this;
  25310. },
  25311. splineThru: function ( pts ) {
  25312. this.currentPath.splineThru( pts );
  25313. return this;
  25314. },
  25315. toShapes: function ( isCCW, noHoles ) {
  25316. function toShapesNoHoles( inSubpaths ) {
  25317. var shapes = [];
  25318. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25319. var tmpPath = inSubpaths[ i ];
  25320. var tmpShape = new Shape();
  25321. tmpShape.curves = tmpPath.curves;
  25322. shapes.push( tmpShape );
  25323. }
  25324. return shapes;
  25325. }
  25326. function isPointInsidePolygon( inPt, inPolygon ) {
  25327. var polyLen = inPolygon.length;
  25328. // inPt on polygon contour => immediate success or
  25329. // toggling of inside/outside at every single! intersection point of an edge
  25330. // with the horizontal line through inPt, left of inPt
  25331. // not counting lowerY endpoints of edges and whole edges on that line
  25332. var inside = false;
  25333. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25334. var edgeLowPt = inPolygon[ p ];
  25335. var edgeHighPt = inPolygon[ q ];
  25336. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25337. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25338. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25339. // not parallel
  25340. if ( edgeDy < 0 ) {
  25341. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25342. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25343. }
  25344. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25345. if ( inPt.y === edgeLowPt.y ) {
  25346. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25347. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25348. } else {
  25349. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25350. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25351. if ( perpEdge < 0 ) { continue; }
  25352. inside = ! inside; // true intersection left of inPt
  25353. }
  25354. } else {
  25355. // parallel or collinear
  25356. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25357. // edge lies on the same horizontal line as inPt
  25358. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25359. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25360. // continue;
  25361. }
  25362. }
  25363. return inside;
  25364. }
  25365. var isClockWise = ShapeUtils.isClockWise;
  25366. var subPaths = this.subPaths;
  25367. if ( subPaths.length === 0 ) { return []; }
  25368. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25369. var solid, tmpPath, tmpShape, shapes = [];
  25370. if ( subPaths.length === 1 ) {
  25371. tmpPath = subPaths[ 0 ];
  25372. tmpShape = new Shape();
  25373. tmpShape.curves = tmpPath.curves;
  25374. shapes.push( tmpShape );
  25375. return shapes;
  25376. }
  25377. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25378. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25379. // console.log("Holes first", holesFirst);
  25380. var betterShapeHoles = [];
  25381. var newShapes = [];
  25382. var newShapeHoles = [];
  25383. var mainIdx = 0;
  25384. var tmpPoints;
  25385. newShapes[ mainIdx ] = undefined;
  25386. newShapeHoles[ mainIdx ] = [];
  25387. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25388. tmpPath = subPaths[ i ];
  25389. tmpPoints = tmpPath.getPoints();
  25390. solid = isClockWise( tmpPoints );
  25391. solid = isCCW ? ! solid : solid;
  25392. if ( solid ) {
  25393. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25394. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25395. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25396. if ( holesFirst ) { mainIdx ++; }
  25397. newShapeHoles[ mainIdx ] = [];
  25398. //console.log('cw', i);
  25399. } else {
  25400. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25401. //console.log('ccw', i);
  25402. }
  25403. }
  25404. // only Holes? -> probably all Shapes with wrong orientation
  25405. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25406. if ( newShapes.length > 1 ) {
  25407. var ambiguous = false;
  25408. var toChange = [];
  25409. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25410. betterShapeHoles[ sIdx ] = [];
  25411. }
  25412. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25413. var sho = newShapeHoles[ sIdx$1 ];
  25414. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25415. var ho = sho[ hIdx ];
  25416. var hole_unassigned = true;
  25417. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25418. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25419. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25420. if ( hole_unassigned ) {
  25421. hole_unassigned = false;
  25422. betterShapeHoles[ s2Idx ].push( ho );
  25423. } else {
  25424. ambiguous = true;
  25425. }
  25426. }
  25427. }
  25428. if ( hole_unassigned ) {
  25429. betterShapeHoles[ sIdx$1 ].push( ho );
  25430. }
  25431. }
  25432. }
  25433. // console.log("ambiguous: ", ambiguous);
  25434. if ( toChange.length > 0 ) {
  25435. // console.log("to change: ", toChange);
  25436. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25437. }
  25438. }
  25439. var tmpHoles;
  25440. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25441. tmpShape = newShapes[ i$1 ].s;
  25442. shapes.push( tmpShape );
  25443. tmpHoles = newShapeHoles[ i$1 ];
  25444. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25445. tmpShape.holes.push( tmpHoles[ j ].h );
  25446. }
  25447. }
  25448. //console.log("shape", shapes);
  25449. return shapes;
  25450. }
  25451. } );
  25452. /**
  25453. * @author zz85 / http://www.lab4games.net/zz85/blog
  25454. * @author mrdoob / http://mrdoob.com/
  25455. */
  25456. function Font( data ) {
  25457. this.type = 'Font';
  25458. this.data = data;
  25459. }
  25460. Object.assign( Font.prototype, {
  25461. isFont: true,
  25462. generateShapes: function ( text, size ) {
  25463. if ( size === undefined ) { size = 100; }
  25464. var shapes = [];
  25465. var paths = createPaths( text, size, this.data );
  25466. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25467. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25468. }
  25469. return shapes;
  25470. }
  25471. } );
  25472. function createPaths( text, size, data ) {
  25473. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25474. var scale = size / data.resolution;
  25475. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25476. var paths = [];
  25477. var offsetX = 0, offsetY = 0;
  25478. for ( var i = 0; i < chars.length; i ++ ) {
  25479. var char = chars[ i ];
  25480. if ( char === '\n' ) {
  25481. offsetX = 0;
  25482. offsetY -= line_height;
  25483. } else {
  25484. var ret = createPath( char, scale, offsetX, offsetY, data );
  25485. offsetX += ret.offsetX;
  25486. paths.push( ret.path );
  25487. }
  25488. }
  25489. return paths;
  25490. }
  25491. function createPath( char, scale, offsetX, offsetY, data ) {
  25492. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25493. if ( ! glyph ) {
  25494. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25495. return;
  25496. }
  25497. var path = new ShapePath();
  25498. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25499. if ( glyph.o ) {
  25500. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25501. for ( var i = 0, l = outline.length; i < l; ) {
  25502. var action = outline[ i ++ ];
  25503. switch ( action ) {
  25504. case 'm': // moveTo
  25505. x = outline[ i ++ ] * scale + offsetX;
  25506. y = outline[ i ++ ] * scale + offsetY;
  25507. path.moveTo( x, y );
  25508. break;
  25509. case 'l': // lineTo
  25510. x = outline[ i ++ ] * scale + offsetX;
  25511. y = outline[ i ++ ] * scale + offsetY;
  25512. path.lineTo( x, y );
  25513. break;
  25514. case 'q': // quadraticCurveTo
  25515. cpx = outline[ i ++ ] * scale + offsetX;
  25516. cpy = outline[ i ++ ] * scale + offsetY;
  25517. cpx1 = outline[ i ++ ] * scale + offsetX;
  25518. cpy1 = outline[ i ++ ] * scale + offsetY;
  25519. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25520. break;
  25521. case 'b': // bezierCurveTo
  25522. cpx = outline[ i ++ ] * scale + offsetX;
  25523. cpy = outline[ i ++ ] * scale + offsetY;
  25524. cpx1 = outline[ i ++ ] * scale + offsetX;
  25525. cpy1 = outline[ i ++ ] * scale + offsetY;
  25526. cpx2 = outline[ i ++ ] * scale + offsetX;
  25527. cpy2 = outline[ i ++ ] * scale + offsetY;
  25528. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25529. break;
  25530. }
  25531. }
  25532. }
  25533. return { offsetX: glyph.ha * scale, path: path };
  25534. }
  25535. /**
  25536. * @author mrdoob / http://mrdoob.com/
  25537. */
  25538. function FontLoader( manager ) {
  25539. Loader.call( this, manager );
  25540. }
  25541. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25542. constructor: FontLoader,
  25543. load: function ( url, onLoad, onProgress, onError ) {
  25544. var scope = this;
  25545. var loader = new FileLoader( this.manager );
  25546. loader.setPath( this.path );
  25547. loader.load( url, function ( text ) {
  25548. var json;
  25549. try {
  25550. json = JSON.parse( text );
  25551. } catch ( e ) {
  25552. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25553. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25554. }
  25555. var font = scope.parse( json );
  25556. if ( onLoad ) { onLoad( font ); }
  25557. }, onProgress, onError );
  25558. },
  25559. parse: function ( json ) {
  25560. return new Font( json );
  25561. }
  25562. } );
  25563. /**
  25564. * @author mrdoob / http://mrdoob.com/
  25565. */
  25566. var _context;
  25567. var AudioContext = {
  25568. getContext: function () {
  25569. if ( _context === undefined ) {
  25570. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25571. }
  25572. return _context;
  25573. },
  25574. setContext: function ( value ) {
  25575. _context = value;
  25576. }
  25577. };
  25578. /**
  25579. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25580. */
  25581. function AudioLoader( manager ) {
  25582. Loader.call( this, manager );
  25583. }
  25584. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25585. constructor: AudioLoader,
  25586. load: function ( url, onLoad, onProgress, onError ) {
  25587. var scope = this;
  25588. var loader = new FileLoader( scope.manager );
  25589. loader.setResponseType( 'arraybuffer' );
  25590. loader.setPath( scope.path );
  25591. loader.load( url, function ( buffer ) {
  25592. try {
  25593. // Create a copy of the buffer. The `decodeAudioData` method
  25594. // detaches the buffer when complete, preventing reuse.
  25595. var bufferCopy = buffer.slice( 0 );
  25596. var context = AudioContext.getContext();
  25597. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25598. onLoad( audioBuffer );
  25599. } );
  25600. } catch ( e ) {
  25601. if ( onError ) {
  25602. onError( e );
  25603. } else {
  25604. console.error( e );
  25605. }
  25606. scope.manager.itemError( url );
  25607. }
  25608. }, onProgress, onError );
  25609. }
  25610. } );
  25611. /**
  25612. * @author WestLangley / http://github.com/WestLangley
  25613. */
  25614. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25615. LightProbe.call( this, undefined, intensity );
  25616. var color1 = new Color().set( skyColor );
  25617. var color2 = new Color().set( groundColor );
  25618. var sky = new Vector3( color1.r, color1.g, color1.b );
  25619. var ground = new Vector3( color2.r, color2.g, color2.b );
  25620. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25621. var c0 = Math.sqrt( Math.PI );
  25622. var c1 = c0 * Math.sqrt( 0.75 );
  25623. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25624. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25625. }
  25626. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25627. constructor: HemisphereLightProbe,
  25628. isHemisphereLightProbe: true,
  25629. copy: function ( source ) { // modifying colors not currently supported
  25630. LightProbe.prototype.copy.call( this, source );
  25631. return this;
  25632. },
  25633. toJSON: function ( meta ) {
  25634. var data = LightProbe.prototype.toJSON.call( this, meta );
  25635. // data.sh = this.sh.toArray(); // todo
  25636. return data;
  25637. }
  25638. } );
  25639. /**
  25640. * @author WestLangley / http://github.com/WestLangley
  25641. */
  25642. function AmbientLightProbe( color, intensity ) {
  25643. LightProbe.call( this, undefined, intensity );
  25644. var color1 = new Color().set( color );
  25645. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25646. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25647. }
  25648. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25649. constructor: AmbientLightProbe,
  25650. isAmbientLightProbe: true,
  25651. copy: function ( source ) { // modifying color not currently supported
  25652. LightProbe.prototype.copy.call( this, source );
  25653. return this;
  25654. },
  25655. toJSON: function ( meta ) {
  25656. var data = LightProbe.prototype.toJSON.call( this, meta );
  25657. // data.sh = this.sh.toArray(); // todo
  25658. return data;
  25659. }
  25660. } );
  25661. var _eyeRight = new Matrix4();
  25662. var _eyeLeft = new Matrix4();
  25663. /**
  25664. * @author mrdoob / http://mrdoob.com/
  25665. */
  25666. function StereoCamera() {
  25667. this.type = 'StereoCamera';
  25668. this.aspect = 1;
  25669. this.eyeSep = 0.064;
  25670. this.cameraL = new PerspectiveCamera();
  25671. this.cameraL.layers.enable( 1 );
  25672. this.cameraL.matrixAutoUpdate = false;
  25673. this.cameraR = new PerspectiveCamera();
  25674. this.cameraR.layers.enable( 2 );
  25675. this.cameraR.matrixAutoUpdate = false;
  25676. this._cache = {
  25677. focus: null,
  25678. fov: null,
  25679. aspect: null,
  25680. near: null,
  25681. far: null,
  25682. zoom: null,
  25683. eyeSep: null
  25684. };
  25685. }
  25686. Object.assign( StereoCamera.prototype, {
  25687. update: function ( camera ) {
  25688. var cache = this._cache;
  25689. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25690. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25691. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25692. if ( needsUpdate ) {
  25693. cache.focus = camera.focus;
  25694. cache.fov = camera.fov;
  25695. cache.aspect = camera.aspect * this.aspect;
  25696. cache.near = camera.near;
  25697. cache.far = camera.far;
  25698. cache.zoom = camera.zoom;
  25699. cache.eyeSep = this.eyeSep;
  25700. // Off-axis stereoscopic effect based on
  25701. // http://paulbourke.net/stereographics/stereorender/
  25702. var projectionMatrix = camera.projectionMatrix.clone();
  25703. var eyeSepHalf = cache.eyeSep / 2;
  25704. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25705. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25706. var xmin, xmax;
  25707. // translate xOffset
  25708. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25709. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25710. // for left eye
  25711. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25712. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25713. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25714. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25715. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25716. // for right eye
  25717. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25718. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25719. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25720. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25721. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25722. }
  25723. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25724. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25725. }
  25726. } );
  25727. /**
  25728. * @author alteredq / http://alteredqualia.com/
  25729. */
  25730. function Clock( autoStart ) {
  25731. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25732. this.startTime = 0;
  25733. this.oldTime = 0;
  25734. this.elapsedTime = 0;
  25735. this.running = false;
  25736. }
  25737. Object.assign( Clock.prototype, {
  25738. start: function () {
  25739. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25740. this.oldTime = this.startTime;
  25741. this.elapsedTime = 0;
  25742. this.running = true;
  25743. },
  25744. stop: function () {
  25745. this.getElapsedTime();
  25746. this.running = false;
  25747. this.autoStart = false;
  25748. },
  25749. getElapsedTime: function () {
  25750. this.getDelta();
  25751. return this.elapsedTime;
  25752. },
  25753. getDelta: function () {
  25754. var diff = 0;
  25755. if ( this.autoStart && ! this.running ) {
  25756. this.start();
  25757. return 0;
  25758. }
  25759. if ( this.running ) {
  25760. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25761. diff = ( newTime - this.oldTime ) / 1000;
  25762. this.oldTime = newTime;
  25763. this.elapsedTime += diff;
  25764. }
  25765. return diff;
  25766. }
  25767. } );
  25768. /**
  25769. * @author mrdoob / http://mrdoob.com/
  25770. */
  25771. var _position$2 = new Vector3();
  25772. var _quaternion$3 = new Quaternion();
  25773. var _scale$1 = new Vector3();
  25774. var _orientation = new Vector3();
  25775. function AudioListener() {
  25776. Object3D.call( this );
  25777. this.type = 'AudioListener';
  25778. this.context = AudioContext.getContext();
  25779. this.gain = this.context.createGain();
  25780. this.gain.connect( this.context.destination );
  25781. this.filter = null;
  25782. this.timeDelta = 0;
  25783. // private
  25784. this._clock = new Clock();
  25785. }
  25786. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25787. constructor: AudioListener,
  25788. getInput: function () {
  25789. return this.gain;
  25790. },
  25791. removeFilter: function ( ) {
  25792. if ( this.filter !== null ) {
  25793. this.gain.disconnect( this.filter );
  25794. this.filter.disconnect( this.context.destination );
  25795. this.gain.connect( this.context.destination );
  25796. this.filter = null;
  25797. }
  25798. return this;
  25799. },
  25800. getFilter: function () {
  25801. return this.filter;
  25802. },
  25803. setFilter: function ( value ) {
  25804. if ( this.filter !== null ) {
  25805. this.gain.disconnect( this.filter );
  25806. this.filter.disconnect( this.context.destination );
  25807. } else {
  25808. this.gain.disconnect( this.context.destination );
  25809. }
  25810. this.filter = value;
  25811. this.gain.connect( this.filter );
  25812. this.filter.connect( this.context.destination );
  25813. return this;
  25814. },
  25815. getMasterVolume: function () {
  25816. return this.gain.gain.value;
  25817. },
  25818. setMasterVolume: function ( value ) {
  25819. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25820. return this;
  25821. },
  25822. updateMatrixWorld: function ( force ) {
  25823. Object3D.prototype.updateMatrixWorld.call( this, force );
  25824. var listener = this.context.listener;
  25825. var up = this.up;
  25826. this.timeDelta = this._clock.getDelta();
  25827. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25828. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25829. if ( listener.positionX ) {
  25830. // code path for Chrome (see #14393)
  25831. var endTime = this.context.currentTime + this.timeDelta;
  25832. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25833. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25834. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25835. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25836. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25837. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25838. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25839. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25840. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25841. } else {
  25842. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25843. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25844. }
  25845. }
  25846. } );
  25847. /**
  25848. * @author mrdoob / http://mrdoob.com/
  25849. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25850. */
  25851. function Audio( listener ) {
  25852. Object3D.call( this );
  25853. this.type = 'Audio';
  25854. this.listener = listener;
  25855. this.context = listener.context;
  25856. this.gain = this.context.createGain();
  25857. this.gain.connect( listener.getInput() );
  25858. this.autoplay = false;
  25859. this.buffer = null;
  25860. this.detune = 0;
  25861. this.loop = false;
  25862. this.loopStart = 0;
  25863. this.loopEnd = 0;
  25864. this.offset = 0;
  25865. this.duration = undefined;
  25866. this.playbackRate = 1;
  25867. this.isPlaying = false;
  25868. this.hasPlaybackControl = true;
  25869. this.sourceType = 'empty';
  25870. this._startedAt = 0;
  25871. this._progress = 0;
  25872. this.filters = [];
  25873. }
  25874. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25875. constructor: Audio,
  25876. getOutput: function () {
  25877. return this.gain;
  25878. },
  25879. setNodeSource: function ( audioNode ) {
  25880. this.hasPlaybackControl = false;
  25881. this.sourceType = 'audioNode';
  25882. this.source = audioNode;
  25883. this.connect();
  25884. return this;
  25885. },
  25886. setMediaElementSource: function ( mediaElement ) {
  25887. this.hasPlaybackControl = false;
  25888. this.sourceType = 'mediaNode';
  25889. this.source = this.context.createMediaElementSource( mediaElement );
  25890. this.connect();
  25891. return this;
  25892. },
  25893. setMediaStreamSource: function ( mediaStream ) {
  25894. this.hasPlaybackControl = false;
  25895. this.sourceType = 'mediaStreamNode';
  25896. this.source = this.context.createMediaStreamSource( mediaStream );
  25897. this.connect();
  25898. return this;
  25899. },
  25900. setBuffer: function ( audioBuffer ) {
  25901. this.buffer = audioBuffer;
  25902. this.sourceType = 'buffer';
  25903. if ( this.autoplay ) { this.play(); }
  25904. return this;
  25905. },
  25906. play: function ( delay ) {
  25907. if ( delay === undefined ) { delay = 0; }
  25908. if ( this.isPlaying === true ) {
  25909. console.warn( 'THREE.Audio: Audio is already playing.' );
  25910. return;
  25911. }
  25912. if ( this.hasPlaybackControl === false ) {
  25913. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25914. return;
  25915. }
  25916. this._startedAt = this.context.currentTime + delay;
  25917. var source = this.context.createBufferSource();
  25918. source.buffer = this.buffer;
  25919. source.loop = this.loop;
  25920. source.loopStart = this.loopStart;
  25921. source.loopEnd = this.loopEnd;
  25922. source.onended = this.onEnded.bind( this );
  25923. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25924. this.isPlaying = true;
  25925. this.source = source;
  25926. this.setDetune( this.detune );
  25927. this.setPlaybackRate( this.playbackRate );
  25928. return this.connect();
  25929. },
  25930. pause: function () {
  25931. if ( this.hasPlaybackControl === false ) {
  25932. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25933. return;
  25934. }
  25935. if ( this.isPlaying === true ) {
  25936. // update current progress
  25937. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25938. if ( this.loop === true ) {
  25939. // ensure _progress does not exceed duration with looped audios
  25940. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25941. }
  25942. this.source.stop();
  25943. this.source.onended = null;
  25944. this.isPlaying = false;
  25945. }
  25946. return this;
  25947. },
  25948. stop: function () {
  25949. if ( this.hasPlaybackControl === false ) {
  25950. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25951. return;
  25952. }
  25953. this._progress = 0;
  25954. this.source.stop();
  25955. this.source.onended = null;
  25956. this.isPlaying = false;
  25957. return this;
  25958. },
  25959. connect: function () {
  25960. if ( this.filters.length > 0 ) {
  25961. this.source.connect( this.filters[ 0 ] );
  25962. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25963. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25964. }
  25965. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25966. } else {
  25967. this.source.connect( this.getOutput() );
  25968. }
  25969. return this;
  25970. },
  25971. disconnect: function () {
  25972. if ( this.filters.length > 0 ) {
  25973. this.source.disconnect( this.filters[ 0 ] );
  25974. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25975. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25976. }
  25977. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25978. } else {
  25979. this.source.disconnect( this.getOutput() );
  25980. }
  25981. return this;
  25982. },
  25983. getFilters: function () {
  25984. return this.filters;
  25985. },
  25986. setFilters: function ( value ) {
  25987. if ( ! value ) { value = []; }
  25988. if ( this.isPlaying === true ) {
  25989. this.disconnect();
  25990. this.filters = value;
  25991. this.connect();
  25992. } else {
  25993. this.filters = value;
  25994. }
  25995. return this;
  25996. },
  25997. setDetune: function ( value ) {
  25998. this.detune = value;
  25999. if ( this.source.detune === undefined ) { return; } // only set detune when available
  26000. if ( this.isPlaying === true ) {
  26001. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  26002. }
  26003. return this;
  26004. },
  26005. getDetune: function () {
  26006. return this.detune;
  26007. },
  26008. getFilter: function () {
  26009. return this.getFilters()[ 0 ];
  26010. },
  26011. setFilter: function ( filter ) {
  26012. return this.setFilters( filter ? [ filter ] : [] );
  26013. },
  26014. setPlaybackRate: function ( value ) {
  26015. if ( this.hasPlaybackControl === false ) {
  26016. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26017. return;
  26018. }
  26019. this.playbackRate = value;
  26020. if ( this.isPlaying === true ) {
  26021. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  26022. }
  26023. return this;
  26024. },
  26025. getPlaybackRate: function () {
  26026. return this.playbackRate;
  26027. },
  26028. onEnded: function () {
  26029. this.isPlaying = false;
  26030. },
  26031. getLoop: function () {
  26032. if ( this.hasPlaybackControl === false ) {
  26033. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26034. return false;
  26035. }
  26036. return this.loop;
  26037. },
  26038. setLoop: function ( value ) {
  26039. if ( this.hasPlaybackControl === false ) {
  26040. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26041. return;
  26042. }
  26043. this.loop = value;
  26044. if ( this.isPlaying === true ) {
  26045. this.source.loop = this.loop;
  26046. }
  26047. return this;
  26048. },
  26049. setLoopStart: function ( value ) {
  26050. this.loopStart = value;
  26051. return this;
  26052. },
  26053. setLoopEnd: function ( value ) {
  26054. this.loopEnd = value;
  26055. return this;
  26056. },
  26057. getVolume: function () {
  26058. return this.gain.gain.value;
  26059. },
  26060. setVolume: function ( value ) {
  26061. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  26062. return this;
  26063. }
  26064. } );
  26065. /**
  26066. * @author mrdoob / http://mrdoob.com/
  26067. */
  26068. var _position$3 = new Vector3();
  26069. var _quaternion$4 = new Quaternion();
  26070. var _scale$2 = new Vector3();
  26071. var _orientation$1 = new Vector3();
  26072. function PositionalAudio( listener ) {
  26073. Audio.call( this, listener );
  26074. this.panner = this.context.createPanner();
  26075. this.panner.panningModel = 'HRTF';
  26076. this.panner.connect( this.gain );
  26077. }
  26078. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  26079. constructor: PositionalAudio,
  26080. getOutput: function () {
  26081. return this.panner;
  26082. },
  26083. getRefDistance: function () {
  26084. return this.panner.refDistance;
  26085. },
  26086. setRefDistance: function ( value ) {
  26087. this.panner.refDistance = value;
  26088. return this;
  26089. },
  26090. getRolloffFactor: function () {
  26091. return this.panner.rolloffFactor;
  26092. },
  26093. setRolloffFactor: function ( value ) {
  26094. this.panner.rolloffFactor = value;
  26095. return this;
  26096. },
  26097. getDistanceModel: function () {
  26098. return this.panner.distanceModel;
  26099. },
  26100. setDistanceModel: function ( value ) {
  26101. this.panner.distanceModel = value;
  26102. return this;
  26103. },
  26104. getMaxDistance: function () {
  26105. return this.panner.maxDistance;
  26106. },
  26107. setMaxDistance: function ( value ) {
  26108. this.panner.maxDistance = value;
  26109. return this;
  26110. },
  26111. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  26112. this.panner.coneInnerAngle = coneInnerAngle;
  26113. this.panner.coneOuterAngle = coneOuterAngle;
  26114. this.panner.coneOuterGain = coneOuterGain;
  26115. return this;
  26116. },
  26117. updateMatrixWorld: function ( force ) {
  26118. Object3D.prototype.updateMatrixWorld.call( this, force );
  26119. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  26120. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  26121. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  26122. var panner = this.panner;
  26123. if ( panner.positionX ) {
  26124. // code path for Chrome and Firefox (see #14393)
  26125. var endTime = this.context.currentTime + this.listener.timeDelta;
  26126. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  26127. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  26128. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  26129. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  26130. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  26131. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  26132. } else {
  26133. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  26134. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  26135. }
  26136. }
  26137. } );
  26138. /**
  26139. * @author mrdoob / http://mrdoob.com/
  26140. */
  26141. function AudioAnalyser( audio, fftSize ) {
  26142. this.analyser = audio.context.createAnalyser();
  26143. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  26144. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  26145. audio.getOutput().connect( this.analyser );
  26146. }
  26147. Object.assign( AudioAnalyser.prototype, {
  26148. getFrequencyData: function () {
  26149. this.analyser.getByteFrequencyData( this.data );
  26150. return this.data;
  26151. },
  26152. getAverageFrequency: function () {
  26153. var value = 0;
  26154. var data = this.getFrequencyData();
  26155. for ( var i = 0; i < data.length; i ++ ) {
  26156. value += data[ i ];
  26157. }
  26158. return value / data.length;
  26159. }
  26160. } );
  26161. /**
  26162. *
  26163. * Buffered scene graph property that allows weighted accumulation.
  26164. *
  26165. *
  26166. * @author Ben Houston / http://clara.io/
  26167. * @author David Sarno / http://lighthaus.us/
  26168. * @author tschw
  26169. */
  26170. function PropertyMixer( binding, typeName, valueSize ) {
  26171. this.binding = binding;
  26172. this.valueSize = valueSize;
  26173. var mixFunction,
  26174. mixFunctionAdditive,
  26175. setIdentity;
  26176. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  26177. //
  26178. // interpolators can use .buffer as their .result
  26179. // the data then goes to 'incoming'
  26180. //
  26181. // 'accu0' and 'accu1' are used frame-interleaved for
  26182. // the cumulative result and are compared to detect
  26183. // changes
  26184. //
  26185. // 'orig' stores the original state of the property
  26186. //
  26187. // 'add' is used for additive cumulative results
  26188. //
  26189. // 'work' is optional and is only present for quaternion types. It is used
  26190. // to store intermediate quaternion multiplication results
  26191. switch ( typeName ) {
  26192. case 'quaternion':
  26193. mixFunction = this._slerp;
  26194. mixFunctionAdditive = this._slerpAdditive;
  26195. setIdentity = this._setAdditiveIdentityQuaternion;
  26196. this.buffer = new Float64Array( valueSize * 6 );
  26197. this._workIndex = 5;
  26198. break;
  26199. case 'string':
  26200. case 'bool':
  26201. mixFunction = this._select;
  26202. // Use the regular mix function and for additive on these types,
  26203. // additive is not relevant for non-numeric types
  26204. mixFunctionAdditive = this._select;
  26205. setIdentity = this._setAdditiveIdentityOther;
  26206. this.buffer = new Array( valueSize * 5 );
  26207. break;
  26208. default:
  26209. mixFunction = this._lerp;
  26210. mixFunctionAdditive = this._lerpAdditive;
  26211. setIdentity = this._setAdditiveIdentityNumeric;
  26212. this.buffer = new Float64Array( valueSize * 5 );
  26213. }
  26214. this._mixBufferRegion = mixFunction;
  26215. this._mixBufferRegionAdditive = mixFunctionAdditive;
  26216. this._setIdentity = setIdentity;
  26217. this._origIndex = 3;
  26218. this._addIndex = 4;
  26219. this.cumulativeWeight = 0;
  26220. this.cumulativeWeightAdditive = 0;
  26221. this.useCount = 0;
  26222. this.referenceCount = 0;
  26223. }
  26224. Object.assign( PropertyMixer.prototype, {
  26225. // accumulate data in the 'incoming' region into 'accu<i>'
  26226. accumulate: function ( accuIndex, weight ) {
  26227. // note: happily accumulating nothing when weight = 0, the caller knows
  26228. // the weight and shouldn't have made the call in the first place
  26229. var buffer = this.buffer,
  26230. stride = this.valueSize,
  26231. offset = accuIndex * stride + stride;
  26232. var currentWeight = this.cumulativeWeight;
  26233. if ( currentWeight === 0 ) {
  26234. // accuN := incoming * weight
  26235. for ( var i = 0; i !== stride; ++ i ) {
  26236. buffer[ offset + i ] = buffer[ i ];
  26237. }
  26238. currentWeight = weight;
  26239. } else {
  26240. // accuN := accuN + incoming * weight
  26241. currentWeight += weight;
  26242. var mix = weight / currentWeight;
  26243. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26244. }
  26245. this.cumulativeWeight = currentWeight;
  26246. },
  26247. // accumulate data in the 'incoming' region into 'add'
  26248. accumulateAdditive: function ( weight ) {
  26249. var buffer = this.buffer,
  26250. stride = this.valueSize,
  26251. offset = stride * this._addIndex;
  26252. if ( this.cumulativeWeightAdditive === 0 ) {
  26253. // add = identity
  26254. this._setIdentity();
  26255. }
  26256. // add := add + incoming * weight
  26257. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26258. this.cumulativeWeightAdditive += weight;
  26259. },
  26260. // apply the state of 'accu<i>' to the binding when accus differ
  26261. apply: function ( accuIndex ) {
  26262. var stride = this.valueSize,
  26263. buffer = this.buffer,
  26264. offset = accuIndex * stride + stride,
  26265. weight = this.cumulativeWeight,
  26266. weightAdditive = this.cumulativeWeightAdditive,
  26267. binding = this.binding;
  26268. this.cumulativeWeight = 0;
  26269. this.cumulativeWeightAdditive = 0;
  26270. if ( weight < 1 ) {
  26271. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26272. var originalValueOffset = stride * this._origIndex;
  26273. this._mixBufferRegion(
  26274. buffer, offset, originalValueOffset, 1 - weight, stride );
  26275. }
  26276. if ( weightAdditive > 0 ) {
  26277. // accuN := accuN + additive accuN
  26278. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26279. }
  26280. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  26281. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26282. // value has changed -> update scene graph
  26283. binding.setValue( buffer, offset );
  26284. break;
  26285. }
  26286. }
  26287. },
  26288. // remember the state of the bound property and copy it to both accus
  26289. saveOriginalState: function () {
  26290. var binding = this.binding;
  26291. var buffer = this.buffer,
  26292. stride = this.valueSize,
  26293. originalValueOffset = stride * this._origIndex;
  26294. binding.getValue( buffer, originalValueOffset );
  26295. // accu[0..1] := orig -- initially detect changes against the original
  26296. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26297. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26298. }
  26299. // Add to identity for additive
  26300. this._setIdentity();
  26301. this.cumulativeWeight = 0;
  26302. this.cumulativeWeightAdditive = 0;
  26303. },
  26304. // apply the state previously taken via 'saveOriginalState' to the binding
  26305. restoreOriginalState: function () {
  26306. var originalValueOffset = this.valueSize * 3;
  26307. this.binding.setValue( this.buffer, originalValueOffset );
  26308. },
  26309. _setAdditiveIdentityNumeric: function () {
  26310. var startIndex = this._addIndex * this.valueSize;
  26311. var endIndex = startIndex + this.valueSize;
  26312. for ( var i = startIndex; i < endIndex; i ++ ) {
  26313. this.buffer[ i ] = 0;
  26314. }
  26315. },
  26316. _setAdditiveIdentityQuaternion: function () {
  26317. this._setAdditiveIdentityNumeric();
  26318. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26319. },
  26320. _setAdditiveIdentityOther: function () {
  26321. var startIndex = this._origIndex * this.valueSize;
  26322. var targetIndex = this._addIndex * this.valueSize;
  26323. for ( var i = 0; i < this.valueSize; i ++ ) {
  26324. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26325. }
  26326. },
  26327. // mix functions
  26328. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26329. if ( t >= 0.5 ) {
  26330. for ( var i = 0; i !== stride; ++ i ) {
  26331. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26332. }
  26333. }
  26334. },
  26335. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26336. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26337. },
  26338. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26339. var workOffset = this._workIndex * stride;
  26340. // Store result in intermediate buffer offset
  26341. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26342. // Slerp to the intermediate result
  26343. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26344. },
  26345. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26346. var s = 1 - t;
  26347. for ( var i = 0; i !== stride; ++ i ) {
  26348. var j = dstOffset + i;
  26349. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26350. }
  26351. },
  26352. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26353. for ( var i = 0; i !== stride; ++ i ) {
  26354. var j = dstOffset + i;
  26355. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26356. }
  26357. }
  26358. } );
  26359. /**
  26360. *
  26361. * A reference to a real property in the scene graph.
  26362. *
  26363. *
  26364. * @author Ben Houston / http://clara.io/
  26365. * @author David Sarno / http://lighthaus.us/
  26366. * @author tschw
  26367. */
  26368. // Characters [].:/ are reserved for track binding syntax.
  26369. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26370. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26371. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26372. // only latin characters, and the unicode \p{L} is not yet supported. So
  26373. // instead, we exclude reserved characters and match everything else.
  26374. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26375. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26376. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26377. // be matched to parse the rest of the track name.
  26378. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26379. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26380. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26381. // Object on target node, and accessor. May not contain reserved
  26382. // characters. Accessor may contain any character except closing bracket.
  26383. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26384. // Property and accessor. May not contain reserved characters. Accessor may
  26385. // contain any non-bracket characters.
  26386. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26387. var _trackRe = new RegExp( ''
  26388. + '^'
  26389. + _directoryRe
  26390. + _nodeRe
  26391. + _objectRe
  26392. + _propertyRe
  26393. + '$'
  26394. );
  26395. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26396. function Composite( targetGroup, path, optionalParsedPath ) {
  26397. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26398. this._targetGroup = targetGroup;
  26399. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26400. }
  26401. Object.assign( Composite.prototype, {
  26402. getValue: function ( array, offset ) {
  26403. this.bind(); // bind all binding
  26404. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26405. binding = this._bindings[ firstValidIndex ];
  26406. // and only call .getValue on the first
  26407. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26408. },
  26409. setValue: function ( array, offset ) {
  26410. var bindings = this._bindings;
  26411. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26412. bindings[ i ].setValue( array, offset );
  26413. }
  26414. },
  26415. bind: function () {
  26416. var bindings = this._bindings;
  26417. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26418. bindings[ i ].bind();
  26419. }
  26420. },
  26421. unbind: function () {
  26422. var bindings = this._bindings;
  26423. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26424. bindings[ i ].unbind();
  26425. }
  26426. }
  26427. } );
  26428. function PropertyBinding( rootNode, path, parsedPath ) {
  26429. this.path = path;
  26430. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26431. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26432. this.rootNode = rootNode;
  26433. }
  26434. Object.assign( PropertyBinding, {
  26435. Composite: Composite,
  26436. create: function ( root, path, parsedPath ) {
  26437. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26438. return new PropertyBinding( root, path, parsedPath );
  26439. } else {
  26440. return new PropertyBinding.Composite( root, path, parsedPath );
  26441. }
  26442. },
  26443. /**
  26444. * Replaces spaces with underscores and removes unsupported characters from
  26445. * node names, to ensure compatibility with parseTrackName().
  26446. *
  26447. * @param {string} name Node name to be sanitized.
  26448. * @return {string}
  26449. */
  26450. sanitizeNodeName: function ( name ) {
  26451. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26452. },
  26453. parseTrackName: function ( trackName ) {
  26454. var matches = _trackRe.exec( trackName );
  26455. if ( ! matches ) {
  26456. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26457. }
  26458. var results = {
  26459. // directoryName: matches[ 1 ], // (tschw) currently unused
  26460. nodeName: matches[ 2 ],
  26461. objectName: matches[ 3 ],
  26462. objectIndex: matches[ 4 ],
  26463. propertyName: matches[ 5 ], // required
  26464. propertyIndex: matches[ 6 ]
  26465. };
  26466. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26467. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26468. var objectName = results.nodeName.substring( lastDot + 1 );
  26469. // Object names must be checked against an allowlist. Otherwise, there
  26470. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26471. // 'bar' could be the objectName, or part of a nodeName (which can
  26472. // include '.' characters).
  26473. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26474. results.nodeName = results.nodeName.substring( 0, lastDot );
  26475. results.objectName = objectName;
  26476. }
  26477. }
  26478. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26479. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26480. }
  26481. return results;
  26482. },
  26483. findNode: function ( root, nodeName ) {
  26484. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26485. return root;
  26486. }
  26487. // search into skeleton bones.
  26488. if ( root.skeleton ) {
  26489. var bone = root.skeleton.getBoneByName( nodeName );
  26490. if ( bone !== undefined ) {
  26491. return bone;
  26492. }
  26493. }
  26494. // search into node subtree.
  26495. if ( root.children ) {
  26496. var searchNodeSubtree = function ( children ) {
  26497. for ( var i = 0; i < children.length; i ++ ) {
  26498. var childNode = children[ i ];
  26499. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26500. return childNode;
  26501. }
  26502. var result = searchNodeSubtree( childNode.children );
  26503. if ( result ) { return result; }
  26504. }
  26505. return null;
  26506. };
  26507. var subTreeNode = searchNodeSubtree( root.children );
  26508. if ( subTreeNode ) {
  26509. return subTreeNode;
  26510. }
  26511. }
  26512. return null;
  26513. }
  26514. } );
  26515. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26516. // these are used to "bind" a nonexistent property
  26517. _getValue_unavailable: function () {},
  26518. _setValue_unavailable: function () {},
  26519. BindingType: {
  26520. Direct: 0,
  26521. EntireArray: 1,
  26522. ArrayElement: 2,
  26523. HasFromToArray: 3
  26524. },
  26525. Versioning: {
  26526. None: 0,
  26527. NeedsUpdate: 1,
  26528. MatrixWorldNeedsUpdate: 2
  26529. },
  26530. GetterByBindingType: [
  26531. function getValue_direct( buffer, offset ) {
  26532. buffer[ offset ] = this.node[ this.propertyName ];
  26533. },
  26534. function getValue_array( buffer, offset ) {
  26535. var source = this.resolvedProperty;
  26536. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26537. buffer[ offset ++ ] = source[ i ];
  26538. }
  26539. },
  26540. function getValue_arrayElement( buffer, offset ) {
  26541. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26542. },
  26543. function getValue_toArray( buffer, offset ) {
  26544. this.resolvedProperty.toArray( buffer, offset );
  26545. }
  26546. ],
  26547. SetterByBindingTypeAndVersioning: [
  26548. [
  26549. // Direct
  26550. function setValue_direct( buffer, offset ) {
  26551. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26552. },
  26553. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26554. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26555. this.targetObject.needsUpdate = true;
  26556. },
  26557. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26558. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26559. this.targetObject.matrixWorldNeedsUpdate = true;
  26560. }
  26561. ], [
  26562. // EntireArray
  26563. function setValue_array( buffer, offset ) {
  26564. var dest = this.resolvedProperty;
  26565. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26566. dest[ i ] = buffer[ offset ++ ];
  26567. }
  26568. },
  26569. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26570. var dest = this.resolvedProperty;
  26571. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26572. dest[ i ] = buffer[ offset ++ ];
  26573. }
  26574. this.targetObject.needsUpdate = true;
  26575. },
  26576. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26577. var dest = this.resolvedProperty;
  26578. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26579. dest[ i ] = buffer[ offset ++ ];
  26580. }
  26581. this.targetObject.matrixWorldNeedsUpdate = true;
  26582. }
  26583. ], [
  26584. // ArrayElement
  26585. function setValue_arrayElement( buffer, offset ) {
  26586. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26587. },
  26588. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26589. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26590. this.targetObject.needsUpdate = true;
  26591. },
  26592. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26593. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26594. this.targetObject.matrixWorldNeedsUpdate = true;
  26595. }
  26596. ], [
  26597. // HasToFromArray
  26598. function setValue_fromArray( buffer, offset ) {
  26599. this.resolvedProperty.fromArray( buffer, offset );
  26600. },
  26601. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26602. this.resolvedProperty.fromArray( buffer, offset );
  26603. this.targetObject.needsUpdate = true;
  26604. },
  26605. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26606. this.resolvedProperty.fromArray( buffer, offset );
  26607. this.targetObject.matrixWorldNeedsUpdate = true;
  26608. }
  26609. ]
  26610. ],
  26611. getValue: function getValue_unbound( targetArray, offset ) {
  26612. this.bind();
  26613. this.getValue( targetArray, offset );
  26614. // Note: This class uses a State pattern on a per-method basis:
  26615. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26616. // prototype version of these methods with one that represents
  26617. // the bound state. When the property is not found, the methods
  26618. // become no-ops.
  26619. },
  26620. setValue: function getValue_unbound( sourceArray, offset ) {
  26621. this.bind();
  26622. this.setValue( sourceArray, offset );
  26623. },
  26624. // create getter / setter pair for a property in the scene graph
  26625. bind: function () {
  26626. var targetObject = this.node,
  26627. parsedPath = this.parsedPath,
  26628. objectName = parsedPath.objectName,
  26629. propertyName = parsedPath.propertyName,
  26630. propertyIndex = parsedPath.propertyIndex;
  26631. if ( ! targetObject ) {
  26632. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26633. this.node = targetObject;
  26634. }
  26635. // set fail state so we can just 'return' on error
  26636. this.getValue = this._getValue_unavailable;
  26637. this.setValue = this._setValue_unavailable;
  26638. // ensure there is a value node
  26639. if ( ! targetObject ) {
  26640. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26641. return;
  26642. }
  26643. if ( objectName ) {
  26644. var objectIndex = parsedPath.objectIndex;
  26645. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26646. switch ( objectName ) {
  26647. case 'materials':
  26648. if ( ! targetObject.material ) {
  26649. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26650. return;
  26651. }
  26652. if ( ! targetObject.material.materials ) {
  26653. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26654. return;
  26655. }
  26656. targetObject = targetObject.material.materials;
  26657. break;
  26658. case 'bones':
  26659. if ( ! targetObject.skeleton ) {
  26660. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26661. return;
  26662. }
  26663. // potential future optimization: skip this if propertyIndex is already an integer
  26664. // and convert the integer string to a true integer.
  26665. targetObject = targetObject.skeleton.bones;
  26666. // support resolving morphTarget names into indices.
  26667. for ( var i = 0; i < targetObject.length; i ++ ) {
  26668. if ( targetObject[ i ].name === objectIndex ) {
  26669. objectIndex = i;
  26670. break;
  26671. }
  26672. }
  26673. break;
  26674. default:
  26675. if ( targetObject[ objectName ] === undefined ) {
  26676. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26677. return;
  26678. }
  26679. targetObject = targetObject[ objectName ];
  26680. }
  26681. if ( objectIndex !== undefined ) {
  26682. if ( targetObject[ objectIndex ] === undefined ) {
  26683. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26684. return;
  26685. }
  26686. targetObject = targetObject[ objectIndex ];
  26687. }
  26688. }
  26689. // resolve property
  26690. var nodeProperty = targetObject[ propertyName ];
  26691. if ( nodeProperty === undefined ) {
  26692. var nodeName = parsedPath.nodeName;
  26693. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26694. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26695. return;
  26696. }
  26697. // determine versioning scheme
  26698. var versioning = this.Versioning.None;
  26699. this.targetObject = targetObject;
  26700. if ( targetObject.needsUpdate !== undefined ) { // material
  26701. versioning = this.Versioning.NeedsUpdate;
  26702. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26703. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26704. }
  26705. // determine how the property gets bound
  26706. var bindingType = this.BindingType.Direct;
  26707. if ( propertyIndex !== undefined ) {
  26708. // access a sub element of the property array (only primitives are supported right now)
  26709. if ( propertyName === "morphTargetInfluences" ) {
  26710. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26711. // support resolving morphTarget names into indices.
  26712. if ( ! targetObject.geometry ) {
  26713. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26714. return;
  26715. }
  26716. if ( targetObject.geometry.isBufferGeometry ) {
  26717. if ( ! targetObject.geometry.morphAttributes ) {
  26718. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26719. return;
  26720. }
  26721. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26722. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26723. }
  26724. } else {
  26725. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26726. return;
  26727. }
  26728. }
  26729. bindingType = this.BindingType.ArrayElement;
  26730. this.resolvedProperty = nodeProperty;
  26731. this.propertyIndex = propertyIndex;
  26732. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26733. // must use copy for Object3D.Euler/Quaternion
  26734. bindingType = this.BindingType.HasFromToArray;
  26735. this.resolvedProperty = nodeProperty;
  26736. } else if ( Array.isArray( nodeProperty ) ) {
  26737. bindingType = this.BindingType.EntireArray;
  26738. this.resolvedProperty = nodeProperty;
  26739. } else {
  26740. this.propertyName = propertyName;
  26741. }
  26742. // select getter / setter
  26743. this.getValue = this.GetterByBindingType[ bindingType ];
  26744. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26745. },
  26746. unbind: function () {
  26747. this.node = null;
  26748. // back to the prototype version of getValue / setValue
  26749. // note: avoiding to mutate the shape of 'this' via 'delete'
  26750. this.getValue = this._getValue_unbound;
  26751. this.setValue = this._setValue_unbound;
  26752. }
  26753. } );
  26754. // DECLARE ALIAS AFTER assign prototype
  26755. Object.assign( PropertyBinding.prototype, {
  26756. // initial state of these methods that calls 'bind'
  26757. _getValue_unbound: PropertyBinding.prototype.getValue,
  26758. _setValue_unbound: PropertyBinding.prototype.setValue,
  26759. } );
  26760. /**
  26761. *
  26762. * A group of objects that receives a shared animation state.
  26763. *
  26764. * Usage:
  26765. *
  26766. * - Add objects you would otherwise pass as 'root' to the
  26767. * constructor or the .clipAction method of AnimationMixer.
  26768. *
  26769. * - Instead pass this object as 'root'.
  26770. *
  26771. * - You can also add and remove objects later when the mixer
  26772. * is running.
  26773. *
  26774. * Note:
  26775. *
  26776. * Objects of this class appear as one object to the mixer,
  26777. * so cache control of the individual objects must be done
  26778. * on the group.
  26779. *
  26780. * Limitation:
  26781. *
  26782. * - The animated properties must be compatible among the
  26783. * all objects in the group.
  26784. *
  26785. * - A single property can either be controlled through a
  26786. * target group or directly, but not both.
  26787. *
  26788. * @author tschw
  26789. */
  26790. function AnimationObjectGroup() {
  26791. this.uuid = MathUtils.generateUUID();
  26792. // cached objects followed by the active ones
  26793. this._objects = Array.prototype.slice.call( arguments );
  26794. this.nCachedObjects_ = 0; // threshold
  26795. // note: read by PropertyBinding.Composite
  26796. var indices = {};
  26797. this._indicesByUUID = indices; // for bookkeeping
  26798. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26799. indices[ arguments[ i ].uuid ] = i;
  26800. }
  26801. this._paths = []; // inside: string
  26802. this._parsedPaths = []; // inside: { we don't care, here }
  26803. this._bindings = []; // inside: Array< PropertyBinding >
  26804. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26805. var scope = this;
  26806. this.stats = {
  26807. objects: {
  26808. get total() {
  26809. return scope._objects.length;
  26810. },
  26811. get inUse() {
  26812. return this.total - scope.nCachedObjects_;
  26813. }
  26814. },
  26815. get bindingsPerObject() {
  26816. return scope._bindings.length;
  26817. }
  26818. };
  26819. }
  26820. Object.assign( AnimationObjectGroup.prototype, {
  26821. isAnimationObjectGroup: true,
  26822. add: function () {
  26823. var objects = this._objects,
  26824. indicesByUUID = this._indicesByUUID,
  26825. paths = this._paths,
  26826. parsedPaths = this._parsedPaths,
  26827. bindings = this._bindings,
  26828. nBindings = bindings.length;
  26829. var knownObject = undefined,
  26830. nObjects = objects.length,
  26831. nCachedObjects = this.nCachedObjects_;
  26832. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26833. var object = arguments[ i ],
  26834. uuid = object.uuid;
  26835. var index = indicesByUUID[ uuid ];
  26836. if ( index === undefined ) {
  26837. // unknown object -> add it to the ACTIVE region
  26838. index = nObjects ++;
  26839. indicesByUUID[ uuid ] = index;
  26840. objects.push( object );
  26841. // accounting is done, now do the same for all bindings
  26842. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26843. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26844. }
  26845. } else if ( index < nCachedObjects ) {
  26846. knownObject = objects[ index ];
  26847. // move existing object to the ACTIVE region
  26848. var firstActiveIndex = -- nCachedObjects,
  26849. lastCachedObject = objects[ firstActiveIndex ];
  26850. indicesByUUID[ lastCachedObject.uuid ] = index;
  26851. objects[ index ] = lastCachedObject;
  26852. indicesByUUID[ uuid ] = firstActiveIndex;
  26853. objects[ firstActiveIndex ] = object;
  26854. // accounting is done, now do the same for all bindings
  26855. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26856. var bindingsForPath = bindings[ j$1 ],
  26857. lastCached = bindingsForPath[ firstActiveIndex ];
  26858. var binding = bindingsForPath[ index ];
  26859. bindingsForPath[ index ] = lastCached;
  26860. if ( binding === undefined ) {
  26861. // since we do not bother to create new bindings
  26862. // for objects that are cached, the binding may
  26863. // or may not exist
  26864. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26865. }
  26866. bindingsForPath[ firstActiveIndex ] = binding;
  26867. }
  26868. } else if ( objects[ index ] !== knownObject ) {
  26869. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26870. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26871. } // else the object is already where we want it to be
  26872. } // for arguments
  26873. this.nCachedObjects_ = nCachedObjects;
  26874. },
  26875. remove: function () {
  26876. var objects = this._objects,
  26877. indicesByUUID = this._indicesByUUID,
  26878. bindings = this._bindings,
  26879. nBindings = bindings.length;
  26880. var nCachedObjects = this.nCachedObjects_;
  26881. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26882. var object = arguments[ i ],
  26883. uuid = object.uuid,
  26884. index = indicesByUUID[ uuid ];
  26885. if ( index !== undefined && index >= nCachedObjects ) {
  26886. // move existing object into the CACHED region
  26887. var lastCachedIndex = nCachedObjects ++,
  26888. firstActiveObject = objects[ lastCachedIndex ];
  26889. indicesByUUID[ firstActiveObject.uuid ] = index;
  26890. objects[ index ] = firstActiveObject;
  26891. indicesByUUID[ uuid ] = lastCachedIndex;
  26892. objects[ lastCachedIndex ] = object;
  26893. // accounting is done, now do the same for all bindings
  26894. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26895. var bindingsForPath = bindings[ j ],
  26896. firstActive = bindingsForPath[ lastCachedIndex ],
  26897. binding = bindingsForPath[ index ];
  26898. bindingsForPath[ index ] = firstActive;
  26899. bindingsForPath[ lastCachedIndex ] = binding;
  26900. }
  26901. }
  26902. } // for arguments
  26903. this.nCachedObjects_ = nCachedObjects;
  26904. },
  26905. // remove & forget
  26906. uncache: function () {
  26907. var objects = this._objects,
  26908. indicesByUUID = this._indicesByUUID,
  26909. bindings = this._bindings,
  26910. nBindings = bindings.length;
  26911. var nCachedObjects = this.nCachedObjects_,
  26912. nObjects = objects.length;
  26913. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26914. var object = arguments[ i ],
  26915. uuid = object.uuid,
  26916. index = indicesByUUID[ uuid ];
  26917. if ( index !== undefined ) {
  26918. delete indicesByUUID[ uuid ];
  26919. if ( index < nCachedObjects ) {
  26920. // object is cached, shrink the CACHED region
  26921. var firstActiveIndex = -- nCachedObjects,
  26922. lastCachedObject = objects[ firstActiveIndex ],
  26923. lastIndex = -- nObjects,
  26924. lastObject = objects[ lastIndex ];
  26925. // last cached object takes this object's place
  26926. indicesByUUID[ lastCachedObject.uuid ] = index;
  26927. objects[ index ] = lastCachedObject;
  26928. // last object goes to the activated slot and pop
  26929. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26930. objects[ firstActiveIndex ] = lastObject;
  26931. objects.pop();
  26932. // accounting is done, now do the same for all bindings
  26933. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26934. var bindingsForPath = bindings[ j ],
  26935. lastCached = bindingsForPath[ firstActiveIndex ],
  26936. last = bindingsForPath[ lastIndex ];
  26937. bindingsForPath[ index ] = lastCached;
  26938. bindingsForPath[ firstActiveIndex ] = last;
  26939. bindingsForPath.pop();
  26940. }
  26941. } else {
  26942. // object is active, just swap with the last and pop
  26943. var lastIndex$1 = -- nObjects,
  26944. lastObject$1 = objects[ lastIndex$1 ];
  26945. indicesByUUID[ lastObject$1.uuid ] = index;
  26946. objects[ index ] = lastObject$1;
  26947. objects.pop();
  26948. // accounting is done, now do the same for all bindings
  26949. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26950. var bindingsForPath$1 = bindings[ j$1 ];
  26951. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26952. bindingsForPath$1.pop();
  26953. }
  26954. } // cached or active
  26955. } // if object is known
  26956. } // for arguments
  26957. this.nCachedObjects_ = nCachedObjects;
  26958. },
  26959. // Internal interface used by befriended PropertyBinding.Composite:
  26960. subscribe_: function ( path, parsedPath ) {
  26961. // returns an array of bindings for the given path that is changed
  26962. // according to the contained objects in the group
  26963. var indicesByPath = this._bindingsIndicesByPath,
  26964. index = indicesByPath[ path ],
  26965. bindings = this._bindings;
  26966. if ( index !== undefined ) { return bindings[ index ]; }
  26967. var paths = this._paths,
  26968. parsedPaths = this._parsedPaths,
  26969. objects = this._objects,
  26970. nObjects = objects.length,
  26971. nCachedObjects = this.nCachedObjects_,
  26972. bindingsForPath = new Array( nObjects );
  26973. index = bindings.length;
  26974. indicesByPath[ path ] = index;
  26975. paths.push( path );
  26976. parsedPaths.push( parsedPath );
  26977. bindings.push( bindingsForPath );
  26978. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26979. var object = objects[ i ];
  26980. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26981. }
  26982. return bindingsForPath;
  26983. },
  26984. unsubscribe_: function ( path ) {
  26985. // tells the group to forget about a property path and no longer
  26986. // update the array previously obtained with 'subscribe_'
  26987. var indicesByPath = this._bindingsIndicesByPath,
  26988. index = indicesByPath[ path ];
  26989. if ( index !== undefined ) {
  26990. var paths = this._paths,
  26991. parsedPaths = this._parsedPaths,
  26992. bindings = this._bindings,
  26993. lastBindingsIndex = bindings.length - 1,
  26994. lastBindings = bindings[ lastBindingsIndex ],
  26995. lastBindingsPath = path[ lastBindingsIndex ];
  26996. indicesByPath[ lastBindingsPath ] = index;
  26997. bindings[ index ] = lastBindings;
  26998. bindings.pop();
  26999. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  27000. parsedPaths.pop();
  27001. paths[ index ] = paths[ lastBindingsIndex ];
  27002. paths.pop();
  27003. }
  27004. }
  27005. } );
  27006. /**
  27007. *
  27008. * Action provided by AnimationMixer for scheduling clip playback on specific
  27009. * objects.
  27010. *
  27011. * @author Ben Houston / http://clara.io/
  27012. * @author David Sarno / http://lighthaus.us/
  27013. * @author tschw
  27014. *
  27015. */
  27016. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  27017. this._mixer = mixer;
  27018. this._clip = clip;
  27019. this._localRoot = localRoot || null;
  27020. this.blendMode = blendMode || clip.blendMode;
  27021. var tracks = clip.tracks,
  27022. nTracks = tracks.length,
  27023. interpolants = new Array( nTracks );
  27024. var interpolantSettings = {
  27025. endingStart: ZeroCurvatureEnding,
  27026. endingEnd: ZeroCurvatureEnding
  27027. };
  27028. for ( var i = 0; i !== nTracks; ++ i ) {
  27029. var interpolant = tracks[ i ].createInterpolant( null );
  27030. interpolants[ i ] = interpolant;
  27031. interpolant.settings = interpolantSettings;
  27032. }
  27033. this._interpolantSettings = interpolantSettings;
  27034. this._interpolants = interpolants; // bound by the mixer
  27035. // inside: PropertyMixer (managed by the mixer)
  27036. this._propertyBindings = new Array( nTracks );
  27037. this._cacheIndex = null; // for the memory manager
  27038. this._byClipCacheIndex = null; // for the memory manager
  27039. this._timeScaleInterpolant = null;
  27040. this._weightInterpolant = null;
  27041. this.loop = LoopRepeat;
  27042. this._loopCount = - 1;
  27043. // global mixer time when the action is to be started
  27044. // it's set back to 'null' upon start of the action
  27045. this._startTime = null;
  27046. // scaled local time of the action
  27047. // gets clamped or wrapped to 0..clip.duration according to loop
  27048. this.time = 0;
  27049. this.timeScale = 1;
  27050. this._effectiveTimeScale = 1;
  27051. this.weight = 1;
  27052. this._effectiveWeight = 1;
  27053. this.repetitions = Infinity; // no. of repetitions when looping
  27054. this.paused = false; // true -> zero effective time scale
  27055. this.enabled = true; // false -> zero effective weight
  27056. this.clampWhenFinished = false;// keep feeding the last frame?
  27057. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  27058. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  27059. }
  27060. Object.assign( AnimationAction.prototype, {
  27061. // State & Scheduling
  27062. play: function () {
  27063. this._mixer._activateAction( this );
  27064. return this;
  27065. },
  27066. stop: function () {
  27067. this._mixer._deactivateAction( this );
  27068. return this.reset();
  27069. },
  27070. reset: function () {
  27071. this.paused = false;
  27072. this.enabled = true;
  27073. this.time = 0; // restart clip
  27074. this._loopCount = - 1;// forget previous loops
  27075. this._startTime = null;// forget scheduling
  27076. return this.stopFading().stopWarping();
  27077. },
  27078. isRunning: function () {
  27079. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  27080. this._startTime === null && this._mixer._isActiveAction( this );
  27081. },
  27082. // return true when play has been called
  27083. isScheduled: function () {
  27084. return this._mixer._isActiveAction( this );
  27085. },
  27086. startAt: function ( time ) {
  27087. this._startTime = time;
  27088. return this;
  27089. },
  27090. setLoop: function ( mode, repetitions ) {
  27091. this.loop = mode;
  27092. this.repetitions = repetitions;
  27093. return this;
  27094. },
  27095. // Weight
  27096. // set the weight stopping any scheduled fading
  27097. // although .enabled = false yields an effective weight of zero, this
  27098. // method does *not* change .enabled, because it would be confusing
  27099. setEffectiveWeight: function ( weight ) {
  27100. this.weight = weight;
  27101. // note: same logic as when updated at runtime
  27102. this._effectiveWeight = this.enabled ? weight : 0;
  27103. return this.stopFading();
  27104. },
  27105. // return the weight considering fading and .enabled
  27106. getEffectiveWeight: function () {
  27107. return this._effectiveWeight;
  27108. },
  27109. fadeIn: function ( duration ) {
  27110. return this._scheduleFading( duration, 0, 1 );
  27111. },
  27112. fadeOut: function ( duration ) {
  27113. return this._scheduleFading( duration, 1, 0 );
  27114. },
  27115. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  27116. fadeOutAction.fadeOut( duration );
  27117. this.fadeIn( duration );
  27118. if ( warp ) {
  27119. var fadeInDuration = this._clip.duration,
  27120. fadeOutDuration = fadeOutAction._clip.duration,
  27121. startEndRatio = fadeOutDuration / fadeInDuration,
  27122. endStartRatio = fadeInDuration / fadeOutDuration;
  27123. fadeOutAction.warp( 1.0, startEndRatio, duration );
  27124. this.warp( endStartRatio, 1.0, duration );
  27125. }
  27126. return this;
  27127. },
  27128. crossFadeTo: function ( fadeInAction, duration, warp ) {
  27129. return fadeInAction.crossFadeFrom( this, duration, warp );
  27130. },
  27131. stopFading: function () {
  27132. var weightInterpolant = this._weightInterpolant;
  27133. if ( weightInterpolant !== null ) {
  27134. this._weightInterpolant = null;
  27135. this._mixer._takeBackControlInterpolant( weightInterpolant );
  27136. }
  27137. return this;
  27138. },
  27139. // Time Scale Control
  27140. // set the time scale stopping any scheduled warping
  27141. // although .paused = true yields an effective time scale of zero, this
  27142. // method does *not* change .paused, because it would be confusing
  27143. setEffectiveTimeScale: function ( timeScale ) {
  27144. this.timeScale = timeScale;
  27145. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  27146. return this.stopWarping();
  27147. },
  27148. // return the time scale considering warping and .paused
  27149. getEffectiveTimeScale: function () {
  27150. return this._effectiveTimeScale;
  27151. },
  27152. setDuration: function ( duration ) {
  27153. this.timeScale = this._clip.duration / duration;
  27154. return this.stopWarping();
  27155. },
  27156. syncWith: function ( action ) {
  27157. this.time = action.time;
  27158. this.timeScale = action.timeScale;
  27159. return this.stopWarping();
  27160. },
  27161. halt: function ( duration ) {
  27162. return this.warp( this._effectiveTimeScale, 0, duration );
  27163. },
  27164. warp: function ( startTimeScale, endTimeScale, duration ) {
  27165. var mixer = this._mixer,
  27166. now = mixer.time,
  27167. timeScale = this.timeScale;
  27168. var interpolant = this._timeScaleInterpolant;
  27169. if ( interpolant === null ) {
  27170. interpolant = mixer._lendControlInterpolant();
  27171. this._timeScaleInterpolant = interpolant;
  27172. }
  27173. var times = interpolant.parameterPositions,
  27174. values = interpolant.sampleValues;
  27175. times[ 0 ] = now;
  27176. times[ 1 ] = now + duration;
  27177. values[ 0 ] = startTimeScale / timeScale;
  27178. values[ 1 ] = endTimeScale / timeScale;
  27179. return this;
  27180. },
  27181. stopWarping: function () {
  27182. var timeScaleInterpolant = this._timeScaleInterpolant;
  27183. if ( timeScaleInterpolant !== null ) {
  27184. this._timeScaleInterpolant = null;
  27185. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  27186. }
  27187. return this;
  27188. },
  27189. // Object Accessors
  27190. getMixer: function () {
  27191. return this._mixer;
  27192. },
  27193. getClip: function () {
  27194. return this._clip;
  27195. },
  27196. getRoot: function () {
  27197. return this._localRoot || this._mixer._root;
  27198. },
  27199. // Interna
  27200. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  27201. // called by the mixer
  27202. if ( ! this.enabled ) {
  27203. // call ._updateWeight() to update ._effectiveWeight
  27204. this._updateWeight( time );
  27205. return;
  27206. }
  27207. var startTime = this._startTime;
  27208. if ( startTime !== null ) {
  27209. // check for scheduled start of action
  27210. var timeRunning = ( time - startTime ) * timeDirection;
  27211. if ( timeRunning < 0 || timeDirection === 0 ) {
  27212. return; // yet to come / don't decide when delta = 0
  27213. }
  27214. // start
  27215. this._startTime = null; // unschedule
  27216. deltaTime = timeDirection * timeRunning;
  27217. }
  27218. // apply time scale and advance time
  27219. deltaTime *= this._updateTimeScale( time );
  27220. var clipTime = this._updateTime( deltaTime );
  27221. // note: _updateTime may disable the action resulting in
  27222. // an effective weight of 0
  27223. var weight = this._updateWeight( time );
  27224. if ( weight > 0 ) {
  27225. var interpolants = this._interpolants;
  27226. var propertyMixers = this._propertyBindings;
  27227. switch ( this.blendMode ) {
  27228. case AdditiveAnimationBlendMode:
  27229. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  27230. interpolants[ j ].evaluate( clipTime );
  27231. propertyMixers[ j ].accumulateAdditive( weight );
  27232. }
  27233. break;
  27234. case NormalAnimationBlendMode:
  27235. default:
  27236. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  27237. interpolants[ j$1 ].evaluate( clipTime );
  27238. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  27239. }
  27240. }
  27241. }
  27242. },
  27243. _updateWeight: function ( time ) {
  27244. var weight = 0;
  27245. if ( this.enabled ) {
  27246. weight = this.weight;
  27247. var interpolant = this._weightInterpolant;
  27248. if ( interpolant !== null ) {
  27249. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27250. weight *= interpolantValue;
  27251. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27252. this.stopFading();
  27253. if ( interpolantValue === 0 ) {
  27254. // faded out, disable
  27255. this.enabled = false;
  27256. }
  27257. }
  27258. }
  27259. }
  27260. this._effectiveWeight = weight;
  27261. return weight;
  27262. },
  27263. _updateTimeScale: function ( time ) {
  27264. var timeScale = 0;
  27265. if ( ! this.paused ) {
  27266. timeScale = this.timeScale;
  27267. var interpolant = this._timeScaleInterpolant;
  27268. if ( interpolant !== null ) {
  27269. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27270. timeScale *= interpolantValue;
  27271. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27272. this.stopWarping();
  27273. if ( timeScale === 0 ) {
  27274. // motion has halted, pause
  27275. this.paused = true;
  27276. } else {
  27277. // warp done - apply final time scale
  27278. this.timeScale = timeScale;
  27279. }
  27280. }
  27281. }
  27282. }
  27283. this._effectiveTimeScale = timeScale;
  27284. return timeScale;
  27285. },
  27286. _updateTime: function ( deltaTime ) {
  27287. var duration = this._clip.duration;
  27288. var loop = this.loop;
  27289. var time = this.time + deltaTime;
  27290. var loopCount = this._loopCount;
  27291. var pingPong = ( loop === LoopPingPong );
  27292. if ( deltaTime === 0 ) {
  27293. if ( loopCount === - 1 ) { return time; }
  27294. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27295. }
  27296. if ( loop === LoopOnce ) {
  27297. if ( loopCount === - 1 ) {
  27298. // just started
  27299. this._loopCount = 0;
  27300. this._setEndings( true, true, false );
  27301. }
  27302. handle_stop: {
  27303. if ( time >= duration ) {
  27304. time = duration;
  27305. } else if ( time < 0 ) {
  27306. time = 0;
  27307. } else {
  27308. this.time = time;
  27309. break handle_stop;
  27310. }
  27311. if ( this.clampWhenFinished ) { this.paused = true; }
  27312. else { this.enabled = false; }
  27313. this.time = time;
  27314. this._mixer.dispatchEvent( {
  27315. type: 'finished', action: this,
  27316. direction: deltaTime < 0 ? - 1 : 1
  27317. } );
  27318. }
  27319. } else { // repetitive Repeat or PingPong
  27320. if ( loopCount === - 1 ) {
  27321. // just started
  27322. if ( deltaTime >= 0 ) {
  27323. loopCount = 0;
  27324. this._setEndings( true, this.repetitions === 0, pingPong );
  27325. } else {
  27326. // when looping in reverse direction, the initial
  27327. // transition through zero counts as a repetition,
  27328. // so leave loopCount at -1
  27329. this._setEndings( this.repetitions === 0, true, pingPong );
  27330. }
  27331. }
  27332. if ( time >= duration || time < 0 ) {
  27333. // wrap around
  27334. var loopDelta = Math.floor( time / duration ); // signed
  27335. time -= duration * loopDelta;
  27336. loopCount += Math.abs( loopDelta );
  27337. var pending = this.repetitions - loopCount;
  27338. if ( pending <= 0 ) {
  27339. // have to stop (switch state, clamp time, fire event)
  27340. if ( this.clampWhenFinished ) { this.paused = true; }
  27341. else { this.enabled = false; }
  27342. time = deltaTime > 0 ? duration : 0;
  27343. this.time = time;
  27344. this._mixer.dispatchEvent( {
  27345. type: 'finished', action: this,
  27346. direction: deltaTime > 0 ? 1 : - 1
  27347. } );
  27348. } else {
  27349. // keep running
  27350. if ( pending === 1 ) {
  27351. // entering the last round
  27352. var atStart = deltaTime < 0;
  27353. this._setEndings( atStart, ! atStart, pingPong );
  27354. } else {
  27355. this._setEndings( false, false, pingPong );
  27356. }
  27357. this._loopCount = loopCount;
  27358. this.time = time;
  27359. this._mixer.dispatchEvent( {
  27360. type: 'loop', action: this, loopDelta: loopDelta
  27361. } );
  27362. }
  27363. } else {
  27364. this.time = time;
  27365. }
  27366. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27367. // invert time for the "pong round"
  27368. return duration - time;
  27369. }
  27370. }
  27371. return time;
  27372. },
  27373. _setEndings: function ( atStart, atEnd, pingPong ) {
  27374. var settings = this._interpolantSettings;
  27375. if ( pingPong ) {
  27376. settings.endingStart = ZeroSlopeEnding;
  27377. settings.endingEnd = ZeroSlopeEnding;
  27378. } else {
  27379. // assuming for LoopOnce atStart == atEnd == true
  27380. if ( atStart ) {
  27381. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27382. } else {
  27383. settings.endingStart = WrapAroundEnding;
  27384. }
  27385. if ( atEnd ) {
  27386. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27387. } else {
  27388. settings.endingEnd = WrapAroundEnding;
  27389. }
  27390. }
  27391. },
  27392. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27393. var mixer = this._mixer, now = mixer.time;
  27394. var interpolant = this._weightInterpolant;
  27395. if ( interpolant === null ) {
  27396. interpolant = mixer._lendControlInterpolant();
  27397. this._weightInterpolant = interpolant;
  27398. }
  27399. var times = interpolant.parameterPositions,
  27400. values = interpolant.sampleValues;
  27401. times[ 0 ] = now;
  27402. values[ 0 ] = weightNow;
  27403. times[ 1 ] = now + duration;
  27404. values[ 1 ] = weightThen;
  27405. return this;
  27406. }
  27407. } );
  27408. /**
  27409. *
  27410. * Player for AnimationClips.
  27411. *
  27412. *
  27413. * @author Ben Houston / http://clara.io/
  27414. * @author David Sarno / http://lighthaus.us/
  27415. * @author tschw
  27416. */
  27417. function AnimationMixer( root ) {
  27418. this._root = root;
  27419. this._initMemoryManager();
  27420. this._accuIndex = 0;
  27421. this.time = 0;
  27422. this.timeScale = 1.0;
  27423. }
  27424. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27425. constructor: AnimationMixer,
  27426. _bindAction: function ( action, prototypeAction ) {
  27427. var root = action._localRoot || this._root,
  27428. tracks = action._clip.tracks,
  27429. nTracks = tracks.length,
  27430. bindings = action._propertyBindings,
  27431. interpolants = action._interpolants,
  27432. rootUuid = root.uuid,
  27433. bindingsByRoot = this._bindingsByRootAndName;
  27434. var bindingsByName = bindingsByRoot[ rootUuid ];
  27435. if ( bindingsByName === undefined ) {
  27436. bindingsByName = {};
  27437. bindingsByRoot[ rootUuid ] = bindingsByName;
  27438. }
  27439. for ( var i = 0; i !== nTracks; ++ i ) {
  27440. var track = tracks[ i ],
  27441. trackName = track.name;
  27442. var binding = bindingsByName[ trackName ];
  27443. if ( binding !== undefined ) {
  27444. bindings[ i ] = binding;
  27445. } else {
  27446. binding = bindings[ i ];
  27447. if ( binding !== undefined ) {
  27448. // existing binding, make sure the cache knows
  27449. if ( binding._cacheIndex === null ) {
  27450. ++ binding.referenceCount;
  27451. this._addInactiveBinding( binding, rootUuid, trackName );
  27452. }
  27453. continue;
  27454. }
  27455. var path = prototypeAction && prototypeAction.
  27456. _propertyBindings[ i ].binding.parsedPath;
  27457. binding = new PropertyMixer(
  27458. PropertyBinding.create( root, trackName, path ),
  27459. track.ValueTypeName, track.getValueSize() );
  27460. ++ binding.referenceCount;
  27461. this._addInactiveBinding( binding, rootUuid, trackName );
  27462. bindings[ i ] = binding;
  27463. }
  27464. interpolants[ i ].resultBuffer = binding.buffer;
  27465. }
  27466. },
  27467. _activateAction: function ( action ) {
  27468. if ( ! this._isActiveAction( action ) ) {
  27469. if ( action._cacheIndex === null ) {
  27470. // this action has been forgotten by the cache, but the user
  27471. // appears to be still using it -> rebind
  27472. var rootUuid = ( action._localRoot || this._root ).uuid,
  27473. clipUuid = action._clip.uuid,
  27474. actionsForClip = this._actionsByClip[ clipUuid ];
  27475. this._bindAction( action,
  27476. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27477. this._addInactiveAction( action, clipUuid, rootUuid );
  27478. }
  27479. var bindings = action._propertyBindings;
  27480. // increment reference counts / sort out state
  27481. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27482. var binding = bindings[ i ];
  27483. if ( binding.useCount ++ === 0 ) {
  27484. this._lendBinding( binding );
  27485. binding.saveOriginalState();
  27486. }
  27487. }
  27488. this._lendAction( action );
  27489. }
  27490. },
  27491. _deactivateAction: function ( action ) {
  27492. if ( this._isActiveAction( action ) ) {
  27493. var bindings = action._propertyBindings;
  27494. // decrement reference counts / sort out state
  27495. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27496. var binding = bindings[ i ];
  27497. if ( -- binding.useCount === 0 ) {
  27498. binding.restoreOriginalState();
  27499. this._takeBackBinding( binding );
  27500. }
  27501. }
  27502. this._takeBackAction( action );
  27503. }
  27504. },
  27505. // Memory manager
  27506. _initMemoryManager: function () {
  27507. this._actions = []; // 'nActiveActions' followed by inactive ones
  27508. this._nActiveActions = 0;
  27509. this._actionsByClip = {};
  27510. // inside:
  27511. // {
  27512. // knownActions: Array< AnimationAction > - used as prototypes
  27513. // actionByRoot: AnimationAction - lookup
  27514. // }
  27515. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27516. this._nActiveBindings = 0;
  27517. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27518. this._controlInterpolants = []; // same game as above
  27519. this._nActiveControlInterpolants = 0;
  27520. var scope = this;
  27521. this.stats = {
  27522. actions: {
  27523. get total() {
  27524. return scope._actions.length;
  27525. },
  27526. get inUse() {
  27527. return scope._nActiveActions;
  27528. }
  27529. },
  27530. bindings: {
  27531. get total() {
  27532. return scope._bindings.length;
  27533. },
  27534. get inUse() {
  27535. return scope._nActiveBindings;
  27536. }
  27537. },
  27538. controlInterpolants: {
  27539. get total() {
  27540. return scope._controlInterpolants.length;
  27541. },
  27542. get inUse() {
  27543. return scope._nActiveControlInterpolants;
  27544. }
  27545. }
  27546. };
  27547. },
  27548. // Memory management for AnimationAction objects
  27549. _isActiveAction: function ( action ) {
  27550. var index = action._cacheIndex;
  27551. return index !== null && index < this._nActiveActions;
  27552. },
  27553. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27554. var actions = this._actions,
  27555. actionsByClip = this._actionsByClip;
  27556. var actionsForClip = actionsByClip[ clipUuid ];
  27557. if ( actionsForClip === undefined ) {
  27558. actionsForClip = {
  27559. knownActions: [ action ],
  27560. actionByRoot: {}
  27561. };
  27562. action._byClipCacheIndex = 0;
  27563. actionsByClip[ clipUuid ] = actionsForClip;
  27564. } else {
  27565. var knownActions = actionsForClip.knownActions;
  27566. action._byClipCacheIndex = knownActions.length;
  27567. knownActions.push( action );
  27568. }
  27569. action._cacheIndex = actions.length;
  27570. actions.push( action );
  27571. actionsForClip.actionByRoot[ rootUuid ] = action;
  27572. },
  27573. _removeInactiveAction: function ( action ) {
  27574. var actions = this._actions,
  27575. lastInactiveAction = actions[ actions.length - 1 ],
  27576. cacheIndex = action._cacheIndex;
  27577. lastInactiveAction._cacheIndex = cacheIndex;
  27578. actions[ cacheIndex ] = lastInactiveAction;
  27579. actions.pop();
  27580. action._cacheIndex = null;
  27581. var clipUuid = action._clip.uuid,
  27582. actionsByClip = this._actionsByClip,
  27583. actionsForClip = actionsByClip[ clipUuid ],
  27584. knownActionsForClip = actionsForClip.knownActions,
  27585. lastKnownAction =
  27586. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27587. byClipCacheIndex = action._byClipCacheIndex;
  27588. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27589. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27590. knownActionsForClip.pop();
  27591. action._byClipCacheIndex = null;
  27592. var actionByRoot = actionsForClip.actionByRoot,
  27593. rootUuid = ( action._localRoot || this._root ).uuid;
  27594. delete actionByRoot[ rootUuid ];
  27595. if ( knownActionsForClip.length === 0 ) {
  27596. delete actionsByClip[ clipUuid ];
  27597. }
  27598. this._removeInactiveBindingsForAction( action );
  27599. },
  27600. _removeInactiveBindingsForAction: function ( action ) {
  27601. var bindings = action._propertyBindings;
  27602. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27603. var binding = bindings[ i ];
  27604. if ( -- binding.referenceCount === 0 ) {
  27605. this._removeInactiveBinding( binding );
  27606. }
  27607. }
  27608. },
  27609. _lendAction: function ( action ) {
  27610. // [ active actions | inactive actions ]
  27611. // [ active actions >| inactive actions ]
  27612. // s a
  27613. // <-swap->
  27614. // a s
  27615. var actions = this._actions,
  27616. prevIndex = action._cacheIndex,
  27617. lastActiveIndex = this._nActiveActions ++,
  27618. firstInactiveAction = actions[ lastActiveIndex ];
  27619. action._cacheIndex = lastActiveIndex;
  27620. actions[ lastActiveIndex ] = action;
  27621. firstInactiveAction._cacheIndex = prevIndex;
  27622. actions[ prevIndex ] = firstInactiveAction;
  27623. },
  27624. _takeBackAction: function ( action ) {
  27625. // [ active actions | inactive actions ]
  27626. // [ active actions |< inactive actions ]
  27627. // a s
  27628. // <-swap->
  27629. // s a
  27630. var actions = this._actions,
  27631. prevIndex = action._cacheIndex,
  27632. firstInactiveIndex = -- this._nActiveActions,
  27633. lastActiveAction = actions[ firstInactiveIndex ];
  27634. action._cacheIndex = firstInactiveIndex;
  27635. actions[ firstInactiveIndex ] = action;
  27636. lastActiveAction._cacheIndex = prevIndex;
  27637. actions[ prevIndex ] = lastActiveAction;
  27638. },
  27639. // Memory management for PropertyMixer objects
  27640. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27641. var bindingsByRoot = this._bindingsByRootAndName,
  27642. bindings = this._bindings;
  27643. var bindingByName = bindingsByRoot[ rootUuid ];
  27644. if ( bindingByName === undefined ) {
  27645. bindingByName = {};
  27646. bindingsByRoot[ rootUuid ] = bindingByName;
  27647. }
  27648. bindingByName[ trackName ] = binding;
  27649. binding._cacheIndex = bindings.length;
  27650. bindings.push( binding );
  27651. },
  27652. _removeInactiveBinding: function ( binding ) {
  27653. var bindings = this._bindings,
  27654. propBinding = binding.binding,
  27655. rootUuid = propBinding.rootNode.uuid,
  27656. trackName = propBinding.path,
  27657. bindingsByRoot = this._bindingsByRootAndName,
  27658. bindingByName = bindingsByRoot[ rootUuid ],
  27659. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27660. cacheIndex = binding._cacheIndex;
  27661. lastInactiveBinding._cacheIndex = cacheIndex;
  27662. bindings[ cacheIndex ] = lastInactiveBinding;
  27663. bindings.pop();
  27664. delete bindingByName[ trackName ];
  27665. if ( Object.keys( bindingByName ).length === 0 ) {
  27666. delete bindingsByRoot[ rootUuid ];
  27667. }
  27668. },
  27669. _lendBinding: function ( binding ) {
  27670. var bindings = this._bindings,
  27671. prevIndex = binding._cacheIndex,
  27672. lastActiveIndex = this._nActiveBindings ++,
  27673. firstInactiveBinding = bindings[ lastActiveIndex ];
  27674. binding._cacheIndex = lastActiveIndex;
  27675. bindings[ lastActiveIndex ] = binding;
  27676. firstInactiveBinding._cacheIndex = prevIndex;
  27677. bindings[ prevIndex ] = firstInactiveBinding;
  27678. },
  27679. _takeBackBinding: function ( binding ) {
  27680. var bindings = this._bindings,
  27681. prevIndex = binding._cacheIndex,
  27682. firstInactiveIndex = -- this._nActiveBindings,
  27683. lastActiveBinding = bindings[ firstInactiveIndex ];
  27684. binding._cacheIndex = firstInactiveIndex;
  27685. bindings[ firstInactiveIndex ] = binding;
  27686. lastActiveBinding._cacheIndex = prevIndex;
  27687. bindings[ prevIndex ] = lastActiveBinding;
  27688. },
  27689. // Memory management of Interpolants for weight and time scale
  27690. _lendControlInterpolant: function () {
  27691. var interpolants = this._controlInterpolants,
  27692. lastActiveIndex = this._nActiveControlInterpolants ++;
  27693. var interpolant = interpolants[ lastActiveIndex ];
  27694. if ( interpolant === undefined ) {
  27695. interpolant = new LinearInterpolant(
  27696. new Float32Array( 2 ), new Float32Array( 2 ),
  27697. 1, this._controlInterpolantsResultBuffer );
  27698. interpolant.__cacheIndex = lastActiveIndex;
  27699. interpolants[ lastActiveIndex ] = interpolant;
  27700. }
  27701. return interpolant;
  27702. },
  27703. _takeBackControlInterpolant: function ( interpolant ) {
  27704. var interpolants = this._controlInterpolants,
  27705. prevIndex = interpolant.__cacheIndex,
  27706. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27707. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27708. interpolant.__cacheIndex = firstInactiveIndex;
  27709. interpolants[ firstInactiveIndex ] = interpolant;
  27710. lastActiveInterpolant.__cacheIndex = prevIndex;
  27711. interpolants[ prevIndex ] = lastActiveInterpolant;
  27712. },
  27713. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27714. // return an action for a clip optionally using a custom root target
  27715. // object (this method allocates a lot of dynamic memory in case a
  27716. // previously unknown clip/root combination is specified)
  27717. clipAction: function ( clip, optionalRoot, blendMode ) {
  27718. var root = optionalRoot || this._root,
  27719. rootUuid = root.uuid;
  27720. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27721. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27722. var actionsForClip = this._actionsByClip[ clipUuid ],
  27723. prototypeAction = null;
  27724. if ( blendMode === undefined ) {
  27725. if ( clipObject !== null ) {
  27726. blendMode = clipObject.blendMode;
  27727. } else {
  27728. blendMode = NormalAnimationBlendMode;
  27729. }
  27730. }
  27731. if ( actionsForClip !== undefined ) {
  27732. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27733. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27734. return existingAction;
  27735. }
  27736. // we know the clip, so we don't have to parse all
  27737. // the bindings again but can just copy
  27738. prototypeAction = actionsForClip.knownActions[ 0 ];
  27739. // also, take the clip from the prototype action
  27740. if ( clipObject === null )
  27741. { clipObject = prototypeAction._clip; }
  27742. }
  27743. // clip must be known when specified via string
  27744. if ( clipObject === null ) { return null; }
  27745. // allocate all resources required to run it
  27746. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27747. this._bindAction( newAction, prototypeAction );
  27748. // and make the action known to the memory manager
  27749. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27750. return newAction;
  27751. },
  27752. // get an existing action
  27753. existingAction: function ( clip, optionalRoot ) {
  27754. var root = optionalRoot || this._root,
  27755. rootUuid = root.uuid,
  27756. clipObject = typeof clip === 'string' ?
  27757. AnimationClip.findByName( root, clip ) : clip,
  27758. clipUuid = clipObject ? clipObject.uuid : clip,
  27759. actionsForClip = this._actionsByClip[ clipUuid ];
  27760. if ( actionsForClip !== undefined ) {
  27761. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27762. }
  27763. return null;
  27764. },
  27765. // deactivates all previously scheduled actions
  27766. stopAllAction: function () {
  27767. var actions = this._actions,
  27768. nActions = this._nActiveActions;
  27769. for ( var i = nActions - 1; i >= 0; -- i ) {
  27770. actions[ i ].stop();
  27771. }
  27772. return this;
  27773. },
  27774. // advance the time and update apply the animation
  27775. update: function ( deltaTime ) {
  27776. deltaTime *= this.timeScale;
  27777. var actions = this._actions,
  27778. nActions = this._nActiveActions,
  27779. time = this.time += deltaTime,
  27780. timeDirection = Math.sign( deltaTime ),
  27781. accuIndex = this._accuIndex ^= 1;
  27782. // run active actions
  27783. for ( var i = 0; i !== nActions; ++ i ) {
  27784. var action = actions[ i ];
  27785. action._update( time, deltaTime, timeDirection, accuIndex );
  27786. }
  27787. // update scene graph
  27788. var bindings = this._bindings,
  27789. nBindings = this._nActiveBindings;
  27790. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27791. bindings[ i$1 ].apply( accuIndex );
  27792. }
  27793. return this;
  27794. },
  27795. // Allows you to seek to a specific time in an animation.
  27796. setTime: function ( timeInSeconds ) {
  27797. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27798. for ( var i = 0; i < this._actions.length; i ++ ) {
  27799. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27800. }
  27801. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27802. },
  27803. // return this mixer's root target object
  27804. getRoot: function () {
  27805. return this._root;
  27806. },
  27807. // free all resources specific to a particular clip
  27808. uncacheClip: function ( clip ) {
  27809. var actions = this._actions,
  27810. clipUuid = clip.uuid,
  27811. actionsByClip = this._actionsByClip,
  27812. actionsForClip = actionsByClip[ clipUuid ];
  27813. if ( actionsForClip !== undefined ) {
  27814. // note: just calling _removeInactiveAction would mess up the
  27815. // iteration state and also require updating the state we can
  27816. // just throw away
  27817. var actionsToRemove = actionsForClip.knownActions;
  27818. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27819. var action = actionsToRemove[ i ];
  27820. this._deactivateAction( action );
  27821. var cacheIndex = action._cacheIndex,
  27822. lastInactiveAction = actions[ actions.length - 1 ];
  27823. action._cacheIndex = null;
  27824. action._byClipCacheIndex = null;
  27825. lastInactiveAction._cacheIndex = cacheIndex;
  27826. actions[ cacheIndex ] = lastInactiveAction;
  27827. actions.pop();
  27828. this._removeInactiveBindingsForAction( action );
  27829. }
  27830. delete actionsByClip[ clipUuid ];
  27831. }
  27832. },
  27833. // free all resources specific to a particular root target object
  27834. uncacheRoot: function ( root ) {
  27835. var rootUuid = root.uuid,
  27836. actionsByClip = this._actionsByClip;
  27837. for ( var clipUuid in actionsByClip ) {
  27838. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27839. action = actionByRoot[ rootUuid ];
  27840. if ( action !== undefined ) {
  27841. this._deactivateAction( action );
  27842. this._removeInactiveAction( action );
  27843. }
  27844. }
  27845. var bindingsByRoot = this._bindingsByRootAndName,
  27846. bindingByName = bindingsByRoot[ rootUuid ];
  27847. if ( bindingByName !== undefined ) {
  27848. for ( var trackName in bindingByName ) {
  27849. var binding = bindingByName[ trackName ];
  27850. binding.restoreOriginalState();
  27851. this._removeInactiveBinding( binding );
  27852. }
  27853. }
  27854. },
  27855. // remove a targeted clip from the cache
  27856. uncacheAction: function ( clip, optionalRoot ) {
  27857. var action = this.existingAction( clip, optionalRoot );
  27858. if ( action !== null ) {
  27859. this._deactivateAction( action );
  27860. this._removeInactiveAction( action );
  27861. }
  27862. }
  27863. } );
  27864. /**
  27865. * @author mrdoob / http://mrdoob.com/
  27866. */
  27867. function Uniform( value ) {
  27868. if ( typeof value === 'string' ) {
  27869. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27870. value = arguments[ 1 ];
  27871. }
  27872. this.value = value;
  27873. }
  27874. Uniform.prototype.clone = function () {
  27875. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27876. };
  27877. /**
  27878. * @author benaadams / https://twitter.com/ben_a_adams
  27879. */
  27880. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27881. InterleavedBuffer.call( this, array, stride );
  27882. this.meshPerAttribute = meshPerAttribute || 1;
  27883. }
  27884. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27885. constructor: InstancedInterleavedBuffer,
  27886. isInstancedInterleavedBuffer: true,
  27887. copy: function ( source ) {
  27888. InterleavedBuffer.prototype.copy.call( this, source );
  27889. this.meshPerAttribute = source.meshPerAttribute;
  27890. return this;
  27891. },
  27892. clone: function ( data ) {
  27893. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27894. ib.meshPerAttribute = this.meshPerAttribute;
  27895. return ib;
  27896. },
  27897. toJSON: function ( data ) {
  27898. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27899. json.isInstancedInterleavedBuffer = true;
  27900. json.meshPerAttribute = this.meshPerAttribute;
  27901. return json;
  27902. }
  27903. } );
  27904. /**
  27905. * @author mrdoob / http://mrdoob.com/
  27906. * @author bhouston / http://clara.io/
  27907. * @author stephomi / http://stephaneginier.com/
  27908. */
  27909. function Raycaster( origin, direction, near, far ) {
  27910. this.ray = new Ray( origin, direction );
  27911. // direction is assumed to be normalized (for accurate distance calculations)
  27912. this.near = near || 0;
  27913. this.far = far || Infinity;
  27914. this.camera = null;
  27915. this.layers = new Layers();
  27916. this.params = {
  27917. Mesh: {},
  27918. Line: { threshold: 1 },
  27919. LOD: {},
  27920. Points: { threshold: 1 },
  27921. Sprite: {}
  27922. };
  27923. Object.defineProperties( this.params, {
  27924. PointCloud: {
  27925. get: function () {
  27926. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27927. return this.Points;
  27928. }
  27929. }
  27930. } );
  27931. }
  27932. function ascSort( a, b ) {
  27933. return a.distance - b.distance;
  27934. }
  27935. function intersectObject( object, raycaster, intersects, recursive ) {
  27936. if ( object.layers.test( raycaster.layers ) ) {
  27937. object.raycast( raycaster, intersects );
  27938. }
  27939. if ( recursive === true ) {
  27940. var children = object.children;
  27941. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27942. intersectObject( children[ i ], raycaster, intersects, true );
  27943. }
  27944. }
  27945. }
  27946. Object.assign( Raycaster.prototype, {
  27947. set: function ( origin, direction ) {
  27948. // direction is assumed to be normalized (for accurate distance calculations)
  27949. this.ray.set( origin, direction );
  27950. },
  27951. setFromCamera: function ( coords, camera ) {
  27952. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27953. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27954. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27955. this.camera = camera;
  27956. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27957. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27958. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27959. this.camera = camera;
  27960. } else {
  27961. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27962. }
  27963. },
  27964. intersectObject: function ( object, recursive, optionalTarget ) {
  27965. var intersects = optionalTarget || [];
  27966. intersectObject( object, this, intersects, recursive );
  27967. intersects.sort( ascSort );
  27968. return intersects;
  27969. },
  27970. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27971. var intersects = optionalTarget || [];
  27972. if ( Array.isArray( objects ) === false ) {
  27973. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27974. return intersects;
  27975. }
  27976. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27977. intersectObject( objects[ i ], this, intersects, recursive );
  27978. }
  27979. intersects.sort( ascSort );
  27980. return intersects;
  27981. }
  27982. } );
  27983. /**
  27984. * @author bhouston / http://clara.io
  27985. * @author WestLangley / http://github.com/WestLangley
  27986. *
  27987. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27988. *
  27989. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27990. * The azimuthal angle (theta) is measured from the positive z-axis.
  27991. */
  27992. function Spherical( radius, phi, theta ) {
  27993. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27994. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27995. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27996. return this;
  27997. }
  27998. Object.assign( Spherical.prototype, {
  27999. set: function ( radius, phi, theta ) {
  28000. this.radius = radius;
  28001. this.phi = phi;
  28002. this.theta = theta;
  28003. return this;
  28004. },
  28005. clone: function () {
  28006. return new this.constructor().copy( this );
  28007. },
  28008. copy: function ( other ) {
  28009. this.radius = other.radius;
  28010. this.phi = other.phi;
  28011. this.theta = other.theta;
  28012. return this;
  28013. },
  28014. // restrict phi to be betwee EPS and PI-EPS
  28015. makeSafe: function () {
  28016. var EPS = 0.000001;
  28017. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  28018. return this;
  28019. },
  28020. setFromVector3: function ( v ) {
  28021. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28022. },
  28023. setFromCartesianCoords: function ( x, y, z ) {
  28024. this.radius = Math.sqrt( x * x + y * y + z * z );
  28025. if ( this.radius === 0 ) {
  28026. this.theta = 0;
  28027. this.phi = 0;
  28028. } else {
  28029. this.theta = Math.atan2( x, z );
  28030. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  28031. }
  28032. return this;
  28033. }
  28034. } );
  28035. /**
  28036. * @author Mugen87 / https://github.com/Mugen87
  28037. *
  28038. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  28039. *
  28040. */
  28041. function Cylindrical( radius, theta, y ) {
  28042. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  28043. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  28044. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  28045. return this;
  28046. }
  28047. Object.assign( Cylindrical.prototype, {
  28048. set: function ( radius, theta, y ) {
  28049. this.radius = radius;
  28050. this.theta = theta;
  28051. this.y = y;
  28052. return this;
  28053. },
  28054. clone: function () {
  28055. return new this.constructor().copy( this );
  28056. },
  28057. copy: function ( other ) {
  28058. this.radius = other.radius;
  28059. this.theta = other.theta;
  28060. this.y = other.y;
  28061. return this;
  28062. },
  28063. setFromVector3: function ( v ) {
  28064. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28065. },
  28066. setFromCartesianCoords: function ( x, y, z ) {
  28067. this.radius = Math.sqrt( x * x + z * z );
  28068. this.theta = Math.atan2( x, z );
  28069. this.y = y;
  28070. return this;
  28071. }
  28072. } );
  28073. /**
  28074. * @author bhouston / http://clara.io
  28075. */
  28076. var _vector$7 = new Vector2();
  28077. function Box2( min, max ) {
  28078. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  28079. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  28080. }
  28081. Object.assign( Box2.prototype, {
  28082. set: function ( min, max ) {
  28083. this.min.copy( min );
  28084. this.max.copy( max );
  28085. return this;
  28086. },
  28087. setFromPoints: function ( points ) {
  28088. this.makeEmpty();
  28089. for ( var i = 0, il = points.length; i < il; i ++ ) {
  28090. this.expandByPoint( points[ i ] );
  28091. }
  28092. return this;
  28093. },
  28094. setFromCenterAndSize: function ( center, size ) {
  28095. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  28096. this.min.copy( center ).sub( halfSize );
  28097. this.max.copy( center ).add( halfSize );
  28098. return this;
  28099. },
  28100. clone: function () {
  28101. return new this.constructor().copy( this );
  28102. },
  28103. copy: function ( box ) {
  28104. this.min.copy( box.min );
  28105. this.max.copy( box.max );
  28106. return this;
  28107. },
  28108. makeEmpty: function () {
  28109. this.min.x = this.min.y = + Infinity;
  28110. this.max.x = this.max.y = - Infinity;
  28111. return this;
  28112. },
  28113. isEmpty: function () {
  28114. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  28115. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  28116. },
  28117. getCenter: function ( target ) {
  28118. if ( target === undefined ) {
  28119. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  28120. target = new Vector2();
  28121. }
  28122. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  28123. },
  28124. getSize: function ( target ) {
  28125. if ( target === undefined ) {
  28126. console.warn( 'THREE.Box2: .getSize() target is now required' );
  28127. target = new Vector2();
  28128. }
  28129. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  28130. },
  28131. expandByPoint: function ( point ) {
  28132. this.min.min( point );
  28133. this.max.max( point );
  28134. return this;
  28135. },
  28136. expandByVector: function ( vector ) {
  28137. this.min.sub( vector );
  28138. this.max.add( vector );
  28139. return this;
  28140. },
  28141. expandByScalar: function ( scalar ) {
  28142. this.min.addScalar( - scalar );
  28143. this.max.addScalar( scalar );
  28144. return this;
  28145. },
  28146. containsPoint: function ( point ) {
  28147. return point.x < this.min.x || point.x > this.max.x ||
  28148. point.y < this.min.y || point.y > this.max.y ? false : true;
  28149. },
  28150. containsBox: function ( box ) {
  28151. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  28152. this.min.y <= box.min.y && box.max.y <= this.max.y;
  28153. },
  28154. getParameter: function ( point, target ) {
  28155. // This can potentially have a divide by zero if the box
  28156. // has a size dimension of 0.
  28157. if ( target === undefined ) {
  28158. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  28159. target = new Vector2();
  28160. }
  28161. return target.set(
  28162. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  28163. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  28164. );
  28165. },
  28166. intersectsBox: function ( box ) {
  28167. // using 4 splitting planes to rule out intersections
  28168. return box.max.x < this.min.x || box.min.x > this.max.x ||
  28169. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  28170. },
  28171. clampPoint: function ( point, target ) {
  28172. if ( target === undefined ) {
  28173. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  28174. target = new Vector2();
  28175. }
  28176. return target.copy( point ).clamp( this.min, this.max );
  28177. },
  28178. distanceToPoint: function ( point ) {
  28179. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  28180. return clampedPoint.sub( point ).length();
  28181. },
  28182. intersect: function ( box ) {
  28183. this.min.max( box.min );
  28184. this.max.min( box.max );
  28185. return this;
  28186. },
  28187. union: function ( box ) {
  28188. this.min.min( box.min );
  28189. this.max.max( box.max );
  28190. return this;
  28191. },
  28192. translate: function ( offset ) {
  28193. this.min.add( offset );
  28194. this.max.add( offset );
  28195. return this;
  28196. },
  28197. equals: function ( box ) {
  28198. return box.min.equals( this.min ) && box.max.equals( this.max );
  28199. }
  28200. } );
  28201. /**
  28202. * @author bhouston / http://clara.io
  28203. */
  28204. var _startP = new Vector3();
  28205. var _startEnd = new Vector3();
  28206. function Line3( start, end ) {
  28207. this.start = ( start !== undefined ) ? start : new Vector3();
  28208. this.end = ( end !== undefined ) ? end : new Vector3();
  28209. }
  28210. Object.assign( Line3.prototype, {
  28211. set: function ( start, end ) {
  28212. this.start.copy( start );
  28213. this.end.copy( end );
  28214. return this;
  28215. },
  28216. clone: function () {
  28217. return new this.constructor().copy( this );
  28218. },
  28219. copy: function ( line ) {
  28220. this.start.copy( line.start );
  28221. this.end.copy( line.end );
  28222. return this;
  28223. },
  28224. getCenter: function ( target ) {
  28225. if ( target === undefined ) {
  28226. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  28227. target = new Vector3();
  28228. }
  28229. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  28230. },
  28231. delta: function ( target ) {
  28232. if ( target === undefined ) {
  28233. console.warn( 'THREE.Line3: .delta() target is now required' );
  28234. target = new Vector3();
  28235. }
  28236. return target.subVectors( this.end, this.start );
  28237. },
  28238. distanceSq: function () {
  28239. return this.start.distanceToSquared( this.end );
  28240. },
  28241. distance: function () {
  28242. return this.start.distanceTo( this.end );
  28243. },
  28244. at: function ( t, target ) {
  28245. if ( target === undefined ) {
  28246. console.warn( 'THREE.Line3: .at() target is now required' );
  28247. target = new Vector3();
  28248. }
  28249. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28250. },
  28251. closestPointToPointParameter: function ( point, clampToLine ) {
  28252. _startP.subVectors( point, this.start );
  28253. _startEnd.subVectors( this.end, this.start );
  28254. var startEnd2 = _startEnd.dot( _startEnd );
  28255. var startEnd_startP = _startEnd.dot( _startP );
  28256. var t = startEnd_startP / startEnd2;
  28257. if ( clampToLine ) {
  28258. t = MathUtils.clamp( t, 0, 1 );
  28259. }
  28260. return t;
  28261. },
  28262. closestPointToPoint: function ( point, clampToLine, target ) {
  28263. var t = this.closestPointToPointParameter( point, clampToLine );
  28264. if ( target === undefined ) {
  28265. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28266. target = new Vector3();
  28267. }
  28268. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28269. },
  28270. applyMatrix4: function ( matrix ) {
  28271. this.start.applyMatrix4( matrix );
  28272. this.end.applyMatrix4( matrix );
  28273. return this;
  28274. },
  28275. equals: function ( line ) {
  28276. return line.start.equals( this.start ) && line.end.equals( this.end );
  28277. }
  28278. } );
  28279. /**
  28280. * @author alteredq / http://alteredqualia.com/
  28281. */
  28282. function ImmediateRenderObject( material ) {
  28283. Object3D.call( this );
  28284. this.material = material;
  28285. this.render = function ( /* renderCallback */ ) {};
  28286. this.hasPositions = false;
  28287. this.hasNormals = false;
  28288. this.hasColors = false;
  28289. this.hasUvs = false;
  28290. this.positionArray = null;
  28291. this.normalArray = null;
  28292. this.colorArray = null;
  28293. this.uvArray = null;
  28294. this.count = 0;
  28295. }
  28296. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28297. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28298. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28299. /**
  28300. * @author alteredq / http://alteredqualia.com/
  28301. * @author mrdoob / http://mrdoob.com/
  28302. * @author WestLangley / http://github.com/WestLangley
  28303. */
  28304. var _vector$8 = new Vector3();
  28305. function SpotLightHelper( light, color ) {
  28306. Object3D.call( this );
  28307. this.light = light;
  28308. this.light.updateMatrixWorld();
  28309. this.matrix = light.matrixWorld;
  28310. this.matrixAutoUpdate = false;
  28311. this.color = color;
  28312. var geometry = new BufferGeometry();
  28313. var positions = [
  28314. 0, 0, 0, 0, 0, 1,
  28315. 0, 0, 0, 1, 0, 1,
  28316. 0, 0, 0, - 1, 0, 1,
  28317. 0, 0, 0, 0, 1, 1,
  28318. 0, 0, 0, 0, - 1, 1
  28319. ];
  28320. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28321. var p1 = ( i / l ) * Math.PI * 2;
  28322. var p2 = ( j / l ) * Math.PI * 2;
  28323. positions.push(
  28324. Math.cos( p1 ), Math.sin( p1 ), 1,
  28325. Math.cos( p2 ), Math.sin( p2 ), 1
  28326. );
  28327. }
  28328. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28329. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28330. this.cone = new LineSegments( geometry, material );
  28331. this.add( this.cone );
  28332. this.update();
  28333. }
  28334. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28335. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28336. SpotLightHelper.prototype.dispose = function () {
  28337. this.cone.geometry.dispose();
  28338. this.cone.material.dispose();
  28339. };
  28340. SpotLightHelper.prototype.update = function () {
  28341. this.light.updateMatrixWorld();
  28342. var coneLength = this.light.distance ? this.light.distance : 1000;
  28343. var coneWidth = coneLength * Math.tan( this.light.angle );
  28344. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28345. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28346. this.cone.lookAt( _vector$8 );
  28347. if ( this.color !== undefined ) {
  28348. this.cone.material.color.set( this.color );
  28349. } else {
  28350. this.cone.material.color.copy( this.light.color );
  28351. }
  28352. };
  28353. /**
  28354. * @author Sean Griffin / http://twitter.com/sgrif
  28355. * @author Michael Guerrero / http://realitymeltdown.com
  28356. * @author mrdoob / http://mrdoob.com/
  28357. * @author ikerr / http://verold.com
  28358. * @author Mugen87 / https://github.com/Mugen87
  28359. */
  28360. var _vector$9 = new Vector3();
  28361. var _boneMatrix = new Matrix4();
  28362. var _matrixWorldInv = new Matrix4();
  28363. function getBoneList( object ) {
  28364. var boneList = [];
  28365. if ( object && object.isBone ) {
  28366. boneList.push( object );
  28367. }
  28368. for ( var i = 0; i < object.children.length; i ++ ) {
  28369. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28370. }
  28371. return boneList;
  28372. }
  28373. function SkeletonHelper( object ) {
  28374. var bones = getBoneList( object );
  28375. var geometry = new BufferGeometry();
  28376. var vertices = [];
  28377. var colors = [];
  28378. var color1 = new Color( 0, 0, 1 );
  28379. var color2 = new Color( 0, 1, 0 );
  28380. for ( var i = 0; i < bones.length; i ++ ) {
  28381. var bone = bones[ i ];
  28382. if ( bone.parent && bone.parent.isBone ) {
  28383. vertices.push( 0, 0, 0 );
  28384. vertices.push( 0, 0, 0 );
  28385. colors.push( color1.r, color1.g, color1.b );
  28386. colors.push( color2.r, color2.g, color2.b );
  28387. }
  28388. }
  28389. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28390. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28391. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28392. LineSegments.call( this, geometry, material );
  28393. this.type = 'SkeletonHelper';
  28394. this.root = object;
  28395. this.bones = bones;
  28396. this.matrix = object.matrixWorld;
  28397. this.matrixAutoUpdate = false;
  28398. }
  28399. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28400. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28401. SkeletonHelper.prototype.isSkeletonHelper = true;
  28402. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28403. var bones = this.bones;
  28404. var geometry = this.geometry;
  28405. var position = geometry.getAttribute( 'position' );
  28406. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28407. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28408. var bone = bones[ i ];
  28409. if ( bone.parent && bone.parent.isBone ) {
  28410. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28411. _vector$9.setFromMatrixPosition( _boneMatrix );
  28412. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28413. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28414. _vector$9.setFromMatrixPosition( _boneMatrix );
  28415. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28416. j += 2;
  28417. }
  28418. }
  28419. geometry.getAttribute( 'position' ).needsUpdate = true;
  28420. Object3D.prototype.updateMatrixWorld.call( this, force );
  28421. };
  28422. /**
  28423. * @author alteredq / http://alteredqualia.com/
  28424. * @author mrdoob / http://mrdoob.com/
  28425. */
  28426. function PointLightHelper( light, sphereSize, color ) {
  28427. this.light = light;
  28428. this.light.updateMatrixWorld();
  28429. this.color = color;
  28430. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28431. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28432. Mesh.call( this, geometry, material );
  28433. this.type = 'PointLightHelper';
  28434. this.matrix = this.light.matrixWorld;
  28435. this.matrixAutoUpdate = false;
  28436. this.update();
  28437. /*
  28438. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28439. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28440. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28441. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28442. const d = light.distance;
  28443. if ( d === 0.0 ) {
  28444. this.lightDistance.visible = false;
  28445. } else {
  28446. this.lightDistance.scale.set( d, d, d );
  28447. }
  28448. this.add( this.lightDistance );
  28449. */
  28450. }
  28451. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28452. PointLightHelper.prototype.constructor = PointLightHelper;
  28453. PointLightHelper.prototype.dispose = function () {
  28454. this.geometry.dispose();
  28455. this.material.dispose();
  28456. };
  28457. PointLightHelper.prototype.update = function () {
  28458. if ( this.color !== undefined ) {
  28459. this.material.color.set( this.color );
  28460. } else {
  28461. this.material.color.copy( this.light.color );
  28462. }
  28463. /*
  28464. const d = this.light.distance;
  28465. if ( d === 0.0 ) {
  28466. this.lightDistance.visible = false;
  28467. } else {
  28468. this.lightDistance.visible = true;
  28469. this.lightDistance.scale.set( d, d, d );
  28470. }
  28471. */
  28472. };
  28473. /**
  28474. * @author alteredq / http://alteredqualia.com/
  28475. * @author mrdoob / http://mrdoob.com/
  28476. * @author Mugen87 / https://github.com/Mugen87
  28477. */
  28478. var _vector$a = new Vector3();
  28479. var _color1 = new Color();
  28480. var _color2 = new Color();
  28481. function HemisphereLightHelper( light, size, color ) {
  28482. Object3D.call( this );
  28483. this.light = light;
  28484. this.light.updateMatrixWorld();
  28485. this.matrix = light.matrixWorld;
  28486. this.matrixAutoUpdate = false;
  28487. this.color = color;
  28488. var geometry = new OctahedronBufferGeometry( size );
  28489. geometry.rotateY( Math.PI * 0.5 );
  28490. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28491. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28492. var position = geometry.getAttribute( 'position' );
  28493. var colors = new Float32Array( position.count * 3 );
  28494. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28495. this.add( new Mesh( geometry, this.material ) );
  28496. this.update();
  28497. }
  28498. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28499. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28500. HemisphereLightHelper.prototype.dispose = function () {
  28501. this.children[ 0 ].geometry.dispose();
  28502. this.children[ 0 ].material.dispose();
  28503. };
  28504. HemisphereLightHelper.prototype.update = function () {
  28505. var mesh = this.children[ 0 ];
  28506. if ( this.color !== undefined ) {
  28507. this.material.color.set( this.color );
  28508. } else {
  28509. var colors = mesh.geometry.getAttribute( 'color' );
  28510. _color1.copy( this.light.color );
  28511. _color2.copy( this.light.groundColor );
  28512. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28513. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28514. colors.setXYZ( i, color.r, color.g, color.b );
  28515. }
  28516. colors.needsUpdate = true;
  28517. }
  28518. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28519. };
  28520. /**
  28521. * @author mrdoob / http://mrdoob.com/
  28522. */
  28523. function GridHelper( size, divisions, color1, color2 ) {
  28524. size = size || 10;
  28525. divisions = divisions || 10;
  28526. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28527. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28528. var center = divisions / 2;
  28529. var step = size / divisions;
  28530. var halfSize = size / 2;
  28531. var vertices = [], colors = [];
  28532. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28533. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28534. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28535. var color = i === center ? color1 : color2;
  28536. color.toArray( colors, j ); j += 3;
  28537. color.toArray( colors, j ); j += 3;
  28538. color.toArray( colors, j ); j += 3;
  28539. color.toArray( colors, j ); j += 3;
  28540. }
  28541. var geometry = new BufferGeometry();
  28542. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28543. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28544. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28545. LineSegments.call( this, geometry, material );
  28546. this.type = 'GridHelper';
  28547. }
  28548. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28549. constructor: GridHelper,
  28550. copy: function ( source ) {
  28551. LineSegments.prototype.copy.call( this, source );
  28552. this.geometry.copy( source.geometry );
  28553. this.material.copy( source.material );
  28554. return this;
  28555. },
  28556. clone: function () {
  28557. return new this.constructor().copy( this );
  28558. }
  28559. } );
  28560. /**
  28561. * @author mrdoob / http://mrdoob.com/
  28562. * @author Mugen87 / http://github.com/Mugen87
  28563. * @author Hectate / http://www.github.com/Hectate
  28564. */
  28565. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28566. radius = radius || 10;
  28567. radials = radials || 16;
  28568. circles = circles || 8;
  28569. divisions = divisions || 64;
  28570. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28571. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28572. var vertices = [];
  28573. var colors = [];
  28574. // create the radials
  28575. for ( var i = 0; i <= radials; i ++ ) {
  28576. var v = ( i / radials ) * ( Math.PI * 2 );
  28577. var x = Math.sin( v ) * radius;
  28578. var z = Math.cos( v ) * radius;
  28579. vertices.push( 0, 0, 0 );
  28580. vertices.push( x, 0, z );
  28581. var color = ( i & 1 ) ? color1 : color2;
  28582. colors.push( color.r, color.g, color.b );
  28583. colors.push( color.r, color.g, color.b );
  28584. }
  28585. // create the circles
  28586. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28587. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28588. var r = radius - ( radius / circles * i$1 );
  28589. for ( var j = 0; j < divisions; j ++ ) {
  28590. // first vertex
  28591. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28592. var x$1 = Math.sin( v$1 ) * r;
  28593. var z$1 = Math.cos( v$1 ) * r;
  28594. vertices.push( x$1, 0, z$1 );
  28595. colors.push( color$1.r, color$1.g, color$1.b );
  28596. // second vertex
  28597. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28598. x$1 = Math.sin( v$1 ) * r;
  28599. z$1 = Math.cos( v$1 ) * r;
  28600. vertices.push( x$1, 0, z$1 );
  28601. colors.push( color$1.r, color$1.g, color$1.b );
  28602. }
  28603. }
  28604. var geometry = new BufferGeometry();
  28605. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28606. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28607. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28608. LineSegments.call( this, geometry, material );
  28609. this.type = 'PolarGridHelper';
  28610. }
  28611. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28612. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28613. /**
  28614. * @author alteredq / http://alteredqualia.com/
  28615. * @author mrdoob / http://mrdoob.com/
  28616. * @author WestLangley / http://github.com/WestLangley
  28617. */
  28618. var _v1$5 = new Vector3();
  28619. var _v2$3 = new Vector3();
  28620. var _v3$1 = new Vector3();
  28621. function DirectionalLightHelper( light, size, color ) {
  28622. Object3D.call( this );
  28623. this.light = light;
  28624. this.light.updateMatrixWorld();
  28625. this.matrix = light.matrixWorld;
  28626. this.matrixAutoUpdate = false;
  28627. this.color = color;
  28628. if ( size === undefined ) { size = 1; }
  28629. var geometry = new BufferGeometry();
  28630. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28631. - size, size, 0,
  28632. size, size, 0,
  28633. size, - size, 0,
  28634. - size, - size, 0,
  28635. - size, size, 0
  28636. ], 3 ) );
  28637. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28638. this.lightPlane = new Line( geometry, material );
  28639. this.add( this.lightPlane );
  28640. geometry = new BufferGeometry();
  28641. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28642. this.targetLine = new Line( geometry, material );
  28643. this.add( this.targetLine );
  28644. this.update();
  28645. }
  28646. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28647. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28648. DirectionalLightHelper.prototype.dispose = function () {
  28649. this.lightPlane.geometry.dispose();
  28650. this.lightPlane.material.dispose();
  28651. this.targetLine.geometry.dispose();
  28652. this.targetLine.material.dispose();
  28653. };
  28654. DirectionalLightHelper.prototype.update = function () {
  28655. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28656. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28657. _v3$1.subVectors( _v2$3, _v1$5 );
  28658. this.lightPlane.lookAt( _v2$3 );
  28659. if ( this.color !== undefined ) {
  28660. this.lightPlane.material.color.set( this.color );
  28661. this.targetLine.material.color.set( this.color );
  28662. } else {
  28663. this.lightPlane.material.color.copy( this.light.color );
  28664. this.targetLine.material.color.copy( this.light.color );
  28665. }
  28666. this.targetLine.lookAt( _v2$3 );
  28667. this.targetLine.scale.z = _v3$1.length();
  28668. };
  28669. /**
  28670. * @author alteredq / http://alteredqualia.com/
  28671. * @author Mugen87 / https://github.com/Mugen87
  28672. *
  28673. * - shows frustum, line of sight and up of the camera
  28674. * - suitable for fast updates
  28675. * - based on frustum visualization in lightgl.js shadowmap example
  28676. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28677. */
  28678. var _vector$b = new Vector3();
  28679. var _camera = new Camera();
  28680. function CameraHelper( camera ) {
  28681. var geometry = new BufferGeometry();
  28682. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28683. var vertices = [];
  28684. var colors = [];
  28685. var pointMap = {};
  28686. // colors
  28687. var colorFrustum = new Color( 0xffaa00 );
  28688. var colorCone = new Color( 0xff0000 );
  28689. var colorUp = new Color( 0x00aaff );
  28690. var colorTarget = new Color( 0xffffff );
  28691. var colorCross = new Color( 0x333333 );
  28692. // near
  28693. addLine( 'n1', 'n2', colorFrustum );
  28694. addLine( 'n2', 'n4', colorFrustum );
  28695. addLine( 'n4', 'n3', colorFrustum );
  28696. addLine( 'n3', 'n1', colorFrustum );
  28697. // far
  28698. addLine( 'f1', 'f2', colorFrustum );
  28699. addLine( 'f2', 'f4', colorFrustum );
  28700. addLine( 'f4', 'f3', colorFrustum );
  28701. addLine( 'f3', 'f1', colorFrustum );
  28702. // sides
  28703. addLine( 'n1', 'f1', colorFrustum );
  28704. addLine( 'n2', 'f2', colorFrustum );
  28705. addLine( 'n3', 'f3', colorFrustum );
  28706. addLine( 'n4', 'f4', colorFrustum );
  28707. // cone
  28708. addLine( 'p', 'n1', colorCone );
  28709. addLine( 'p', 'n2', colorCone );
  28710. addLine( 'p', 'n3', colorCone );
  28711. addLine( 'p', 'n4', colorCone );
  28712. // up
  28713. addLine( 'u1', 'u2', colorUp );
  28714. addLine( 'u2', 'u3', colorUp );
  28715. addLine( 'u3', 'u1', colorUp );
  28716. // target
  28717. addLine( 'c', 't', colorTarget );
  28718. addLine( 'p', 'c', colorCross );
  28719. // cross
  28720. addLine( 'cn1', 'cn2', colorCross );
  28721. addLine( 'cn3', 'cn4', colorCross );
  28722. addLine( 'cf1', 'cf2', colorCross );
  28723. addLine( 'cf3', 'cf4', colorCross );
  28724. function addLine( a, b, color ) {
  28725. addPoint( a, color );
  28726. addPoint( b, color );
  28727. }
  28728. function addPoint( id, color ) {
  28729. vertices.push( 0, 0, 0 );
  28730. colors.push( color.r, color.g, color.b );
  28731. if ( pointMap[ id ] === undefined ) {
  28732. pointMap[ id ] = [];
  28733. }
  28734. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28735. }
  28736. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28737. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28738. LineSegments.call( this, geometry, material );
  28739. this.type = 'CameraHelper';
  28740. this.camera = camera;
  28741. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28742. this.matrix = camera.matrixWorld;
  28743. this.matrixAutoUpdate = false;
  28744. this.pointMap = pointMap;
  28745. this.update();
  28746. }
  28747. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28748. CameraHelper.prototype.constructor = CameraHelper;
  28749. CameraHelper.prototype.update = function () {
  28750. var geometry = this.geometry;
  28751. var pointMap = this.pointMap;
  28752. var w = 1, h = 1;
  28753. // we need just camera projection matrix inverse
  28754. // world matrix must be identity
  28755. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28756. // center / target
  28757. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28758. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28759. // near
  28760. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28761. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28762. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28763. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28764. // far
  28765. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28766. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28767. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28768. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28769. // up
  28770. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28771. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28772. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28773. // cross
  28774. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28775. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28776. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28777. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28778. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28779. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28780. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28781. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28782. geometry.getAttribute( 'position' ).needsUpdate = true;
  28783. };
  28784. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28785. _vector$b.set( x, y, z ).unproject( camera );
  28786. var points = pointMap[ point ];
  28787. if ( points !== undefined ) {
  28788. var position = geometry.getAttribute( 'position' );
  28789. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28790. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28791. }
  28792. }
  28793. }
  28794. /**
  28795. * @author mrdoob / http://mrdoob.com/
  28796. * @author Mugen87 / http://github.com/Mugen87
  28797. */
  28798. var _box$3 = new Box3();
  28799. function BoxHelper( object, color ) {
  28800. this.object = object;
  28801. if ( color === undefined ) { color = 0xffff00; }
  28802. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  28803. var positions = new Float32Array( 8 * 3 );
  28804. var geometry = new BufferGeometry();
  28805. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28806. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28807. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28808. this.type = 'BoxHelper';
  28809. this.matrixAutoUpdate = false;
  28810. this.update();
  28811. }
  28812. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28813. BoxHelper.prototype.constructor = BoxHelper;
  28814. BoxHelper.prototype.update = function ( object ) {
  28815. if ( object !== undefined ) {
  28816. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28817. }
  28818. if ( this.object !== undefined ) {
  28819. _box$3.setFromObject( this.object );
  28820. }
  28821. if ( _box$3.isEmpty() ) { return; }
  28822. var min = _box$3.min;
  28823. var max = _box$3.max;
  28824. /*
  28825. 5____4
  28826. 1/___0/|
  28827. | 6__|_7
  28828. 2/___3/
  28829. 0: max.x, max.y, max.z
  28830. 1: min.x, max.y, max.z
  28831. 2: min.x, min.y, max.z
  28832. 3: max.x, min.y, max.z
  28833. 4: max.x, max.y, min.z
  28834. 5: min.x, max.y, min.z
  28835. 6: min.x, min.y, min.z
  28836. 7: max.x, min.y, min.z
  28837. */
  28838. var position = this.geometry.attributes.position;
  28839. var array = position.array;
  28840. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28841. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28842. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28843. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28844. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28845. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28846. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28847. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28848. position.needsUpdate = true;
  28849. this.geometry.computeBoundingSphere();
  28850. };
  28851. BoxHelper.prototype.setFromObject = function ( object ) {
  28852. this.object = object;
  28853. this.update();
  28854. return this;
  28855. };
  28856. BoxHelper.prototype.copy = function ( source ) {
  28857. LineSegments.prototype.copy.call( this, source );
  28858. this.object = source.object;
  28859. return this;
  28860. };
  28861. BoxHelper.prototype.clone = function () {
  28862. return new this.constructor().copy( this );
  28863. };
  28864. /**
  28865. * @author WestLangley / http://github.com/WestLangley
  28866. */
  28867. function Box3Helper( box, color ) {
  28868. this.type = 'Box3Helper';
  28869. this.box = box;
  28870. color = color || 0xffff00;
  28871. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  28872. var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
  28873. var geometry = new BufferGeometry();
  28874. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28875. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28876. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28877. this.type = 'Box3Helper';
  28878. this.geometry.computeBoundingSphere();
  28879. }
  28880. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28881. Box3Helper.prototype.constructor = Box3Helper;
  28882. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28883. var box = this.box;
  28884. if ( box.isEmpty() ) { return; }
  28885. box.getCenter( this.position );
  28886. box.getSize( this.scale );
  28887. this.scale.multiplyScalar( 0.5 );
  28888. Object3D.prototype.updateMatrixWorld.call( this, force );
  28889. };
  28890. /**
  28891. * @author WestLangley / http://github.com/WestLangley
  28892. */
  28893. function PlaneHelper( plane, size, hex ) {
  28894. this.plane = plane;
  28895. this.size = ( size === undefined ) ? 1 : size;
  28896. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28897. var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
  28898. var geometry = new BufferGeometry();
  28899. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28900. geometry.computeBoundingSphere();
  28901. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28902. this.type = 'PlaneHelper';
  28903. //
  28904. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28905. var geometry2 = new BufferGeometry();
  28906. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28907. geometry2.computeBoundingSphere();
  28908. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28909. }
  28910. PlaneHelper.prototype = Object.create( Line.prototype );
  28911. PlaneHelper.prototype.constructor = PlaneHelper;
  28912. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28913. var scale = - this.plane.constant;
  28914. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28915. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28916. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28917. this.lookAt( this.plane.normal );
  28918. Object3D.prototype.updateMatrixWorld.call( this, force );
  28919. };
  28920. /**
  28921. * @author WestLangley / http://github.com/WestLangley
  28922. * @author zz85 / http://github.com/zz85
  28923. * @author bhouston / http://clara.io
  28924. *
  28925. * Creates an arrow for visualizing directions
  28926. *
  28927. * Parameters:
  28928. * dir - Vector3
  28929. * origin - Vector3
  28930. * length - Number
  28931. * color - color in hex value
  28932. * headLength - Number
  28933. * headWidth - Number
  28934. */
  28935. var _axis = new Vector3();
  28936. var _lineGeometry, _coneGeometry;
  28937. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28938. // dir is assumed to be normalized
  28939. Object3D.call( this );
  28940. this.type = 'ArrowHelper';
  28941. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28942. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28943. if ( length === undefined ) { length = 1; }
  28944. if ( color === undefined ) { color = 0xffff00; }
  28945. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28946. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28947. if ( _lineGeometry === undefined ) {
  28948. _lineGeometry = new BufferGeometry();
  28949. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28950. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28951. _coneGeometry.translate( 0, - 0.5, 0 );
  28952. }
  28953. this.position.copy( origin );
  28954. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28955. this.line.matrixAutoUpdate = false;
  28956. this.add( this.line );
  28957. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28958. this.cone.matrixAutoUpdate = false;
  28959. this.add( this.cone );
  28960. this.setDirection( dir );
  28961. this.setLength( length, headLength, headWidth );
  28962. }
  28963. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28964. ArrowHelper.prototype.constructor = ArrowHelper;
  28965. ArrowHelper.prototype.setDirection = function ( dir ) {
  28966. // dir is assumed to be normalized
  28967. if ( dir.y > 0.99999 ) {
  28968. this.quaternion.set( 0, 0, 0, 1 );
  28969. } else if ( dir.y < - 0.99999 ) {
  28970. this.quaternion.set( 1, 0, 0, 0 );
  28971. } else {
  28972. _axis.set( dir.z, 0, - dir.x ).normalize();
  28973. var radians = Math.acos( dir.y );
  28974. this.quaternion.setFromAxisAngle( _axis, radians );
  28975. }
  28976. };
  28977. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28978. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28979. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28980. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28981. this.line.updateMatrix();
  28982. this.cone.scale.set( headWidth, headLength, headWidth );
  28983. this.cone.position.y = length;
  28984. this.cone.updateMatrix();
  28985. };
  28986. ArrowHelper.prototype.setColor = function ( color ) {
  28987. this.line.material.color.set( color );
  28988. this.cone.material.color.set( color );
  28989. };
  28990. ArrowHelper.prototype.copy = function ( source ) {
  28991. Object3D.prototype.copy.call( this, source, false );
  28992. this.line.copy( source.line );
  28993. this.cone.copy( source.cone );
  28994. return this;
  28995. };
  28996. ArrowHelper.prototype.clone = function () {
  28997. return new this.constructor().copy( this );
  28998. };
  28999. /**
  29000. * @author sroucheray / http://sroucheray.org/
  29001. * @author mrdoob / http://mrdoob.com/
  29002. */
  29003. function AxesHelper( size ) {
  29004. size = size || 1;
  29005. var vertices = [
  29006. 0, 0, 0, size, 0, 0,
  29007. 0, 0, 0, 0, size, 0,
  29008. 0, 0, 0, 0, 0, size
  29009. ];
  29010. var colors = [
  29011. 1, 0, 0, 1, 0.6, 0,
  29012. 0, 1, 0, 0.6, 1, 0,
  29013. 0, 0, 1, 0, 0.6, 1
  29014. ];
  29015. var geometry = new BufferGeometry();
  29016. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  29017. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  29018. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  29019. LineSegments.call( this, geometry, material );
  29020. this.type = 'AxesHelper';
  29021. }
  29022. AxesHelper.prototype = Object.create( LineSegments.prototype );
  29023. AxesHelper.prototype.constructor = AxesHelper;
  29024. /**
  29025. * @author Emmett Lalish / elalish
  29026. *
  29027. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  29028. * (PMREM) from a cubeMap environment texture. This allows different levels of
  29029. * blur to be quickly accessed based on material roughness. It is packed into a
  29030. * special CubeUV format that allows us to perform custom interpolation so that
  29031. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  29032. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  29033. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  29034. * higher roughness levels. In this way we maintain resolution to smoothly
  29035. * interpolate diffuse lighting while limiting sampling computation.
  29036. */
  29037. var LOD_MIN = 4;
  29038. var LOD_MAX = 8;
  29039. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  29040. // The standard deviations (radians) associated with the extra mips. These are
  29041. // chosen to approximate a Trowbridge-Reitz distribution function times the
  29042. // geometric shadowing function. These sigma values squared must match the
  29043. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  29044. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  29045. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  29046. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  29047. // samples and exit early, but not recompile the shader.
  29048. var MAX_SAMPLES = 20;
  29049. var ENCODINGS = {};
  29050. ENCODINGS[ LinearEncoding ] = 0;
  29051. ENCODINGS[ sRGBEncoding ] = 1;
  29052. ENCODINGS[ RGBEEncoding ] = 2;
  29053. ENCODINGS[ RGBM7Encoding ] = 3;
  29054. ENCODINGS[ RGBM16Encoding ] = 4;
  29055. ENCODINGS[ RGBDEncoding ] = 5;
  29056. ENCODINGS[ GammaEncoding ] = 6;
  29057. var _flatCamera = new OrthographicCamera();
  29058. var ref = _createPlanes();
  29059. var _lodPlanes = ref._lodPlanes;
  29060. var _sizeLods = ref._sizeLods;
  29061. var _sigmas = ref._sigmas;
  29062. var _oldTarget = null;
  29063. // Golden Ratio
  29064. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  29065. var INV_PHI = 1 / PHI;
  29066. // Vertices of a dodecahedron (except the opposites, which represent the
  29067. // same axis), used as axis directions evenly spread on a sphere.
  29068. var _axisDirections = [
  29069. new Vector3( 1, 1, 1 ),
  29070. new Vector3( - 1, 1, 1 ),
  29071. new Vector3( 1, 1, - 1 ),
  29072. new Vector3( - 1, 1, - 1 ),
  29073. new Vector3( 0, PHI, INV_PHI ),
  29074. new Vector3( 0, PHI, - INV_PHI ),
  29075. new Vector3( INV_PHI, 0, PHI ),
  29076. new Vector3( - INV_PHI, 0, PHI ),
  29077. new Vector3( PHI, INV_PHI, 0 ),
  29078. new Vector3( - PHI, INV_PHI, 0 ) ];
  29079. function PMREMGenerator( renderer ) {
  29080. this._renderer = renderer;
  29081. this._pingPongRenderTarget = null;
  29082. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  29083. this._equirectShader = null;
  29084. this._cubemapShader = null;
  29085. this._compileMaterial( this._blurMaterial );
  29086. }
  29087. PMREMGenerator.prototype = {
  29088. constructor: PMREMGenerator,
  29089. /**
  29090. * Generates a PMREM from a supplied Scene, which can be faster than using an
  29091. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  29092. * in radians to be applied to the scene before PMREM generation. Optional near
  29093. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  29094. * is placed at the origin).
  29095. */
  29096. fromScene: function ( scene, sigma, near, far ) {
  29097. if ( sigma === void 0 ) sigma = 0;
  29098. if ( near === void 0 ) near = 0.1;
  29099. if ( far === void 0 ) far = 100;
  29100. _oldTarget = this._renderer.getRenderTarget();
  29101. var cubeUVRenderTarget = this._allocateTargets();
  29102. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  29103. if ( sigma > 0 ) {
  29104. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  29105. }
  29106. this._applyPMREM( cubeUVRenderTarget );
  29107. this._cleanup( cubeUVRenderTarget );
  29108. return cubeUVRenderTarget;
  29109. },
  29110. /**
  29111. * Generates a PMREM from an equirectangular texture, which can be either LDR
  29112. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  29113. * as this matches best with the 256 x 256 cubemap output.
  29114. */
  29115. fromEquirectangular: function ( equirectangular ) {
  29116. return this._fromTexture( equirectangular );
  29117. },
  29118. /**
  29119. * Generates a PMREM from an cubemap texture, which can be either LDR
  29120. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  29121. * as this matches best with the 256 x 256 cubemap output.
  29122. */
  29123. fromCubemap: function ( cubemap ) {
  29124. return this._fromTexture( cubemap );
  29125. },
  29126. /**
  29127. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  29128. * your texture's network fetch for increased concurrency.
  29129. */
  29130. compileCubemapShader: function () {
  29131. if ( this._cubemapShader === null ) {
  29132. this._cubemapShader = _getCubemapShader();
  29133. this._compileMaterial( this._cubemapShader );
  29134. }
  29135. },
  29136. /**
  29137. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  29138. * your texture's network fetch for increased concurrency.
  29139. */
  29140. compileEquirectangularShader: function () {
  29141. if ( this._equirectShader === null ) {
  29142. this._equirectShader = _getEquirectShader();
  29143. this._compileMaterial( this._equirectShader );
  29144. }
  29145. },
  29146. /**
  29147. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  29148. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  29149. * one of them will cause any others to also become unusable.
  29150. */
  29151. dispose: function () {
  29152. this._blurMaterial.dispose();
  29153. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  29154. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  29155. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  29156. _lodPlanes[ i ].dispose();
  29157. }
  29158. },
  29159. // private interface
  29160. _cleanup: function ( outputTarget ) {
  29161. this._pingPongRenderTarget.dispose();
  29162. this._renderer.setRenderTarget( _oldTarget );
  29163. outputTarget.scissorTest = false;
  29164. // reset viewport and scissor
  29165. outputTarget.setSize( outputTarget.width, outputTarget.height );
  29166. },
  29167. _fromTexture: function ( texture ) {
  29168. _oldTarget = this._renderer.getRenderTarget();
  29169. var cubeUVRenderTarget = this._allocateTargets( texture );
  29170. this._textureToCubeUV( texture, cubeUVRenderTarget );
  29171. this._applyPMREM( cubeUVRenderTarget );
  29172. this._cleanup( cubeUVRenderTarget );
  29173. return cubeUVRenderTarget;
  29174. },
  29175. _allocateTargets: function ( texture ) { // warning: null texture is valid
  29176. var params = {
  29177. magFilter: NearestFilter,
  29178. minFilter: NearestFilter,
  29179. generateMipmaps: false,
  29180. type: UnsignedByteType,
  29181. format: RGBEFormat,
  29182. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  29183. depthBuffer: false,
  29184. stencilBuffer: false
  29185. };
  29186. var cubeUVRenderTarget = _createRenderTarget( params );
  29187. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  29188. this._pingPongRenderTarget = _createRenderTarget( params );
  29189. return cubeUVRenderTarget;
  29190. },
  29191. _compileMaterial: function ( material ) {
  29192. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  29193. this._renderer.compile( tmpMesh, _flatCamera );
  29194. },
  29195. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  29196. var fov = 90;
  29197. var aspect = 1;
  29198. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  29199. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  29200. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  29201. var renderer = this._renderer;
  29202. var outputEncoding = renderer.outputEncoding;
  29203. var toneMapping = renderer.toneMapping;
  29204. var clearColor = renderer.getClearColor();
  29205. var clearAlpha = renderer.getClearAlpha();
  29206. renderer.toneMapping = NoToneMapping;
  29207. renderer.outputEncoding = LinearEncoding;
  29208. var background = scene.background;
  29209. if ( background && background.isColor ) {
  29210. background.convertSRGBToLinear();
  29211. // Convert linear to RGBE
  29212. var maxComponent = Math.max( background.r, background.g, background.b );
  29213. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  29214. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  29215. var alpha = ( fExp + 128.0 ) / 255.0;
  29216. renderer.setClearColor( background, alpha );
  29217. scene.background = null;
  29218. }
  29219. for ( var i = 0; i < 6; i ++ ) {
  29220. var col = i % 3;
  29221. if ( col == 0 ) {
  29222. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29223. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  29224. } else if ( col == 1 ) {
  29225. cubeCamera.up.set( 0, 0, upSign[ i ] );
  29226. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  29227. } else {
  29228. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29229. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  29230. }
  29231. _setViewport( cubeUVRenderTarget,
  29232. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  29233. renderer.setRenderTarget( cubeUVRenderTarget );
  29234. renderer.render( scene, cubeCamera );
  29235. }
  29236. renderer.toneMapping = toneMapping;
  29237. renderer.outputEncoding = outputEncoding;
  29238. renderer.setClearColor( clearColor, clearAlpha );
  29239. },
  29240. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29241. var renderer = this._renderer;
  29242. if ( texture.isCubeTexture ) {
  29243. if ( this._cubemapShader == null ) {
  29244. this._cubemapShader = _getCubemapShader();
  29245. }
  29246. } else {
  29247. if ( this._equirectShader == null ) {
  29248. this._equirectShader = _getEquirectShader();
  29249. }
  29250. }
  29251. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29252. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  29253. var uniforms = material.uniforms;
  29254. uniforms[ 'envMap' ].value = texture;
  29255. if ( ! texture.isCubeTexture ) {
  29256. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29257. }
  29258. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29259. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29260. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29261. renderer.setRenderTarget( cubeUVRenderTarget );
  29262. renderer.render( mesh, _flatCamera );
  29263. },
  29264. _applyPMREM: function ( cubeUVRenderTarget ) {
  29265. var renderer = this._renderer;
  29266. var autoClear = renderer.autoClear;
  29267. renderer.autoClear = false;
  29268. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  29269. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29270. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29271. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29272. }
  29273. renderer.autoClear = autoClear;
  29274. },
  29275. /**
  29276. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29277. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29278. * the blur latitudinally (around the poles), and then longitudinally (towards
  29279. * the poles) to approximate the orthogonally-separable blur. It is least
  29280. * accurate at the poles, but still does a decent job.
  29281. */
  29282. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29283. var pingPongRenderTarget = this._pingPongRenderTarget;
  29284. this._halfBlur(
  29285. cubeUVRenderTarget,
  29286. pingPongRenderTarget,
  29287. lodIn,
  29288. lodOut,
  29289. sigma,
  29290. 'latitudinal',
  29291. poleAxis );
  29292. this._halfBlur(
  29293. pingPongRenderTarget,
  29294. cubeUVRenderTarget,
  29295. lodOut,
  29296. lodOut,
  29297. sigma,
  29298. 'longitudinal',
  29299. poleAxis );
  29300. },
  29301. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29302. var renderer = this._renderer;
  29303. var blurMaterial = this._blurMaterial;
  29304. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29305. console.error(
  29306. 'blur direction must be either latitudinal or longitudinal!' );
  29307. }
  29308. // Number of standard deviations at which to cut off the discrete approximation.
  29309. var STANDARD_DEVIATIONS = 3;
  29310. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29311. var blurUniforms = blurMaterial.uniforms;
  29312. var pixels = _sizeLods[ lodIn ] - 1;
  29313. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29314. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29315. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29316. if ( samples > MAX_SAMPLES ) {
  29317. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29318. }
  29319. var weights = [];
  29320. var sum = 0;
  29321. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29322. var x$1 = i / sigmaPixels;
  29323. var weight = Math.exp( - x$1 * x$1 / 2 );
  29324. weights.push( weight );
  29325. if ( i == 0 ) {
  29326. sum += weight;
  29327. } else if ( i < samples ) {
  29328. sum += 2 * weight;
  29329. }
  29330. }
  29331. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  29332. weights[ i$1 ] = weights[ i$1 ] / sum;
  29333. }
  29334. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29335. blurUniforms[ 'samples' ].value = samples;
  29336. blurUniforms[ 'weights' ].value = weights;
  29337. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29338. if ( poleAxis ) {
  29339. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29340. }
  29341. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29342. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29343. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29344. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29345. var outputSize = _sizeLods[ lodOut ];
  29346. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29347. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29348. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29349. renderer.setRenderTarget( targetOut );
  29350. renderer.render( blurMesh, _flatCamera );
  29351. }
  29352. };
  29353. function _isLDR( texture ) {
  29354. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29355. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29356. }
  29357. function _createPlanes() {
  29358. var _lodPlanes = [];
  29359. var _sizeLods = [];
  29360. var _sigmas = [];
  29361. var lod = LOD_MAX;
  29362. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29363. var sizeLod = Math.pow( 2, lod );
  29364. _sizeLods.push( sizeLod );
  29365. var sigma = 1.0 / sizeLod;
  29366. if ( i > LOD_MAX - LOD_MIN ) {
  29367. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29368. } else if ( i == 0 ) {
  29369. sigma = 0;
  29370. }
  29371. _sigmas.push( sigma );
  29372. var texelSize = 1.0 / ( sizeLod - 1 );
  29373. var min = - texelSize / 2;
  29374. var max = 1 + texelSize / 2;
  29375. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29376. var cubeFaces = 6;
  29377. var vertices = 6;
  29378. var positionSize = 3;
  29379. var uvSize = 2;
  29380. var faceIndexSize = 1;
  29381. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29382. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29383. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29384. for ( var face = 0; face < cubeFaces; face ++ ) {
  29385. var x = ( face % 3 ) * 2 / 3 - 1;
  29386. var y = face > 2 ? 0 : - 1;
  29387. var coordinates = [
  29388. x, y, 0,
  29389. x + 2 / 3, y, 0,
  29390. x + 2 / 3, y + 1, 0,
  29391. x, y, 0,
  29392. x + 2 / 3, y + 1, 0,
  29393. x, y + 1, 0
  29394. ];
  29395. position.set( coordinates, positionSize * vertices * face );
  29396. uv.set( uv1, uvSize * vertices * face );
  29397. var fill = [ face, face, face, face, face, face ];
  29398. faceIndex.set( fill, faceIndexSize * vertices * face );
  29399. }
  29400. var planes = new BufferGeometry();
  29401. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29402. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29403. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29404. _lodPlanes.push( planes );
  29405. if ( lod > LOD_MIN ) {
  29406. lod --;
  29407. }
  29408. }
  29409. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29410. }
  29411. function _createRenderTarget( params ) {
  29412. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29413. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29414. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29415. cubeUVRenderTarget.scissorTest = true;
  29416. return cubeUVRenderTarget;
  29417. }
  29418. function _setViewport( target, x, y, width, height ) {
  29419. target.viewport.set( x, y, width, height );
  29420. target.scissor.set( x, y, width, height );
  29421. }
  29422. function _getBlurShader( maxSamples ) {
  29423. var weights = new Float32Array( maxSamples );
  29424. var poleAxis = new Vector3( 0, 1, 0 );
  29425. var shaderMaterial = new RawShaderMaterial( {
  29426. name: 'SphericalGaussianBlur',
  29427. defines: { 'n': maxSamples },
  29428. uniforms: {
  29429. 'envMap': { value: null },
  29430. 'samples': { value: 1 },
  29431. 'weights': { value: weights },
  29432. 'latitudinal': { value: false },
  29433. 'dTheta': { value: 0 },
  29434. 'mipInt': { value: 0 },
  29435. 'poleAxis': { value: poleAxis },
  29436. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29437. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29438. },
  29439. vertexShader: _getCommonVertexShader(),
  29440. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvec3 getSample(float theta, vec3 axis) {\n\tfloat cosTheta = cos(theta);\n\t// Rodrigues' axis-angle rotation\n\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\treturn bilinearCubeUV(envMap, sampleDirection, mipInt);\n}\n\nvoid main() {\n\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\tif (all(equal(axis, vec3(0.0))))\n\t\taxis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x);\n\taxis = normalize(axis);\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb += weights[0] * getSample(0.0, axis);\n\tfor (int i = 1; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfloat theta = dTheta * float(i);\n\t\tgl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis);\n\t\tgl_FragColor.rgb += weights[i] * getSample(theta, axis);\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29441. blending: NoBlending,
  29442. depthTest: false,
  29443. depthWrite: false
  29444. } );
  29445. return shaderMaterial;
  29446. }
  29447. function _getEquirectShader() {
  29448. var texelSize = new Vector2( 1, 1 );
  29449. var shaderMaterial = new RawShaderMaterial( {
  29450. name: 'EquirectangularToCubeUV',
  29451. uniforms: {
  29452. 'envMap': { value: null },
  29453. 'texelSize': { value: texelSize },
  29454. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29455. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29456. },
  29457. vertexShader: _getCommonVertexShader(),
  29458. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#include <common>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv = equirectUv( outputDirection );\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29459. blending: NoBlending,
  29460. depthTest: false,
  29461. depthWrite: false
  29462. } );
  29463. return shaderMaterial;
  29464. }
  29465. function _getCubemapShader() {
  29466. var shaderMaterial = new RawShaderMaterial( {
  29467. name: 'CubemapToCubeUV',
  29468. uniforms: {
  29469. 'envMap': { value: null },
  29470. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29471. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29472. },
  29473. vertexShader: _getCommonVertexShader(),
  29474. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  29475. blending: NoBlending,
  29476. depthTest: false,
  29477. depthWrite: false
  29478. } );
  29479. return shaderMaterial;
  29480. }
  29481. function _getCommonVertexShader() {
  29482. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\n\n// RH coordinate system; PMREM face-indexing convention\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\t} else if (face == 2.0) {\n\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\t} else if (face == 5.0) {\n\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\t}\n\treturn direction;\n}\n\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  29483. }
  29484. function _getEncodings() {
  29485. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  29486. }
  29487. /**
  29488. * @author mrdoob / http://mrdoob.com/
  29489. */
  29490. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29491. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29492. return new Face3( a, b, c, normal, color, materialIndex );
  29493. }
  29494. var LineStrip = 0;
  29495. var LinePieces = 1;
  29496. var NoColors = 0;
  29497. var FaceColors = 1;
  29498. var VertexColors = 2;
  29499. function MeshFaceMaterial( materials ) {
  29500. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29501. return materials;
  29502. }
  29503. function MultiMaterial( materials ) {
  29504. if ( materials === undefined ) { materials = []; }
  29505. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29506. materials.isMultiMaterial = true;
  29507. materials.materials = materials;
  29508. materials.clone = function () {
  29509. return materials.slice();
  29510. };
  29511. return materials;
  29512. }
  29513. function PointCloud( geometry, material ) {
  29514. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29515. return new Points( geometry, material );
  29516. }
  29517. function Particle( material ) {
  29518. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29519. return new Sprite( material );
  29520. }
  29521. function ParticleSystem( geometry, material ) {
  29522. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29523. return new Points( geometry, material );
  29524. }
  29525. function PointCloudMaterial( parameters ) {
  29526. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29527. return new PointsMaterial( parameters );
  29528. }
  29529. function ParticleBasicMaterial( parameters ) {
  29530. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29531. return new PointsMaterial( parameters );
  29532. }
  29533. function ParticleSystemMaterial( parameters ) {
  29534. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29535. return new PointsMaterial( parameters );
  29536. }
  29537. function Vertex( x, y, z ) {
  29538. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29539. return new Vector3( x, y, z );
  29540. }
  29541. //
  29542. function DynamicBufferAttribute( array, itemSize ) {
  29543. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29544. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29545. }
  29546. function Int8Attribute( array, itemSize ) {
  29547. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29548. return new Int8BufferAttribute( array, itemSize );
  29549. }
  29550. function Uint8Attribute( array, itemSize ) {
  29551. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29552. return new Uint8BufferAttribute( array, itemSize );
  29553. }
  29554. function Uint8ClampedAttribute( array, itemSize ) {
  29555. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29556. return new Uint8ClampedBufferAttribute( array, itemSize );
  29557. }
  29558. function Int16Attribute( array, itemSize ) {
  29559. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29560. return new Int16BufferAttribute( array, itemSize );
  29561. }
  29562. function Uint16Attribute( array, itemSize ) {
  29563. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29564. return new Uint16BufferAttribute( array, itemSize );
  29565. }
  29566. function Int32Attribute( array, itemSize ) {
  29567. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29568. return new Int32BufferAttribute( array, itemSize );
  29569. }
  29570. function Uint32Attribute( array, itemSize ) {
  29571. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29572. return new Uint32BufferAttribute( array, itemSize );
  29573. }
  29574. function Float32Attribute( array, itemSize ) {
  29575. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29576. return new Float32BufferAttribute( array, itemSize );
  29577. }
  29578. function Float64Attribute( array, itemSize ) {
  29579. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29580. return new Float64BufferAttribute( array, itemSize );
  29581. }
  29582. //
  29583. Curve.create = function ( construct, getPoint ) {
  29584. console.log( 'THREE.Curve.create() has been deprecated' );
  29585. construct.prototype = Object.create( Curve.prototype );
  29586. construct.prototype.constructor = construct;
  29587. construct.prototype.getPoint = getPoint;
  29588. return construct;
  29589. };
  29590. //
  29591. Object.assign( CurvePath.prototype, {
  29592. createPointsGeometry: function ( divisions ) {
  29593. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29594. // generate geometry from path points (for Line or Points objects)
  29595. var pts = this.getPoints( divisions );
  29596. return this.createGeometry( pts );
  29597. },
  29598. createSpacedPointsGeometry: function ( divisions ) {
  29599. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29600. // generate geometry from equidistant sampling along the path
  29601. var pts = this.getSpacedPoints( divisions );
  29602. return this.createGeometry( pts );
  29603. },
  29604. createGeometry: function ( points ) {
  29605. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29606. var geometry = new Geometry();
  29607. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29608. var point = points[ i ];
  29609. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29610. }
  29611. return geometry;
  29612. }
  29613. } );
  29614. //
  29615. Object.assign( Path.prototype, {
  29616. fromPoints: function ( points ) {
  29617. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29618. return this.setFromPoints( points );
  29619. }
  29620. } );
  29621. //
  29622. function ClosedSplineCurve3( points ) {
  29623. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29624. CatmullRomCurve3.call( this, points );
  29625. this.type = 'catmullrom';
  29626. this.closed = true;
  29627. }
  29628. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29629. //
  29630. function SplineCurve3( points ) {
  29631. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29632. CatmullRomCurve3.call( this, points );
  29633. this.type = 'catmullrom';
  29634. }
  29635. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29636. //
  29637. function Spline( points ) {
  29638. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29639. CatmullRomCurve3.call( this, points );
  29640. this.type = 'catmullrom';
  29641. }
  29642. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29643. Object.assign( Spline.prototype, {
  29644. initFromArray: function ( /* a */ ) {
  29645. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29646. },
  29647. getControlPointsArray: function ( /* optionalTarget */ ) {
  29648. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29649. },
  29650. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29651. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29652. }
  29653. } );
  29654. //
  29655. function AxisHelper( size ) {
  29656. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29657. return new AxesHelper( size );
  29658. }
  29659. function BoundingBoxHelper( object, color ) {
  29660. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29661. return new BoxHelper( object, color );
  29662. }
  29663. function EdgesHelper( object, hex ) {
  29664. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29665. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29666. }
  29667. GridHelper.prototype.setColors = function () {
  29668. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29669. };
  29670. SkeletonHelper.prototype.update = function () {
  29671. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29672. };
  29673. function WireframeHelper( object, hex ) {
  29674. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29675. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29676. }
  29677. //
  29678. Object.assign( Loader.prototype, {
  29679. extractUrlBase: function ( url ) {
  29680. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29681. return LoaderUtils.extractUrlBase( url );
  29682. }
  29683. } );
  29684. Loader.Handlers = {
  29685. add: function ( /* regex, loader */ ) {
  29686. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29687. },
  29688. get: function ( /* file */ ) {
  29689. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29690. }
  29691. };
  29692. function XHRLoader( manager ) {
  29693. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29694. return new FileLoader( manager );
  29695. }
  29696. function BinaryTextureLoader( manager ) {
  29697. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29698. return new DataTextureLoader( manager );
  29699. }
  29700. Object.assign( ObjectLoader.prototype, {
  29701. setTexturePath: function ( value ) {
  29702. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29703. return this.setResourcePath( value );
  29704. }
  29705. } );
  29706. //
  29707. Object.assign( Box2.prototype, {
  29708. center: function ( optionalTarget ) {
  29709. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29710. return this.getCenter( optionalTarget );
  29711. },
  29712. empty: function () {
  29713. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29714. return this.isEmpty();
  29715. },
  29716. isIntersectionBox: function ( box ) {
  29717. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29718. return this.intersectsBox( box );
  29719. },
  29720. size: function ( optionalTarget ) {
  29721. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29722. return this.getSize( optionalTarget );
  29723. }
  29724. } );
  29725. Object.assign( Box3.prototype, {
  29726. center: function ( optionalTarget ) {
  29727. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29728. return this.getCenter( optionalTarget );
  29729. },
  29730. empty: function () {
  29731. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29732. return this.isEmpty();
  29733. },
  29734. isIntersectionBox: function ( box ) {
  29735. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29736. return this.intersectsBox( box );
  29737. },
  29738. isIntersectionSphere: function ( sphere ) {
  29739. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29740. return this.intersectsSphere( sphere );
  29741. },
  29742. size: function ( optionalTarget ) {
  29743. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29744. return this.getSize( optionalTarget );
  29745. }
  29746. } );
  29747. Object.assign( Sphere.prototype, {
  29748. empty: function () {
  29749. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29750. return this.isEmpty();
  29751. },
  29752. } );
  29753. Frustum.prototype.setFromMatrix = function ( m ) {
  29754. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29755. return this.setFromProjectionMatrix( m );
  29756. };
  29757. Line3.prototype.center = function ( optionalTarget ) {
  29758. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29759. return this.getCenter( optionalTarget );
  29760. };
  29761. Object.assign( MathUtils, {
  29762. random16: function () {
  29763. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29764. return Math.random();
  29765. },
  29766. nearestPowerOfTwo: function ( value ) {
  29767. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29768. return MathUtils.floorPowerOfTwo( value );
  29769. },
  29770. nextPowerOfTwo: function ( value ) {
  29771. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29772. return MathUtils.ceilPowerOfTwo( value );
  29773. }
  29774. } );
  29775. Object.assign( Matrix3.prototype, {
  29776. flattenToArrayOffset: function ( array, offset ) {
  29777. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29778. return this.toArray( array, offset );
  29779. },
  29780. multiplyVector3: function ( vector ) {
  29781. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29782. return vector.applyMatrix3( this );
  29783. },
  29784. multiplyVector3Array: function ( /* a */ ) {
  29785. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29786. },
  29787. applyToBufferAttribute: function ( attribute ) {
  29788. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29789. return attribute.applyMatrix3( this );
  29790. },
  29791. applyToVector3Array: function ( /* array, offset, length */ ) {
  29792. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29793. }
  29794. } );
  29795. Object.assign( Matrix4.prototype, {
  29796. extractPosition: function ( m ) {
  29797. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29798. return this.copyPosition( m );
  29799. },
  29800. flattenToArrayOffset: function ( array, offset ) {
  29801. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29802. return this.toArray( array, offset );
  29803. },
  29804. getPosition: function () {
  29805. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29806. return new Vector3().setFromMatrixColumn( this, 3 );
  29807. },
  29808. setRotationFromQuaternion: function ( q ) {
  29809. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29810. return this.makeRotationFromQuaternion( q );
  29811. },
  29812. multiplyToArray: function () {
  29813. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29814. },
  29815. multiplyVector3: function ( vector ) {
  29816. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29817. return vector.applyMatrix4( this );
  29818. },
  29819. multiplyVector4: function ( vector ) {
  29820. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29821. return vector.applyMatrix4( this );
  29822. },
  29823. multiplyVector3Array: function ( /* a */ ) {
  29824. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29825. },
  29826. rotateAxis: function ( v ) {
  29827. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29828. v.transformDirection( this );
  29829. },
  29830. crossVector: function ( vector ) {
  29831. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29832. return vector.applyMatrix4( this );
  29833. },
  29834. translate: function () {
  29835. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29836. },
  29837. rotateX: function () {
  29838. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29839. },
  29840. rotateY: function () {
  29841. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29842. },
  29843. rotateZ: function () {
  29844. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29845. },
  29846. rotateByAxis: function () {
  29847. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29848. },
  29849. applyToBufferAttribute: function ( attribute ) {
  29850. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29851. return attribute.applyMatrix4( this );
  29852. },
  29853. applyToVector3Array: function ( /* array, offset, length */ ) {
  29854. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29855. },
  29856. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29857. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29858. return this.makePerspective( left, right, top, bottom, near, far );
  29859. }
  29860. } );
  29861. Plane.prototype.isIntersectionLine = function ( line ) {
  29862. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29863. return this.intersectsLine( line );
  29864. };
  29865. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29866. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29867. return vector.applyQuaternion( this );
  29868. };
  29869. Object.assign( Ray.prototype, {
  29870. isIntersectionBox: function ( box ) {
  29871. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29872. return this.intersectsBox( box );
  29873. },
  29874. isIntersectionPlane: function ( plane ) {
  29875. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29876. return this.intersectsPlane( plane );
  29877. },
  29878. isIntersectionSphere: function ( sphere ) {
  29879. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29880. return this.intersectsSphere( sphere );
  29881. }
  29882. } );
  29883. Object.assign( Triangle.prototype, {
  29884. area: function () {
  29885. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29886. return this.getArea();
  29887. },
  29888. barycoordFromPoint: function ( point, target ) {
  29889. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29890. return this.getBarycoord( point, target );
  29891. },
  29892. midpoint: function ( target ) {
  29893. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29894. return this.getMidpoint( target );
  29895. },
  29896. normal: function ( target ) {
  29897. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29898. return this.getNormal( target );
  29899. },
  29900. plane: function ( target ) {
  29901. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29902. return this.getPlane( target );
  29903. }
  29904. } );
  29905. Object.assign( Triangle, {
  29906. barycoordFromPoint: function ( point, a, b, c, target ) {
  29907. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29908. return Triangle.getBarycoord( point, a, b, c, target );
  29909. },
  29910. normal: function ( a, b, c, target ) {
  29911. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29912. return Triangle.getNormal( a, b, c, target );
  29913. }
  29914. } );
  29915. Object.assign( Shape.prototype, {
  29916. extractAllPoints: function ( divisions ) {
  29917. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29918. return this.extractPoints( divisions );
  29919. },
  29920. extrude: function ( options ) {
  29921. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29922. return new ExtrudeGeometry( this, options );
  29923. },
  29924. makeGeometry: function ( options ) {
  29925. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29926. return new ShapeGeometry( this, options );
  29927. }
  29928. } );
  29929. Object.assign( Vector2.prototype, {
  29930. fromAttribute: function ( attribute, index, offset ) {
  29931. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29932. return this.fromBufferAttribute( attribute, index, offset );
  29933. },
  29934. distanceToManhattan: function ( v ) {
  29935. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29936. return this.manhattanDistanceTo( v );
  29937. },
  29938. lengthManhattan: function () {
  29939. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29940. return this.manhattanLength();
  29941. }
  29942. } );
  29943. Object.assign( Vector3.prototype, {
  29944. setEulerFromRotationMatrix: function () {
  29945. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29946. },
  29947. setEulerFromQuaternion: function () {
  29948. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29949. },
  29950. getPositionFromMatrix: function ( m ) {
  29951. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29952. return this.setFromMatrixPosition( m );
  29953. },
  29954. getScaleFromMatrix: function ( m ) {
  29955. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29956. return this.setFromMatrixScale( m );
  29957. },
  29958. getColumnFromMatrix: function ( index, matrix ) {
  29959. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29960. return this.setFromMatrixColumn( matrix, index );
  29961. },
  29962. applyProjection: function ( m ) {
  29963. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29964. return this.applyMatrix4( m );
  29965. },
  29966. fromAttribute: function ( attribute, index, offset ) {
  29967. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29968. return this.fromBufferAttribute( attribute, index, offset );
  29969. },
  29970. distanceToManhattan: function ( v ) {
  29971. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29972. return this.manhattanDistanceTo( v );
  29973. },
  29974. lengthManhattan: function () {
  29975. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29976. return this.manhattanLength();
  29977. }
  29978. } );
  29979. Object.assign( Vector4.prototype, {
  29980. fromAttribute: function ( attribute, index, offset ) {
  29981. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29982. return this.fromBufferAttribute( attribute, index, offset );
  29983. },
  29984. lengthManhattan: function () {
  29985. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29986. return this.manhattanLength();
  29987. }
  29988. } );
  29989. //
  29990. Object.assign( Geometry.prototype, {
  29991. computeTangents: function () {
  29992. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29993. },
  29994. computeLineDistances: function () {
  29995. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29996. },
  29997. applyMatrix: function ( matrix ) {
  29998. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29999. return this.applyMatrix4( matrix );
  30000. }
  30001. } );
  30002. Object.assign( Object3D.prototype, {
  30003. getChildByName: function ( name ) {
  30004. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  30005. return this.getObjectByName( name );
  30006. },
  30007. renderDepth: function () {
  30008. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  30009. },
  30010. translate: function ( distance, axis ) {
  30011. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  30012. return this.translateOnAxis( axis, distance );
  30013. },
  30014. getWorldRotation: function () {
  30015. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  30016. },
  30017. applyMatrix: function ( matrix ) {
  30018. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  30019. return this.applyMatrix4( matrix );
  30020. }
  30021. } );
  30022. Object.defineProperties( Object3D.prototype, {
  30023. eulerOrder: {
  30024. get: function () {
  30025. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30026. return this.rotation.order;
  30027. },
  30028. set: function ( value ) {
  30029. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30030. this.rotation.order = value;
  30031. }
  30032. },
  30033. useQuaternion: {
  30034. get: function () {
  30035. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30036. },
  30037. set: function () {
  30038. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30039. }
  30040. }
  30041. } );
  30042. Object.assign( Mesh.prototype, {
  30043. setDrawMode: function () {
  30044. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30045. },
  30046. } );
  30047. Object.defineProperties( Mesh.prototype, {
  30048. drawMode: {
  30049. get: function () {
  30050. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  30051. return TrianglesDrawMode;
  30052. },
  30053. set: function () {
  30054. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30055. }
  30056. }
  30057. } );
  30058. Object.defineProperties( LOD.prototype, {
  30059. objects: {
  30060. get: function () {
  30061. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  30062. return this.levels;
  30063. }
  30064. }
  30065. } );
  30066. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  30067. get: function () {
  30068. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30069. },
  30070. set: function () {
  30071. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30072. }
  30073. } );
  30074. SkinnedMesh.prototype.initBones = function () {
  30075. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  30076. };
  30077. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  30078. get: function () {
  30079. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30080. return this.arcLengthDivisions;
  30081. },
  30082. set: function ( value ) {
  30083. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30084. this.arcLengthDivisions = value;
  30085. }
  30086. } );
  30087. //
  30088. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  30089. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  30090. "Use .setFocalLength and .filmGauge for a photographic setup." );
  30091. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  30092. this.setFocalLength( focalLength );
  30093. };
  30094. //
  30095. Object.defineProperties( Light.prototype, {
  30096. onlyShadow: {
  30097. set: function () {
  30098. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  30099. }
  30100. },
  30101. shadowCameraFov: {
  30102. set: function ( value ) {
  30103. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  30104. this.shadow.camera.fov = value;
  30105. }
  30106. },
  30107. shadowCameraLeft: {
  30108. set: function ( value ) {
  30109. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  30110. this.shadow.camera.left = value;
  30111. }
  30112. },
  30113. shadowCameraRight: {
  30114. set: function ( value ) {
  30115. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  30116. this.shadow.camera.right = value;
  30117. }
  30118. },
  30119. shadowCameraTop: {
  30120. set: function ( value ) {
  30121. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  30122. this.shadow.camera.top = value;
  30123. }
  30124. },
  30125. shadowCameraBottom: {
  30126. set: function ( value ) {
  30127. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  30128. this.shadow.camera.bottom = value;
  30129. }
  30130. },
  30131. shadowCameraNear: {
  30132. set: function ( value ) {
  30133. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  30134. this.shadow.camera.near = value;
  30135. }
  30136. },
  30137. shadowCameraFar: {
  30138. set: function ( value ) {
  30139. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  30140. this.shadow.camera.far = value;
  30141. }
  30142. },
  30143. shadowCameraVisible: {
  30144. set: function () {
  30145. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  30146. }
  30147. },
  30148. shadowBias: {
  30149. set: function ( value ) {
  30150. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  30151. this.shadow.bias = value;
  30152. }
  30153. },
  30154. shadowDarkness: {
  30155. set: function () {
  30156. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  30157. }
  30158. },
  30159. shadowMapWidth: {
  30160. set: function ( value ) {
  30161. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  30162. this.shadow.mapSize.width = value;
  30163. }
  30164. },
  30165. shadowMapHeight: {
  30166. set: function ( value ) {
  30167. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  30168. this.shadow.mapSize.height = value;
  30169. }
  30170. }
  30171. } );
  30172. //
  30173. Object.defineProperties( BufferAttribute.prototype, {
  30174. length: {
  30175. get: function () {
  30176. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  30177. return this.array.length;
  30178. }
  30179. },
  30180. dynamic: {
  30181. get: function () {
  30182. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30183. return this.usage === DynamicDrawUsage;
  30184. },
  30185. set: function ( /* value */ ) {
  30186. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30187. this.setUsage( DynamicDrawUsage );
  30188. }
  30189. }
  30190. } );
  30191. Object.assign( BufferAttribute.prototype, {
  30192. setDynamic: function ( value ) {
  30193. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30194. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30195. return this;
  30196. },
  30197. copyIndicesArray: function ( /* indices */ ) {
  30198. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  30199. },
  30200. setArray: function ( /* array */ ) {
  30201. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30202. }
  30203. } );
  30204. Object.assign( BufferGeometry.prototype, {
  30205. addIndex: function ( index ) {
  30206. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  30207. this.setIndex( index );
  30208. },
  30209. addAttribute: function ( name, attribute ) {
  30210. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  30211. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  30212. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  30213. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  30214. }
  30215. if ( name === 'index' ) {
  30216. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  30217. this.setIndex( attribute );
  30218. return this;
  30219. }
  30220. return this.setAttribute( name, attribute );
  30221. },
  30222. addDrawCall: function ( start, count, indexOffset ) {
  30223. if ( indexOffset !== undefined ) {
  30224. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  30225. }
  30226. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  30227. this.addGroup( start, count );
  30228. },
  30229. clearDrawCalls: function () {
  30230. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  30231. this.clearGroups();
  30232. },
  30233. computeTangents: function () {
  30234. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30235. },
  30236. computeOffsets: function () {
  30237. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30238. },
  30239. removeAttribute: function ( name ) {
  30240. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30241. return this.deleteAttribute( name );
  30242. },
  30243. applyMatrix: function ( matrix ) {
  30244. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30245. return this.applyMatrix4( matrix );
  30246. }
  30247. } );
  30248. Object.defineProperties( BufferGeometry.prototype, {
  30249. drawcalls: {
  30250. get: function () {
  30251. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30252. return this.groups;
  30253. }
  30254. },
  30255. offsets: {
  30256. get: function () {
  30257. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30258. return this.groups;
  30259. }
  30260. }
  30261. } );
  30262. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30263. maxInstancedCount: {
  30264. get: function () {
  30265. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30266. return this.instanceCount;
  30267. },
  30268. set: function ( value ) {
  30269. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30270. this.instanceCount = value;
  30271. }
  30272. }
  30273. } );
  30274. Object.defineProperties( Raycaster.prototype, {
  30275. linePrecision: {
  30276. get: function () {
  30277. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30278. return this.params.Line.threshold;
  30279. },
  30280. set: function ( value ) {
  30281. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30282. this.params.Line.threshold = value;
  30283. }
  30284. }
  30285. } );
  30286. Object.defineProperties( InterleavedBuffer.prototype, {
  30287. dynamic: {
  30288. get: function () {
  30289. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30290. return this.usage === DynamicDrawUsage;
  30291. },
  30292. set: function ( value ) {
  30293. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30294. this.setUsage( value );
  30295. }
  30296. }
  30297. } );
  30298. Object.assign( InterleavedBuffer.prototype, {
  30299. setDynamic: function ( value ) {
  30300. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30301. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30302. return this;
  30303. },
  30304. setArray: function ( /* array */ ) {
  30305. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30306. }
  30307. } );
  30308. //
  30309. Object.assign( ExtrudeBufferGeometry.prototype, {
  30310. getArrays: function () {
  30311. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30312. },
  30313. addShapeList: function () {
  30314. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30315. },
  30316. addShape: function () {
  30317. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30318. }
  30319. } );
  30320. //
  30321. Object.defineProperties( Uniform.prototype, {
  30322. dynamic: {
  30323. set: function () {
  30324. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30325. }
  30326. },
  30327. onUpdate: {
  30328. value: function () {
  30329. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30330. return this;
  30331. }
  30332. }
  30333. } );
  30334. //
  30335. Object.defineProperties( Material.prototype, {
  30336. wrapAround: {
  30337. get: function () {
  30338. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30339. },
  30340. set: function () {
  30341. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30342. }
  30343. },
  30344. overdraw: {
  30345. get: function () {
  30346. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30347. },
  30348. set: function () {
  30349. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30350. }
  30351. },
  30352. wrapRGB: {
  30353. get: function () {
  30354. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30355. return new Color();
  30356. }
  30357. },
  30358. shading: {
  30359. get: function () {
  30360. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30361. },
  30362. set: function ( value ) {
  30363. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30364. this.flatShading = ( value === FlatShading );
  30365. }
  30366. },
  30367. stencilMask: {
  30368. get: function () {
  30369. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30370. return this.stencilFuncMask;
  30371. },
  30372. set: function ( value ) {
  30373. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30374. this.stencilFuncMask = value;
  30375. }
  30376. }
  30377. } );
  30378. Object.defineProperties( MeshPhongMaterial.prototype, {
  30379. metal: {
  30380. get: function () {
  30381. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30382. return false;
  30383. },
  30384. set: function () {
  30385. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30386. }
  30387. }
  30388. } );
  30389. Object.defineProperties( ShaderMaterial.prototype, {
  30390. derivatives: {
  30391. get: function () {
  30392. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30393. return this.extensions.derivatives;
  30394. },
  30395. set: function ( value ) {
  30396. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30397. this.extensions.derivatives = value;
  30398. }
  30399. }
  30400. } );
  30401. //
  30402. Object.assign( WebGLRenderer.prototype, {
  30403. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30404. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30405. this.setRenderTarget( renderTarget );
  30406. this.clear( color, depth, stencil );
  30407. },
  30408. animate: function ( callback ) {
  30409. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30410. this.setAnimationLoop( callback );
  30411. },
  30412. getCurrentRenderTarget: function () {
  30413. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30414. return this.getRenderTarget();
  30415. },
  30416. getMaxAnisotropy: function () {
  30417. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30418. return this.capabilities.getMaxAnisotropy();
  30419. },
  30420. getPrecision: function () {
  30421. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30422. return this.capabilities.precision;
  30423. },
  30424. resetGLState: function () {
  30425. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30426. return this.state.reset();
  30427. },
  30428. supportsFloatTextures: function () {
  30429. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30430. return this.extensions.get( 'OES_texture_float' );
  30431. },
  30432. supportsHalfFloatTextures: function () {
  30433. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30434. return this.extensions.get( 'OES_texture_half_float' );
  30435. },
  30436. supportsStandardDerivatives: function () {
  30437. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30438. return this.extensions.get( 'OES_standard_derivatives' );
  30439. },
  30440. supportsCompressedTextureS3TC: function () {
  30441. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30442. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30443. },
  30444. supportsCompressedTexturePVRTC: function () {
  30445. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30446. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30447. },
  30448. supportsBlendMinMax: function () {
  30449. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30450. return this.extensions.get( 'EXT_blend_minmax' );
  30451. },
  30452. supportsVertexTextures: function () {
  30453. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30454. return this.capabilities.vertexTextures;
  30455. },
  30456. supportsInstancedArrays: function () {
  30457. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30458. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30459. },
  30460. enableScissorTest: function ( boolean ) {
  30461. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30462. this.setScissorTest( boolean );
  30463. },
  30464. initMaterial: function () {
  30465. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30466. },
  30467. addPrePlugin: function () {
  30468. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30469. },
  30470. addPostPlugin: function () {
  30471. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30472. },
  30473. updateShadowMap: function () {
  30474. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30475. },
  30476. setFaceCulling: function () {
  30477. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30478. },
  30479. allocTextureUnit: function () {
  30480. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30481. },
  30482. setTexture: function () {
  30483. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30484. },
  30485. setTexture2D: function () {
  30486. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30487. },
  30488. setTextureCube: function () {
  30489. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30490. },
  30491. getActiveMipMapLevel: function () {
  30492. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30493. return this.getActiveMipmapLevel();
  30494. }
  30495. } );
  30496. Object.defineProperties( WebGLRenderer.prototype, {
  30497. shadowMapEnabled: {
  30498. get: function () {
  30499. return this.shadowMap.enabled;
  30500. },
  30501. set: function ( value ) {
  30502. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30503. this.shadowMap.enabled = value;
  30504. }
  30505. },
  30506. shadowMapType: {
  30507. get: function () {
  30508. return this.shadowMap.type;
  30509. },
  30510. set: function ( value ) {
  30511. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30512. this.shadowMap.type = value;
  30513. }
  30514. },
  30515. shadowMapCullFace: {
  30516. get: function () {
  30517. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30518. return undefined;
  30519. },
  30520. set: function ( /* value */ ) {
  30521. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30522. }
  30523. },
  30524. context: {
  30525. get: function () {
  30526. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30527. return this.getContext();
  30528. }
  30529. },
  30530. vr: {
  30531. get: function () {
  30532. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30533. return this.xr;
  30534. }
  30535. },
  30536. gammaInput: {
  30537. get: function () {
  30538. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30539. return false;
  30540. },
  30541. set: function () {
  30542. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30543. }
  30544. },
  30545. gammaOutput: {
  30546. get: function () {
  30547. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30548. return false;
  30549. },
  30550. set: function ( value ) {
  30551. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30552. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30553. }
  30554. },
  30555. toneMappingWhitePoint: {
  30556. get: function () {
  30557. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30558. return 1.0;
  30559. },
  30560. set: function () {
  30561. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30562. }
  30563. },
  30564. } );
  30565. Object.defineProperties( WebGLShadowMap.prototype, {
  30566. cullFace: {
  30567. get: function () {
  30568. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30569. return undefined;
  30570. },
  30571. set: function ( /* cullFace */ ) {
  30572. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30573. }
  30574. },
  30575. renderReverseSided: {
  30576. get: function () {
  30577. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30578. return undefined;
  30579. },
  30580. set: function () {
  30581. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30582. }
  30583. },
  30584. renderSingleSided: {
  30585. get: function () {
  30586. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30587. return undefined;
  30588. },
  30589. set: function () {
  30590. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30591. }
  30592. }
  30593. } );
  30594. function WebGLRenderTargetCube( width, height, options ) {
  30595. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30596. return new WebGLCubeRenderTarget( width, options );
  30597. }
  30598. //
  30599. Object.defineProperties( WebGLRenderTarget.prototype, {
  30600. wrapS: {
  30601. get: function () {
  30602. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30603. return this.texture.wrapS;
  30604. },
  30605. set: function ( value ) {
  30606. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30607. this.texture.wrapS = value;
  30608. }
  30609. },
  30610. wrapT: {
  30611. get: function () {
  30612. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30613. return this.texture.wrapT;
  30614. },
  30615. set: function ( value ) {
  30616. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30617. this.texture.wrapT = value;
  30618. }
  30619. },
  30620. magFilter: {
  30621. get: function () {
  30622. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30623. return this.texture.magFilter;
  30624. },
  30625. set: function ( value ) {
  30626. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30627. this.texture.magFilter = value;
  30628. }
  30629. },
  30630. minFilter: {
  30631. get: function () {
  30632. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30633. return this.texture.minFilter;
  30634. },
  30635. set: function ( value ) {
  30636. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30637. this.texture.minFilter = value;
  30638. }
  30639. },
  30640. anisotropy: {
  30641. get: function () {
  30642. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30643. return this.texture.anisotropy;
  30644. },
  30645. set: function ( value ) {
  30646. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30647. this.texture.anisotropy = value;
  30648. }
  30649. },
  30650. offset: {
  30651. get: function () {
  30652. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30653. return this.texture.offset;
  30654. },
  30655. set: function ( value ) {
  30656. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30657. this.texture.offset = value;
  30658. }
  30659. },
  30660. repeat: {
  30661. get: function () {
  30662. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30663. return this.texture.repeat;
  30664. },
  30665. set: function ( value ) {
  30666. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30667. this.texture.repeat = value;
  30668. }
  30669. },
  30670. format: {
  30671. get: function () {
  30672. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30673. return this.texture.format;
  30674. },
  30675. set: function ( value ) {
  30676. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30677. this.texture.format = value;
  30678. }
  30679. },
  30680. type: {
  30681. get: function () {
  30682. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30683. return this.texture.type;
  30684. },
  30685. set: function ( value ) {
  30686. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30687. this.texture.type = value;
  30688. }
  30689. },
  30690. generateMipmaps: {
  30691. get: function () {
  30692. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30693. return this.texture.generateMipmaps;
  30694. },
  30695. set: function ( value ) {
  30696. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30697. this.texture.generateMipmaps = value;
  30698. }
  30699. }
  30700. } );
  30701. //
  30702. Object.defineProperties( Audio.prototype, {
  30703. load: {
  30704. value: function ( file ) {
  30705. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30706. var scope = this;
  30707. var audioLoader = new AudioLoader();
  30708. audioLoader.load( file, function ( buffer ) {
  30709. scope.setBuffer( buffer );
  30710. } );
  30711. return this;
  30712. }
  30713. },
  30714. startTime: {
  30715. set: function () {
  30716. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30717. }
  30718. }
  30719. } );
  30720. AudioAnalyser.prototype.getData = function () {
  30721. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30722. return this.getFrequencyData();
  30723. };
  30724. //
  30725. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30726. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30727. return this.update( renderer, scene );
  30728. };
  30729. //
  30730. var GeometryUtils = {
  30731. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30732. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30733. var matrix;
  30734. if ( geometry2.isMesh ) {
  30735. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30736. matrix = geometry2.matrix;
  30737. geometry2 = geometry2.geometry;
  30738. }
  30739. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30740. },
  30741. center: function ( geometry ) {
  30742. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30743. return geometry.center();
  30744. }
  30745. };
  30746. ImageUtils.crossOrigin = undefined;
  30747. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30748. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30749. var loader = new TextureLoader();
  30750. loader.setCrossOrigin( this.crossOrigin );
  30751. var texture = loader.load( url, onLoad, undefined, onError );
  30752. if ( mapping ) { texture.mapping = mapping; }
  30753. return texture;
  30754. };
  30755. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30756. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30757. var loader = new CubeTextureLoader();
  30758. loader.setCrossOrigin( this.crossOrigin );
  30759. var texture = loader.load( urls, onLoad, undefined, onError );
  30760. if ( mapping ) { texture.mapping = mapping; }
  30761. return texture;
  30762. };
  30763. ImageUtils.loadCompressedTexture = function () {
  30764. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30765. };
  30766. ImageUtils.loadCompressedTextureCube = function () {
  30767. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30768. };
  30769. //
  30770. function CanvasRenderer() {
  30771. console.error( 'THREE.CanvasRenderer has been removed' );
  30772. }
  30773. //
  30774. function JSONLoader() {
  30775. console.error( 'THREE.JSONLoader has been removed.' );
  30776. }
  30777. //
  30778. var SceneUtils = {
  30779. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30780. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30781. },
  30782. detach: function ( /* child, parent, scene */ ) {
  30783. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30784. },
  30785. attach: function ( /* child, scene, parent */ ) {
  30786. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30787. }
  30788. };
  30789. //
  30790. function LensFlare() {
  30791. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30792. }
  30793. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30794. /* eslint-disable no-undef */
  30795. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30796. revision: REVISION,
  30797. } } ) );
  30798. /* eslint-enable no-undef */
  30799. }
  30800. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30801. exports.AddEquation = AddEquation;
  30802. exports.AddOperation = AddOperation;
  30803. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30804. exports.AdditiveBlending = AdditiveBlending;
  30805. exports.AlphaFormat = AlphaFormat;
  30806. exports.AlwaysDepth = AlwaysDepth;
  30807. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30808. exports.AmbientLight = AmbientLight;
  30809. exports.AmbientLightProbe = AmbientLightProbe;
  30810. exports.AnimationClip = AnimationClip;
  30811. exports.AnimationLoader = AnimationLoader;
  30812. exports.AnimationMixer = AnimationMixer;
  30813. exports.AnimationObjectGroup = AnimationObjectGroup;
  30814. exports.AnimationUtils = AnimationUtils;
  30815. exports.ArcCurve = ArcCurve;
  30816. exports.ArrayCamera = ArrayCamera;
  30817. exports.ArrowHelper = ArrowHelper;
  30818. exports.Audio = Audio;
  30819. exports.AudioAnalyser = AudioAnalyser;
  30820. exports.AudioContext = AudioContext;
  30821. exports.AudioListener = AudioListener;
  30822. exports.AudioLoader = AudioLoader;
  30823. exports.AxesHelper = AxesHelper;
  30824. exports.AxisHelper = AxisHelper;
  30825. exports.BackSide = BackSide;
  30826. exports.BasicDepthPacking = BasicDepthPacking;
  30827. exports.BasicShadowMap = BasicShadowMap;
  30828. exports.BinaryTextureLoader = BinaryTextureLoader;
  30829. exports.Bone = Bone;
  30830. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30831. exports.BoundingBoxHelper = BoundingBoxHelper;
  30832. exports.Box2 = Box2;
  30833. exports.Box3 = Box3;
  30834. exports.Box3Helper = Box3Helper;
  30835. exports.BoxBufferGeometry = BoxBufferGeometry;
  30836. exports.BoxGeometry = BoxGeometry;
  30837. exports.BoxHelper = BoxHelper;
  30838. exports.BufferAttribute = BufferAttribute;
  30839. exports.BufferGeometry = BufferGeometry;
  30840. exports.BufferGeometryLoader = BufferGeometryLoader;
  30841. exports.ByteType = ByteType;
  30842. exports.Cache = Cache;
  30843. exports.Camera = Camera;
  30844. exports.CameraHelper = CameraHelper;
  30845. exports.CanvasRenderer = CanvasRenderer;
  30846. exports.CanvasTexture = CanvasTexture;
  30847. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30848. exports.CineonToneMapping = CineonToneMapping;
  30849. exports.CircleBufferGeometry = CircleBufferGeometry;
  30850. exports.CircleGeometry = CircleGeometry;
  30851. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30852. exports.Clock = Clock;
  30853. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30854. exports.Color = Color;
  30855. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30856. exports.CompressedTexture = CompressedTexture;
  30857. exports.CompressedTextureLoader = CompressedTextureLoader;
  30858. exports.ConeBufferGeometry = ConeBufferGeometry;
  30859. exports.ConeGeometry = ConeGeometry;
  30860. exports.CubeCamera = CubeCamera;
  30861. exports.CubeGeometry = BoxGeometry;
  30862. exports.CubeReflectionMapping = CubeReflectionMapping;
  30863. exports.CubeRefractionMapping = CubeRefractionMapping;
  30864. exports.CubeTexture = CubeTexture;
  30865. exports.CubeTextureLoader = CubeTextureLoader;
  30866. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30867. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30868. exports.CubicBezierCurve = CubicBezierCurve;
  30869. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30870. exports.CubicInterpolant = CubicInterpolant;
  30871. exports.CullFaceBack = CullFaceBack;
  30872. exports.CullFaceFront = CullFaceFront;
  30873. exports.CullFaceFrontBack = CullFaceFrontBack;
  30874. exports.CullFaceNone = CullFaceNone;
  30875. exports.Curve = Curve;
  30876. exports.CurvePath = CurvePath;
  30877. exports.CustomBlending = CustomBlending;
  30878. exports.CustomToneMapping = CustomToneMapping;
  30879. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30880. exports.CylinderGeometry = CylinderGeometry;
  30881. exports.Cylindrical = Cylindrical;
  30882. exports.DataTexture = DataTexture;
  30883. exports.DataTexture2DArray = DataTexture2DArray;
  30884. exports.DataTexture3D = DataTexture3D;
  30885. exports.DataTextureLoader = DataTextureLoader;
  30886. exports.DecrementStencilOp = DecrementStencilOp;
  30887. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30888. exports.DefaultLoadingManager = DefaultLoadingManager;
  30889. exports.DepthFormat = DepthFormat;
  30890. exports.DepthStencilFormat = DepthStencilFormat;
  30891. exports.DepthTexture = DepthTexture;
  30892. exports.DirectionalLight = DirectionalLight;
  30893. exports.DirectionalLightHelper = DirectionalLightHelper;
  30894. exports.DirectionalLightShadow = DirectionalLightShadow;
  30895. exports.DiscreteInterpolant = DiscreteInterpolant;
  30896. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30897. exports.DodecahedronGeometry = DodecahedronGeometry;
  30898. exports.DoubleSide = DoubleSide;
  30899. exports.DstAlphaFactor = DstAlphaFactor;
  30900. exports.DstColorFactor = DstColorFactor;
  30901. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30902. exports.DynamicCopyUsage = DynamicCopyUsage;
  30903. exports.DynamicDrawUsage = DynamicDrawUsage;
  30904. exports.DynamicReadUsage = DynamicReadUsage;
  30905. exports.EdgesGeometry = EdgesGeometry;
  30906. exports.EdgesHelper = EdgesHelper;
  30907. exports.EllipseCurve = EllipseCurve;
  30908. exports.EqualDepth = EqualDepth;
  30909. exports.EqualStencilFunc = EqualStencilFunc;
  30910. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30911. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30912. exports.Euler = Euler;
  30913. exports.EventDispatcher = EventDispatcher;
  30914. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30915. exports.ExtrudeGeometry = ExtrudeGeometry;
  30916. exports.Face3 = Face3;
  30917. exports.Face4 = Face4;
  30918. exports.FaceColors = FaceColors;
  30919. exports.FileLoader = FileLoader;
  30920. exports.FlatShading = FlatShading;
  30921. exports.Float32Attribute = Float32Attribute;
  30922. exports.Float32BufferAttribute = Float32BufferAttribute;
  30923. exports.Float64Attribute = Float64Attribute;
  30924. exports.Float64BufferAttribute = Float64BufferAttribute;
  30925. exports.FloatType = FloatType;
  30926. exports.Fog = Fog;
  30927. exports.FogExp2 = FogExp2;
  30928. exports.Font = Font;
  30929. exports.FontLoader = FontLoader;
  30930. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30931. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30932. exports.FrontSide = FrontSide;
  30933. exports.Frustum = Frustum;
  30934. exports.GammaEncoding = GammaEncoding;
  30935. exports.Geometry = Geometry;
  30936. exports.GeometryUtils = GeometryUtils;
  30937. exports.GreaterDepth = GreaterDepth;
  30938. exports.GreaterEqualDepth = GreaterEqualDepth;
  30939. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30940. exports.GreaterStencilFunc = GreaterStencilFunc;
  30941. exports.GridHelper = GridHelper;
  30942. exports.Group = Group;
  30943. exports.HalfFloatType = HalfFloatType;
  30944. exports.HemisphereLight = HemisphereLight;
  30945. exports.HemisphereLightHelper = HemisphereLightHelper;
  30946. exports.HemisphereLightProbe = HemisphereLightProbe;
  30947. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30948. exports.IcosahedronGeometry = IcosahedronGeometry;
  30949. exports.ImageBitmapLoader = ImageBitmapLoader;
  30950. exports.ImageLoader = ImageLoader;
  30951. exports.ImageUtils = ImageUtils;
  30952. exports.ImmediateRenderObject = ImmediateRenderObject;
  30953. exports.IncrementStencilOp = IncrementStencilOp;
  30954. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30955. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30956. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30957. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30958. exports.InstancedMesh = InstancedMesh;
  30959. exports.Int16Attribute = Int16Attribute;
  30960. exports.Int16BufferAttribute = Int16BufferAttribute;
  30961. exports.Int32Attribute = Int32Attribute;
  30962. exports.Int32BufferAttribute = Int32BufferAttribute;
  30963. exports.Int8Attribute = Int8Attribute;
  30964. exports.Int8BufferAttribute = Int8BufferAttribute;
  30965. exports.IntType = IntType;
  30966. exports.InterleavedBuffer = InterleavedBuffer;
  30967. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30968. exports.Interpolant = Interpolant;
  30969. exports.InterpolateDiscrete = InterpolateDiscrete;
  30970. exports.InterpolateLinear = InterpolateLinear;
  30971. exports.InterpolateSmooth = InterpolateSmooth;
  30972. exports.InvertStencilOp = InvertStencilOp;
  30973. exports.JSONLoader = JSONLoader;
  30974. exports.KeepStencilOp = KeepStencilOp;
  30975. exports.KeyframeTrack = KeyframeTrack;
  30976. exports.LOD = LOD;
  30977. exports.LatheBufferGeometry = LatheBufferGeometry;
  30978. exports.LatheGeometry = LatheGeometry;
  30979. exports.Layers = Layers;
  30980. exports.LensFlare = LensFlare;
  30981. exports.LessDepth = LessDepth;
  30982. exports.LessEqualDepth = LessEqualDepth;
  30983. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30984. exports.LessStencilFunc = LessStencilFunc;
  30985. exports.Light = Light;
  30986. exports.LightProbe = LightProbe;
  30987. exports.LightShadow = LightShadow;
  30988. exports.Line = Line;
  30989. exports.Line3 = Line3;
  30990. exports.LineBasicMaterial = LineBasicMaterial;
  30991. exports.LineCurve = LineCurve;
  30992. exports.LineCurve3 = LineCurve3;
  30993. exports.LineDashedMaterial = LineDashedMaterial;
  30994. exports.LineLoop = LineLoop;
  30995. exports.LinePieces = LinePieces;
  30996. exports.LineSegments = LineSegments;
  30997. exports.LineStrip = LineStrip;
  30998. exports.LinearEncoding = LinearEncoding;
  30999. exports.LinearFilter = LinearFilter;
  31000. exports.LinearInterpolant = LinearInterpolant;
  31001. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  31002. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  31003. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  31004. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  31005. exports.LinearToneMapping = LinearToneMapping;
  31006. exports.Loader = Loader;
  31007. exports.LoaderUtils = LoaderUtils;
  31008. exports.LoadingManager = LoadingManager;
  31009. exports.LogLuvEncoding = LogLuvEncoding;
  31010. exports.LoopOnce = LoopOnce;
  31011. exports.LoopPingPong = LoopPingPong;
  31012. exports.LoopRepeat = LoopRepeat;
  31013. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  31014. exports.LuminanceFormat = LuminanceFormat;
  31015. exports.MOUSE = MOUSE;
  31016. exports.Material = Material;
  31017. exports.MaterialLoader = MaterialLoader;
  31018. exports.Math = MathUtils;
  31019. exports.MathUtils = MathUtils;
  31020. exports.Matrix3 = Matrix3;
  31021. exports.Matrix4 = Matrix4;
  31022. exports.MaxEquation = MaxEquation;
  31023. exports.Mesh = Mesh;
  31024. exports.MeshBasicMaterial = MeshBasicMaterial;
  31025. exports.MeshDepthMaterial = MeshDepthMaterial;
  31026. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  31027. exports.MeshFaceMaterial = MeshFaceMaterial;
  31028. exports.MeshLambertMaterial = MeshLambertMaterial;
  31029. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  31030. exports.MeshNormalMaterial = MeshNormalMaterial;
  31031. exports.MeshPhongMaterial = MeshPhongMaterial;
  31032. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  31033. exports.MeshStandardMaterial = MeshStandardMaterial;
  31034. exports.MeshToonMaterial = MeshToonMaterial;
  31035. exports.MinEquation = MinEquation;
  31036. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  31037. exports.MixOperation = MixOperation;
  31038. exports.MultiMaterial = MultiMaterial;
  31039. exports.MultiplyBlending = MultiplyBlending;
  31040. exports.MultiplyOperation = MultiplyOperation;
  31041. exports.NearestFilter = NearestFilter;
  31042. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  31043. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  31044. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  31045. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  31046. exports.NeverDepth = NeverDepth;
  31047. exports.NeverStencilFunc = NeverStencilFunc;
  31048. exports.NoBlending = NoBlending;
  31049. exports.NoColors = NoColors;
  31050. exports.NoToneMapping = NoToneMapping;
  31051. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  31052. exports.NormalBlending = NormalBlending;
  31053. exports.NotEqualDepth = NotEqualDepth;
  31054. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  31055. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  31056. exports.Object3D = Object3D;
  31057. exports.ObjectLoader = ObjectLoader;
  31058. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  31059. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  31060. exports.OctahedronGeometry = OctahedronGeometry;
  31061. exports.OneFactor = OneFactor;
  31062. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  31063. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  31064. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  31065. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  31066. exports.OrthographicCamera = OrthographicCamera;
  31067. exports.PCFShadowMap = PCFShadowMap;
  31068. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  31069. exports.PMREMGenerator = PMREMGenerator;
  31070. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  31071. exports.ParametricGeometry = ParametricGeometry;
  31072. exports.Particle = Particle;
  31073. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  31074. exports.ParticleSystem = ParticleSystem;
  31075. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  31076. exports.Path = Path;
  31077. exports.PerspectiveCamera = PerspectiveCamera;
  31078. exports.Plane = Plane;
  31079. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  31080. exports.PlaneGeometry = PlaneGeometry;
  31081. exports.PlaneHelper = PlaneHelper;
  31082. exports.PointCloud = PointCloud;
  31083. exports.PointCloudMaterial = PointCloudMaterial;
  31084. exports.PointLight = PointLight;
  31085. exports.PointLightHelper = PointLightHelper;
  31086. exports.Points = Points;
  31087. exports.PointsMaterial = PointsMaterial;
  31088. exports.PolarGridHelper = PolarGridHelper;
  31089. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  31090. exports.PolyhedronGeometry = PolyhedronGeometry;
  31091. exports.PositionalAudio = PositionalAudio;
  31092. exports.PropertyBinding = PropertyBinding;
  31093. exports.PropertyMixer = PropertyMixer;
  31094. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  31095. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  31096. exports.Quaternion = Quaternion;
  31097. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  31098. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  31099. exports.REVISION = REVISION;
  31100. exports.RGBADepthPacking = RGBADepthPacking;
  31101. exports.RGBAFormat = RGBAFormat;
  31102. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  31103. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  31104. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  31105. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  31106. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  31107. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  31108. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  31109. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  31110. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  31111. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  31112. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  31113. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  31114. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  31115. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  31116. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  31117. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  31118. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  31119. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  31120. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  31121. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  31122. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  31123. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  31124. exports.RGBDEncoding = RGBDEncoding;
  31125. exports.RGBEEncoding = RGBEEncoding;
  31126. exports.RGBEFormat = RGBEFormat;
  31127. exports.RGBFormat = RGBFormat;
  31128. exports.RGBIntegerFormat = RGBIntegerFormat;
  31129. exports.RGBM16Encoding = RGBM16Encoding;
  31130. exports.RGBM7Encoding = RGBM7Encoding;
  31131. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  31132. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  31133. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  31134. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  31135. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  31136. exports.RGFormat = RGFormat;
  31137. exports.RGIntegerFormat = RGIntegerFormat;
  31138. exports.RawShaderMaterial = RawShaderMaterial;
  31139. exports.Ray = Ray;
  31140. exports.Raycaster = Raycaster;
  31141. exports.RectAreaLight = RectAreaLight;
  31142. exports.RedFormat = RedFormat;
  31143. exports.RedIntegerFormat = RedIntegerFormat;
  31144. exports.ReinhardToneMapping = ReinhardToneMapping;
  31145. exports.RepeatWrapping = RepeatWrapping;
  31146. exports.ReplaceStencilOp = ReplaceStencilOp;
  31147. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  31148. exports.RingBufferGeometry = RingBufferGeometry;
  31149. exports.RingGeometry = RingGeometry;
  31150. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  31151. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  31152. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  31153. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  31154. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  31155. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  31156. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  31157. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  31158. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  31159. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  31160. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  31161. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  31162. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  31163. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  31164. exports.Scene = Scene;
  31165. exports.SceneUtils = SceneUtils;
  31166. exports.ShaderChunk = ShaderChunk;
  31167. exports.ShaderLib = ShaderLib;
  31168. exports.ShaderMaterial = ShaderMaterial;
  31169. exports.ShadowMaterial = ShadowMaterial;
  31170. exports.Shape = Shape;
  31171. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  31172. exports.ShapeGeometry = ShapeGeometry;
  31173. exports.ShapePath = ShapePath;
  31174. exports.ShapeUtils = ShapeUtils;
  31175. exports.ShortType = ShortType;
  31176. exports.Skeleton = Skeleton;
  31177. exports.SkeletonHelper = SkeletonHelper;
  31178. exports.SkinnedMesh = SkinnedMesh;
  31179. exports.SmoothShading = SmoothShading;
  31180. exports.Sphere = Sphere;
  31181. exports.SphereBufferGeometry = SphereBufferGeometry;
  31182. exports.SphereGeometry = SphereGeometry;
  31183. exports.Spherical = Spherical;
  31184. exports.SphericalHarmonics3 = SphericalHarmonics3;
  31185. exports.Spline = Spline;
  31186. exports.SplineCurve = SplineCurve;
  31187. exports.SplineCurve3 = SplineCurve3;
  31188. exports.SpotLight = SpotLight;
  31189. exports.SpotLightHelper = SpotLightHelper;
  31190. exports.SpotLightShadow = SpotLightShadow;
  31191. exports.Sprite = Sprite;
  31192. exports.SpriteMaterial = SpriteMaterial;
  31193. exports.SrcAlphaFactor = SrcAlphaFactor;
  31194. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  31195. exports.SrcColorFactor = SrcColorFactor;
  31196. exports.StaticCopyUsage = StaticCopyUsage;
  31197. exports.StaticDrawUsage = StaticDrawUsage;
  31198. exports.StaticReadUsage = StaticReadUsage;
  31199. exports.StereoCamera = StereoCamera;
  31200. exports.StreamCopyUsage = StreamCopyUsage;
  31201. exports.StreamDrawUsage = StreamDrawUsage;
  31202. exports.StreamReadUsage = StreamReadUsage;
  31203. exports.StringKeyframeTrack = StringKeyframeTrack;
  31204. exports.SubtractEquation = SubtractEquation;
  31205. exports.SubtractiveBlending = SubtractiveBlending;
  31206. exports.TOUCH = TOUCH;
  31207. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  31208. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  31209. exports.TetrahedronGeometry = TetrahedronGeometry;
  31210. exports.TextBufferGeometry = TextBufferGeometry;
  31211. exports.TextGeometry = TextGeometry;
  31212. exports.Texture = Texture;
  31213. exports.TextureLoader = TextureLoader;
  31214. exports.TorusBufferGeometry = TorusBufferGeometry;
  31215. exports.TorusGeometry = TorusGeometry;
  31216. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  31217. exports.TorusKnotGeometry = TorusKnotGeometry;
  31218. exports.Triangle = Triangle;
  31219. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  31220. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  31221. exports.TrianglesDrawMode = TrianglesDrawMode;
  31222. exports.TubeBufferGeometry = TubeBufferGeometry;
  31223. exports.TubeGeometry = TubeGeometry;
  31224. exports.UVMapping = UVMapping;
  31225. exports.Uint16Attribute = Uint16Attribute;
  31226. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  31227. exports.Uint32Attribute = Uint32Attribute;
  31228. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  31229. exports.Uint8Attribute = Uint8Attribute;
  31230. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  31231. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  31232. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  31233. exports.Uniform = Uniform;
  31234. exports.UniformsLib = UniformsLib;
  31235. exports.UniformsUtils = UniformsUtils;
  31236. exports.UnsignedByteType = UnsignedByteType;
  31237. exports.UnsignedInt248Type = UnsignedInt248Type;
  31238. exports.UnsignedIntType = UnsignedIntType;
  31239. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31240. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31241. exports.UnsignedShort565Type = UnsignedShort565Type;
  31242. exports.UnsignedShortType = UnsignedShortType;
  31243. exports.VSMShadowMap = VSMShadowMap;
  31244. exports.Vector2 = Vector2;
  31245. exports.Vector3 = Vector3;
  31246. exports.Vector4 = Vector4;
  31247. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31248. exports.Vertex = Vertex;
  31249. exports.VertexColors = VertexColors;
  31250. exports.VideoTexture = VideoTexture;
  31251. exports.WebGL1Renderer = WebGL1Renderer;
  31252. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31253. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31254. exports.WebGLRenderTarget = WebGLRenderTarget;
  31255. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31256. exports.WebGLRenderer = WebGLRenderer;
  31257. exports.WebGLUtils = WebGLUtils;
  31258. exports.WireframeGeometry = WireframeGeometry;
  31259. exports.WireframeHelper = WireframeHelper;
  31260. exports.WrapAroundEnding = WrapAroundEnding;
  31261. exports.XHRLoader = XHRLoader;
  31262. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31263. exports.ZeroFactor = ZeroFactor;
  31264. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31265. exports.ZeroStencilOp = ZeroStencilOp;
  31266. exports.sRGBEncoding = sRGBEncoding;
  31267. Object.defineProperty(exports, '__esModule', { value: true });
  31268. })));