three.js 1.1 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. ( function () {
  37. Object.assign = function ( target ) {
  38. if ( target === undefined || target === null ) {
  39. throw new TypeError( 'Cannot convert undefined or null to object' );
  40. }
  41. var output = Object( target );
  42. for ( var index = 1; index < arguments.length; index ++ ) {
  43. var source = arguments[ index ];
  44. if ( source !== undefined && source !== null ) {
  45. for ( var nextKey in source ) {
  46. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  47. output[ nextKey ] = source[ nextKey ];
  48. }
  49. }
  50. }
  51. }
  52. return output;
  53. };
  54. } )();
  55. }
  56. /**
  57. * https://github.com/mrdoob/eventdispatcher.js/
  58. */
  59. function EventDispatcher() {}
  60. Object.assign( EventDispatcher.prototype, {
  61. addEventListener: function ( type, listener ) {
  62. if ( this._listeners === undefined ) this._listeners = {};
  63. var listeners = this._listeners;
  64. if ( listeners[ type ] === undefined ) {
  65. listeners[ type ] = [];
  66. }
  67. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  68. listeners[ type ].push( listener );
  69. }
  70. },
  71. hasEventListener: function ( type, listener ) {
  72. if ( this._listeners === undefined ) return false;
  73. var listeners = this._listeners;
  74. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  75. },
  76. removeEventListener: function ( type, listener ) {
  77. if ( this._listeners === undefined ) return;
  78. var listeners = this._listeners;
  79. var listenerArray = listeners[ type ];
  80. if ( listenerArray !== undefined ) {
  81. var index = listenerArray.indexOf( listener );
  82. if ( index !== - 1 ) {
  83. listenerArray.splice( index, 1 );
  84. }
  85. }
  86. },
  87. dispatchEvent: function ( event ) {
  88. if ( this._listeners === undefined ) return;
  89. var listeners = this._listeners;
  90. var listenerArray = listeners[ event.type ];
  91. if ( listenerArray !== undefined ) {
  92. event.target = this;
  93. var array = listenerArray.slice( 0 );
  94. for ( var i = 0, l = array.length; i < l; i ++ ) {
  95. array[ i ].call( this, event );
  96. }
  97. }
  98. }
  99. } );
  100. var REVISION = '103dev';
  101. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  102. var CullFaceNone = 0;
  103. var CullFaceBack = 1;
  104. var CullFaceFront = 2;
  105. var CullFaceFrontBack = 3;
  106. var FrontFaceDirectionCW = 0;
  107. var FrontFaceDirectionCCW = 1;
  108. var BasicShadowMap = 0;
  109. var PCFShadowMap = 1;
  110. var PCFSoftShadowMap = 2;
  111. var FrontSide = 0;
  112. var BackSide = 1;
  113. var DoubleSide = 2;
  114. var FlatShading = 1;
  115. var SmoothShading = 2;
  116. var NoColors = 0;
  117. var FaceColors = 1;
  118. var VertexColors = 2;
  119. var NoBlending = 0;
  120. var NormalBlending = 1;
  121. var AdditiveBlending = 2;
  122. var SubtractiveBlending = 3;
  123. var MultiplyBlending = 4;
  124. var CustomBlending = 5;
  125. var AddEquation = 100;
  126. var SubtractEquation = 101;
  127. var ReverseSubtractEquation = 102;
  128. var MinEquation = 103;
  129. var MaxEquation = 104;
  130. var ZeroFactor = 200;
  131. var OneFactor = 201;
  132. var SrcColorFactor = 202;
  133. var OneMinusSrcColorFactor = 203;
  134. var SrcAlphaFactor = 204;
  135. var OneMinusSrcAlphaFactor = 205;
  136. var DstAlphaFactor = 206;
  137. var OneMinusDstAlphaFactor = 207;
  138. var DstColorFactor = 208;
  139. var OneMinusDstColorFactor = 209;
  140. var SrcAlphaSaturateFactor = 210;
  141. var NeverDepth = 0;
  142. var AlwaysDepth = 1;
  143. var LessDepth = 2;
  144. var LessEqualDepth = 3;
  145. var EqualDepth = 4;
  146. var GreaterEqualDepth = 5;
  147. var GreaterDepth = 6;
  148. var NotEqualDepth = 7;
  149. var MultiplyOperation = 0;
  150. var MixOperation = 1;
  151. var AddOperation = 2;
  152. var NoToneMapping = 0;
  153. var LinearToneMapping = 1;
  154. var ReinhardToneMapping = 2;
  155. var Uncharted2ToneMapping = 3;
  156. var CineonToneMapping = 4;
  157. var ACESFilmicToneMapping = 5;
  158. var UVMapping = 300;
  159. var CubeReflectionMapping = 301;
  160. var CubeRefractionMapping = 302;
  161. var EquirectangularReflectionMapping = 303;
  162. var EquirectangularRefractionMapping = 304;
  163. var SphericalReflectionMapping = 305;
  164. var CubeUVReflectionMapping = 306;
  165. var CubeUVRefractionMapping = 307;
  166. var RepeatWrapping = 1000;
  167. var ClampToEdgeWrapping = 1001;
  168. var MirroredRepeatWrapping = 1002;
  169. var NearestFilter = 1003;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipMapLinearFilter = 1005;
  172. var LinearFilter = 1006;
  173. var LinearMipMapNearestFilter = 1007;
  174. var LinearMipMapLinearFilter = 1008;
  175. var UnsignedByteType = 1009;
  176. var ByteType = 1010;
  177. var ShortType = 1011;
  178. var UnsignedShortType = 1012;
  179. var IntType = 1013;
  180. var UnsignedIntType = 1014;
  181. var FloatType = 1015;
  182. var HalfFloatType = 1016;
  183. var UnsignedShort4444Type = 1017;
  184. var UnsignedShort5551Type = 1018;
  185. var UnsignedShort565Type = 1019;
  186. var UnsignedInt248Type = 1020;
  187. var AlphaFormat = 1021;
  188. var RGBFormat = 1022;
  189. var RGBAFormat = 1023;
  190. var LuminanceFormat = 1024;
  191. var LuminanceAlphaFormat = 1025;
  192. var RGBEFormat = RGBAFormat;
  193. var DepthFormat = 1026;
  194. var DepthStencilFormat = 1027;
  195. var RedFormat = 1028;
  196. var RGB_S3TC_DXT1_Format = 33776;
  197. var RGBA_S3TC_DXT1_Format = 33777;
  198. var RGBA_S3TC_DXT3_Format = 33778;
  199. var RGBA_S3TC_DXT5_Format = 33779;
  200. var RGB_PVRTC_4BPPV1_Format = 35840;
  201. var RGB_PVRTC_2BPPV1_Format = 35841;
  202. var RGBA_PVRTC_4BPPV1_Format = 35842;
  203. var RGBA_PVRTC_2BPPV1_Format = 35843;
  204. var RGB_ETC1_Format = 36196;
  205. var RGBA_ASTC_4x4_Format = 37808;
  206. var RGBA_ASTC_5x4_Format = 37809;
  207. var RGBA_ASTC_5x5_Format = 37810;
  208. var RGBA_ASTC_6x5_Format = 37811;
  209. var RGBA_ASTC_6x6_Format = 37812;
  210. var RGBA_ASTC_8x5_Format = 37813;
  211. var RGBA_ASTC_8x6_Format = 37814;
  212. var RGBA_ASTC_8x8_Format = 37815;
  213. var RGBA_ASTC_10x5_Format = 37816;
  214. var RGBA_ASTC_10x6_Format = 37817;
  215. var RGBA_ASTC_10x8_Format = 37818;
  216. var RGBA_ASTC_10x10_Format = 37819;
  217. var RGBA_ASTC_12x10_Format = 37820;
  218. var RGBA_ASTC_12x12_Format = 37821;
  219. var LoopOnce = 2200;
  220. var LoopRepeat = 2201;
  221. var LoopPingPong = 2202;
  222. var InterpolateDiscrete = 2300;
  223. var InterpolateLinear = 2301;
  224. var InterpolateSmooth = 2302;
  225. var ZeroCurvatureEnding = 2400;
  226. var ZeroSlopeEnding = 2401;
  227. var WrapAroundEnding = 2402;
  228. var TrianglesDrawMode = 0;
  229. var TriangleStripDrawMode = 1;
  230. var TriangleFanDrawMode = 2;
  231. var LinearEncoding = 3000;
  232. var sRGBEncoding = 3001;
  233. var GammaEncoding = 3007;
  234. var RGBEEncoding = 3002;
  235. var LogLuvEncoding = 3003;
  236. var RGBM7Encoding = 3004;
  237. var RGBM16Encoding = 3005;
  238. var RGBDEncoding = 3006;
  239. var BasicDepthPacking = 3200;
  240. var RGBADepthPacking = 3201;
  241. var TangentSpaceNormalMap = 0;
  242. var ObjectSpaceNormalMap = 1;
  243. /**
  244. * @author alteredq / http://alteredqualia.com/
  245. * @author mrdoob / http://mrdoob.com/
  246. */
  247. var _Math = {
  248. DEG2RAD: Math.PI / 180,
  249. RAD2DEG: 180 / Math.PI,
  250. generateUUID: ( function () {
  251. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  252. var lut = [];
  253. for ( var i = 0; i < 256; i ++ ) {
  254. lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  255. }
  256. return function generateUUID() {
  257. var d0 = Math.random() * 0xffffffff | 0;
  258. var d1 = Math.random() * 0xffffffff | 0;
  259. var d2 = Math.random() * 0xffffffff | 0;
  260. var d3 = Math.random() * 0xffffffff | 0;
  261. var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
  262. lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
  263. lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
  264. lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
  265. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  266. return uuid.toUpperCase();
  267. };
  268. } )(),
  269. clamp: function ( value, min, max ) {
  270. return Math.max( min, Math.min( max, value ) );
  271. },
  272. // compute euclidian modulo of m % n
  273. // https://en.wikipedia.org/wiki/Modulo_operation
  274. euclideanModulo: function ( n, m ) {
  275. return ( ( n % m ) + m ) % m;
  276. },
  277. // Linear mapping from range <a1, a2> to range <b1, b2>
  278. mapLinear: function ( x, a1, a2, b1, b2 ) {
  279. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  280. },
  281. // https://en.wikipedia.org/wiki/Linear_interpolation
  282. lerp: function ( x, y, t ) {
  283. return ( 1 - t ) * x + t * y;
  284. },
  285. // http://en.wikipedia.org/wiki/Smoothstep
  286. smoothstep: function ( x, min, max ) {
  287. if ( x <= min ) return 0;
  288. if ( x >= max ) return 1;
  289. x = ( x - min ) / ( max - min );
  290. return x * x * ( 3 - 2 * x );
  291. },
  292. smootherstep: function ( x, min, max ) {
  293. if ( x <= min ) return 0;
  294. if ( x >= max ) return 1;
  295. x = ( x - min ) / ( max - min );
  296. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  297. },
  298. // Random integer from <low, high> interval
  299. randInt: function ( low, high ) {
  300. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  301. },
  302. // Random float from <low, high> interval
  303. randFloat: function ( low, high ) {
  304. return low + Math.random() * ( high - low );
  305. },
  306. // Random float from <-range/2, range/2> interval
  307. randFloatSpread: function ( range ) {
  308. return range * ( 0.5 - Math.random() );
  309. },
  310. degToRad: function ( degrees ) {
  311. return degrees * _Math.DEG2RAD;
  312. },
  313. radToDeg: function ( radians ) {
  314. return radians * _Math.RAD2DEG;
  315. },
  316. isPowerOfTwo: function ( value ) {
  317. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  318. },
  319. ceilPowerOfTwo: function ( value ) {
  320. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  321. },
  322. floorPowerOfTwo: function ( value ) {
  323. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  324. }
  325. };
  326. /**
  327. * @author mrdoob / http://mrdoob.com/
  328. * @author philogb / http://blog.thejit.org/
  329. * @author egraether / http://egraether.com/
  330. * @author zz85 / http://www.lab4games.net/zz85/blog
  331. */
  332. function Vector2( x, y ) {
  333. this.x = x || 0;
  334. this.y = y || 0;
  335. }
  336. Object.defineProperties( Vector2.prototype, {
  337. "width": {
  338. get: function () {
  339. return this.x;
  340. },
  341. set: function ( value ) {
  342. this.x = value;
  343. }
  344. },
  345. "height": {
  346. get: function () {
  347. return this.y;
  348. },
  349. set: function ( value ) {
  350. this.y = value;
  351. }
  352. }
  353. } );
  354. Object.assign( Vector2.prototype, {
  355. isVector2: true,
  356. set: function ( x, y ) {
  357. this.x = x;
  358. this.y = y;
  359. return this;
  360. },
  361. setScalar: function ( scalar ) {
  362. this.x = scalar;
  363. this.y = scalar;
  364. return this;
  365. },
  366. setX: function ( x ) {
  367. this.x = x;
  368. return this;
  369. },
  370. setY: function ( y ) {
  371. this.y = y;
  372. return this;
  373. },
  374. setComponent: function ( index, value ) {
  375. switch ( index ) {
  376. case 0: this.x = value; break;
  377. case 1: this.y = value; break;
  378. default: throw new Error( 'index is out of range: ' + index );
  379. }
  380. return this;
  381. },
  382. getComponent: function ( index ) {
  383. switch ( index ) {
  384. case 0: return this.x;
  385. case 1: return this.y;
  386. default: throw new Error( 'index is out of range: ' + index );
  387. }
  388. },
  389. clone: function () {
  390. return new this.constructor( this.x, this.y );
  391. },
  392. copy: function ( v ) {
  393. this.x = v.x;
  394. this.y = v.y;
  395. return this;
  396. },
  397. add: function ( v, w ) {
  398. if ( w !== undefined ) {
  399. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  400. return this.addVectors( v, w );
  401. }
  402. this.x += v.x;
  403. this.y += v.y;
  404. return this;
  405. },
  406. addScalar: function ( s ) {
  407. this.x += s;
  408. this.y += s;
  409. return this;
  410. },
  411. addVectors: function ( a, b ) {
  412. this.x = a.x + b.x;
  413. this.y = a.y + b.y;
  414. return this;
  415. },
  416. addScaledVector: function ( v, s ) {
  417. this.x += v.x * s;
  418. this.y += v.y * s;
  419. return this;
  420. },
  421. sub: function ( v, w ) {
  422. if ( w !== undefined ) {
  423. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  424. return this.subVectors( v, w );
  425. }
  426. this.x -= v.x;
  427. this.y -= v.y;
  428. return this;
  429. },
  430. subScalar: function ( s ) {
  431. this.x -= s;
  432. this.y -= s;
  433. return this;
  434. },
  435. subVectors: function ( a, b ) {
  436. this.x = a.x - b.x;
  437. this.y = a.y - b.y;
  438. return this;
  439. },
  440. multiply: function ( v ) {
  441. this.x *= v.x;
  442. this.y *= v.y;
  443. return this;
  444. },
  445. multiplyScalar: function ( scalar ) {
  446. this.x *= scalar;
  447. this.y *= scalar;
  448. return this;
  449. },
  450. divide: function ( v ) {
  451. this.x /= v.x;
  452. this.y /= v.y;
  453. return this;
  454. },
  455. divideScalar: function ( scalar ) {
  456. return this.multiplyScalar( 1 / scalar );
  457. },
  458. applyMatrix3: function ( m ) {
  459. var x = this.x, y = this.y;
  460. var e = m.elements;
  461. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  462. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  463. return this;
  464. },
  465. min: function ( v ) {
  466. this.x = Math.min( this.x, v.x );
  467. this.y = Math.min( this.y, v.y );
  468. return this;
  469. },
  470. max: function ( v ) {
  471. this.x = Math.max( this.x, v.x );
  472. this.y = Math.max( this.y, v.y );
  473. return this;
  474. },
  475. clamp: function ( min, max ) {
  476. // assumes min < max, componentwise
  477. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  478. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  479. return this;
  480. },
  481. clampScalar: function () {
  482. var min = new Vector2();
  483. var max = new Vector2();
  484. return function clampScalar( minVal, maxVal ) {
  485. min.set( minVal, minVal );
  486. max.set( maxVal, maxVal );
  487. return this.clamp( min, max );
  488. };
  489. }(),
  490. clampLength: function ( min, max ) {
  491. var length = this.length();
  492. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  493. },
  494. floor: function () {
  495. this.x = Math.floor( this.x );
  496. this.y = Math.floor( this.y );
  497. return this;
  498. },
  499. ceil: function () {
  500. this.x = Math.ceil( this.x );
  501. this.y = Math.ceil( this.y );
  502. return this;
  503. },
  504. round: function () {
  505. this.x = Math.round( this.x );
  506. this.y = Math.round( this.y );
  507. return this;
  508. },
  509. roundToZero: function () {
  510. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  511. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  512. return this;
  513. },
  514. negate: function () {
  515. this.x = - this.x;
  516. this.y = - this.y;
  517. return this;
  518. },
  519. dot: function ( v ) {
  520. return this.x * v.x + this.y * v.y;
  521. },
  522. cross: function ( v ) {
  523. return this.x * v.y - this.y * v.x;
  524. },
  525. lengthSq: function () {
  526. return this.x * this.x + this.y * this.y;
  527. },
  528. length: function () {
  529. return Math.sqrt( this.x * this.x + this.y * this.y );
  530. },
  531. manhattanLength: function () {
  532. return Math.abs( this.x ) + Math.abs( this.y );
  533. },
  534. normalize: function () {
  535. return this.divideScalar( this.length() || 1 );
  536. },
  537. angle: function () {
  538. // computes the angle in radians with respect to the positive x-axis
  539. var angle = Math.atan2( this.y, this.x );
  540. if ( angle < 0 ) angle += 2 * Math.PI;
  541. return angle;
  542. },
  543. distanceTo: function ( v ) {
  544. return Math.sqrt( this.distanceToSquared( v ) );
  545. },
  546. distanceToSquared: function ( v ) {
  547. var dx = this.x - v.x, dy = this.y - v.y;
  548. return dx * dx + dy * dy;
  549. },
  550. manhattanDistanceTo: function ( v ) {
  551. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  552. },
  553. setLength: function ( length ) {
  554. return this.normalize().multiplyScalar( length );
  555. },
  556. lerp: function ( v, alpha ) {
  557. this.x += ( v.x - this.x ) * alpha;
  558. this.y += ( v.y - this.y ) * alpha;
  559. return this;
  560. },
  561. lerpVectors: function ( v1, v2, alpha ) {
  562. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  563. },
  564. equals: function ( v ) {
  565. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  566. },
  567. fromArray: function ( array, offset ) {
  568. if ( offset === undefined ) offset = 0;
  569. this.x = array[ offset ];
  570. this.y = array[ offset + 1 ];
  571. return this;
  572. },
  573. toArray: function ( array, offset ) {
  574. if ( array === undefined ) array = [];
  575. if ( offset === undefined ) offset = 0;
  576. array[ offset ] = this.x;
  577. array[ offset + 1 ] = this.y;
  578. return array;
  579. },
  580. fromBufferAttribute: function ( attribute, index, offset ) {
  581. if ( offset !== undefined ) {
  582. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  583. }
  584. this.x = attribute.getX( index );
  585. this.y = attribute.getY( index );
  586. return this;
  587. },
  588. rotateAround: function ( center, angle ) {
  589. var c = Math.cos( angle ), s = Math.sin( angle );
  590. var x = this.x - center.x;
  591. var y = this.y - center.y;
  592. this.x = x * c - y * s + center.x;
  593. this.y = x * s + y * c + center.y;
  594. return this;
  595. }
  596. } );
  597. /**
  598. * @author mrdoob / http://mrdoob.com/
  599. * @author supereggbert / http://www.paulbrunt.co.uk/
  600. * @author philogb / http://blog.thejit.org/
  601. * @author jordi_ros / http://plattsoft.com
  602. * @author D1plo1d / http://github.com/D1plo1d
  603. * @author alteredq / http://alteredqualia.com/
  604. * @author mikael emtinger / http://gomo.se/
  605. * @author timknip / http://www.floorplanner.com/
  606. * @author bhouston / http://clara.io
  607. * @author WestLangley / http://github.com/WestLangley
  608. */
  609. function Matrix4() {
  610. this.elements = [
  611. 1, 0, 0, 0,
  612. 0, 1, 0, 0,
  613. 0, 0, 1, 0,
  614. 0, 0, 0, 1
  615. ];
  616. if ( arguments.length > 0 ) {
  617. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  618. }
  619. }
  620. Object.assign( Matrix4.prototype, {
  621. isMatrix4: true,
  622. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  623. var te = this.elements;
  624. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  625. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  626. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  627. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  628. return this;
  629. },
  630. identity: function () {
  631. this.set(
  632. 1, 0, 0, 0,
  633. 0, 1, 0, 0,
  634. 0, 0, 1, 0,
  635. 0, 0, 0, 1
  636. );
  637. return this;
  638. },
  639. clone: function () {
  640. return new Matrix4().fromArray( this.elements );
  641. },
  642. copy: function ( m ) {
  643. var te = this.elements;
  644. var me = m.elements;
  645. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  646. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  647. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  648. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  649. return this;
  650. },
  651. copyPosition: function ( m ) {
  652. var te = this.elements, me = m.elements;
  653. te[ 12 ] = me[ 12 ];
  654. te[ 13 ] = me[ 13 ];
  655. te[ 14 ] = me[ 14 ];
  656. return this;
  657. },
  658. extractBasis: function ( xAxis, yAxis, zAxis ) {
  659. xAxis.setFromMatrixColumn( this, 0 );
  660. yAxis.setFromMatrixColumn( this, 1 );
  661. zAxis.setFromMatrixColumn( this, 2 );
  662. return this;
  663. },
  664. makeBasis: function ( xAxis, yAxis, zAxis ) {
  665. this.set(
  666. xAxis.x, yAxis.x, zAxis.x, 0,
  667. xAxis.y, yAxis.y, zAxis.y, 0,
  668. xAxis.z, yAxis.z, zAxis.z, 0,
  669. 0, 0, 0, 1
  670. );
  671. return this;
  672. },
  673. extractRotation: function () {
  674. var v1 = new Vector3();
  675. return function extractRotation( m ) {
  676. // this method does not support reflection matrices
  677. var te = this.elements;
  678. var me = m.elements;
  679. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  680. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  681. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  682. te[ 0 ] = me[ 0 ] * scaleX;
  683. te[ 1 ] = me[ 1 ] * scaleX;
  684. te[ 2 ] = me[ 2 ] * scaleX;
  685. te[ 3 ] = 0;
  686. te[ 4 ] = me[ 4 ] * scaleY;
  687. te[ 5 ] = me[ 5 ] * scaleY;
  688. te[ 6 ] = me[ 6 ] * scaleY;
  689. te[ 7 ] = 0;
  690. te[ 8 ] = me[ 8 ] * scaleZ;
  691. te[ 9 ] = me[ 9 ] * scaleZ;
  692. te[ 10 ] = me[ 10 ] * scaleZ;
  693. te[ 11 ] = 0;
  694. te[ 12 ] = 0;
  695. te[ 13 ] = 0;
  696. te[ 14 ] = 0;
  697. te[ 15 ] = 1;
  698. return this;
  699. };
  700. }(),
  701. makeRotationFromEuler: function ( euler ) {
  702. if ( ! ( euler && euler.isEuler ) ) {
  703. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  704. }
  705. var te = this.elements;
  706. var x = euler.x, y = euler.y, z = euler.z;
  707. var a = Math.cos( x ), b = Math.sin( x );
  708. var c = Math.cos( y ), d = Math.sin( y );
  709. var e = Math.cos( z ), f = Math.sin( z );
  710. if ( euler.order === 'XYZ' ) {
  711. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  712. te[ 0 ] = c * e;
  713. te[ 4 ] = - c * f;
  714. te[ 8 ] = d;
  715. te[ 1 ] = af + be * d;
  716. te[ 5 ] = ae - bf * d;
  717. te[ 9 ] = - b * c;
  718. te[ 2 ] = bf - ae * d;
  719. te[ 6 ] = be + af * d;
  720. te[ 10 ] = a * c;
  721. } else if ( euler.order === 'YXZ' ) {
  722. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  723. te[ 0 ] = ce + df * b;
  724. te[ 4 ] = de * b - cf;
  725. te[ 8 ] = a * d;
  726. te[ 1 ] = a * f;
  727. te[ 5 ] = a * e;
  728. te[ 9 ] = - b;
  729. te[ 2 ] = cf * b - de;
  730. te[ 6 ] = df + ce * b;
  731. te[ 10 ] = a * c;
  732. } else if ( euler.order === 'ZXY' ) {
  733. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  734. te[ 0 ] = ce - df * b;
  735. te[ 4 ] = - a * f;
  736. te[ 8 ] = de + cf * b;
  737. te[ 1 ] = cf + de * b;
  738. te[ 5 ] = a * e;
  739. te[ 9 ] = df - ce * b;
  740. te[ 2 ] = - a * d;
  741. te[ 6 ] = b;
  742. te[ 10 ] = a * c;
  743. } else if ( euler.order === 'ZYX' ) {
  744. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  745. te[ 0 ] = c * e;
  746. te[ 4 ] = be * d - af;
  747. te[ 8 ] = ae * d + bf;
  748. te[ 1 ] = c * f;
  749. te[ 5 ] = bf * d + ae;
  750. te[ 9 ] = af * d - be;
  751. te[ 2 ] = - d;
  752. te[ 6 ] = b * c;
  753. te[ 10 ] = a * c;
  754. } else if ( euler.order === 'YZX' ) {
  755. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  756. te[ 0 ] = c * e;
  757. te[ 4 ] = bd - ac * f;
  758. te[ 8 ] = bc * f + ad;
  759. te[ 1 ] = f;
  760. te[ 5 ] = a * e;
  761. te[ 9 ] = - b * e;
  762. te[ 2 ] = - d * e;
  763. te[ 6 ] = ad * f + bc;
  764. te[ 10 ] = ac - bd * f;
  765. } else if ( euler.order === 'XZY' ) {
  766. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  767. te[ 0 ] = c * e;
  768. te[ 4 ] = - f;
  769. te[ 8 ] = d * e;
  770. te[ 1 ] = ac * f + bd;
  771. te[ 5 ] = a * e;
  772. te[ 9 ] = ad * f - bc;
  773. te[ 2 ] = bc * f - ad;
  774. te[ 6 ] = b * e;
  775. te[ 10 ] = bd * f + ac;
  776. }
  777. // bottom row
  778. te[ 3 ] = 0;
  779. te[ 7 ] = 0;
  780. te[ 11 ] = 0;
  781. // last column
  782. te[ 12 ] = 0;
  783. te[ 13 ] = 0;
  784. te[ 14 ] = 0;
  785. te[ 15 ] = 1;
  786. return this;
  787. },
  788. makeRotationFromQuaternion: function () {
  789. var zero = new Vector3( 0, 0, 0 );
  790. var one = new Vector3( 1, 1, 1 );
  791. return function makeRotationFromQuaternion( q ) {
  792. return this.compose( zero, q, one );
  793. };
  794. }(),
  795. lookAt: function () {
  796. var x = new Vector3();
  797. var y = new Vector3();
  798. var z = new Vector3();
  799. return function lookAt( eye, target, up ) {
  800. var te = this.elements;
  801. z.subVectors( eye, target );
  802. if ( z.lengthSq() === 0 ) {
  803. // eye and target are in the same position
  804. z.z = 1;
  805. }
  806. z.normalize();
  807. x.crossVectors( up, z );
  808. if ( x.lengthSq() === 0 ) {
  809. // up and z are parallel
  810. if ( Math.abs( up.z ) === 1 ) {
  811. z.x += 0.0001;
  812. } else {
  813. z.z += 0.0001;
  814. }
  815. z.normalize();
  816. x.crossVectors( up, z );
  817. }
  818. x.normalize();
  819. y.crossVectors( z, x );
  820. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  821. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  822. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  823. return this;
  824. };
  825. }(),
  826. multiply: function ( m, n ) {
  827. if ( n !== undefined ) {
  828. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  829. return this.multiplyMatrices( m, n );
  830. }
  831. return this.multiplyMatrices( this, m );
  832. },
  833. premultiply: function ( m ) {
  834. return this.multiplyMatrices( m, this );
  835. },
  836. multiplyMatrices: function ( a, b ) {
  837. var ae = a.elements;
  838. var be = b.elements;
  839. var te = this.elements;
  840. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  841. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  842. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  843. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  844. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  845. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  846. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  847. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  848. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  849. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  850. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  851. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  852. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  853. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  854. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  855. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  856. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  857. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  858. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  859. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  860. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  861. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  862. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  863. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  864. return this;
  865. },
  866. multiplyScalar: function ( s ) {
  867. var te = this.elements;
  868. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  869. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  870. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  871. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  872. return this;
  873. },
  874. applyToBufferAttribute: function () {
  875. var v1 = new Vector3();
  876. return function applyToBufferAttribute( attribute ) {
  877. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  878. v1.x = attribute.getX( i );
  879. v1.y = attribute.getY( i );
  880. v1.z = attribute.getZ( i );
  881. v1.applyMatrix4( this );
  882. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  883. }
  884. return attribute;
  885. };
  886. }(),
  887. determinant: function () {
  888. var te = this.elements;
  889. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  890. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  891. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  892. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  893. //TODO: make this more efficient
  894. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  895. return (
  896. n41 * (
  897. + n14 * n23 * n32
  898. - n13 * n24 * n32
  899. - n14 * n22 * n33
  900. + n12 * n24 * n33
  901. + n13 * n22 * n34
  902. - n12 * n23 * n34
  903. ) +
  904. n42 * (
  905. + n11 * n23 * n34
  906. - n11 * n24 * n33
  907. + n14 * n21 * n33
  908. - n13 * n21 * n34
  909. + n13 * n24 * n31
  910. - n14 * n23 * n31
  911. ) +
  912. n43 * (
  913. + n11 * n24 * n32
  914. - n11 * n22 * n34
  915. - n14 * n21 * n32
  916. + n12 * n21 * n34
  917. + n14 * n22 * n31
  918. - n12 * n24 * n31
  919. ) +
  920. n44 * (
  921. - n13 * n22 * n31
  922. - n11 * n23 * n32
  923. + n11 * n22 * n33
  924. + n13 * n21 * n32
  925. - n12 * n21 * n33
  926. + n12 * n23 * n31
  927. )
  928. );
  929. },
  930. transpose: function () {
  931. var te = this.elements;
  932. var tmp;
  933. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  934. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  935. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  936. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  937. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  938. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  939. return this;
  940. },
  941. setPosition: function ( v ) {
  942. var te = this.elements;
  943. te[ 12 ] = v.x;
  944. te[ 13 ] = v.y;
  945. te[ 14 ] = v.z;
  946. return this;
  947. },
  948. getInverse: function ( m, throwOnDegenerate ) {
  949. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  950. var te = this.elements,
  951. me = m.elements,
  952. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  953. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  954. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  955. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  956. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  957. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  958. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  959. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  960. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  961. if ( det === 0 ) {
  962. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  963. if ( throwOnDegenerate === true ) {
  964. throw new Error( msg );
  965. } else {
  966. console.warn( msg );
  967. }
  968. return this.identity();
  969. }
  970. var detInv = 1 / det;
  971. te[ 0 ] = t11 * detInv;
  972. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  973. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  974. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  975. te[ 4 ] = t12 * detInv;
  976. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  977. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  978. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  979. te[ 8 ] = t13 * detInv;
  980. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  981. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  982. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  983. te[ 12 ] = t14 * detInv;
  984. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  985. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  986. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  987. return this;
  988. },
  989. scale: function ( v ) {
  990. var te = this.elements;
  991. var x = v.x, y = v.y, z = v.z;
  992. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  993. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  994. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  995. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  996. return this;
  997. },
  998. getMaxScaleOnAxis: function () {
  999. var te = this.elements;
  1000. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  1001. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  1002. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  1003. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  1004. },
  1005. makeTranslation: function ( x, y, z ) {
  1006. this.set(
  1007. 1, 0, 0, x,
  1008. 0, 1, 0, y,
  1009. 0, 0, 1, z,
  1010. 0, 0, 0, 1
  1011. );
  1012. return this;
  1013. },
  1014. makeRotationX: function ( theta ) {
  1015. var c = Math.cos( theta ), s = Math.sin( theta );
  1016. this.set(
  1017. 1, 0, 0, 0,
  1018. 0, c, - s, 0,
  1019. 0, s, c, 0,
  1020. 0, 0, 0, 1
  1021. );
  1022. return this;
  1023. },
  1024. makeRotationY: function ( theta ) {
  1025. var c = Math.cos( theta ), s = Math.sin( theta );
  1026. this.set(
  1027. c, 0, s, 0,
  1028. 0, 1, 0, 0,
  1029. - s, 0, c, 0,
  1030. 0, 0, 0, 1
  1031. );
  1032. return this;
  1033. },
  1034. makeRotationZ: function ( theta ) {
  1035. var c = Math.cos( theta ), s = Math.sin( theta );
  1036. this.set(
  1037. c, - s, 0, 0,
  1038. s, c, 0, 0,
  1039. 0, 0, 1, 0,
  1040. 0, 0, 0, 1
  1041. );
  1042. return this;
  1043. },
  1044. makeRotationAxis: function ( axis, angle ) {
  1045. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  1046. var c = Math.cos( angle );
  1047. var s = Math.sin( angle );
  1048. var t = 1 - c;
  1049. var x = axis.x, y = axis.y, z = axis.z;
  1050. var tx = t * x, ty = t * y;
  1051. this.set(
  1052. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  1053. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  1054. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  1055. 0, 0, 0, 1
  1056. );
  1057. return this;
  1058. },
  1059. makeScale: function ( x, y, z ) {
  1060. this.set(
  1061. x, 0, 0, 0,
  1062. 0, y, 0, 0,
  1063. 0, 0, z, 0,
  1064. 0, 0, 0, 1
  1065. );
  1066. return this;
  1067. },
  1068. makeShear: function ( x, y, z ) {
  1069. this.set(
  1070. 1, y, z, 0,
  1071. x, 1, z, 0,
  1072. x, y, 1, 0,
  1073. 0, 0, 0, 1
  1074. );
  1075. return this;
  1076. },
  1077. compose: function ( position, quaternion, scale ) {
  1078. var te = this.elements;
  1079. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  1080. var x2 = x + x, y2 = y + y, z2 = z + z;
  1081. var xx = x * x2, xy = x * y2, xz = x * z2;
  1082. var yy = y * y2, yz = y * z2, zz = z * z2;
  1083. var wx = w * x2, wy = w * y2, wz = w * z2;
  1084. var sx = scale.x, sy = scale.y, sz = scale.z;
  1085. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  1086. te[ 1 ] = ( xy + wz ) * sx;
  1087. te[ 2 ] = ( xz - wy ) * sx;
  1088. te[ 3 ] = 0;
  1089. te[ 4 ] = ( xy - wz ) * sy;
  1090. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  1091. te[ 6 ] = ( yz + wx ) * sy;
  1092. te[ 7 ] = 0;
  1093. te[ 8 ] = ( xz + wy ) * sz;
  1094. te[ 9 ] = ( yz - wx ) * sz;
  1095. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  1096. te[ 11 ] = 0;
  1097. te[ 12 ] = position.x;
  1098. te[ 13 ] = position.y;
  1099. te[ 14 ] = position.z;
  1100. te[ 15 ] = 1;
  1101. return this;
  1102. },
  1103. decompose: function () {
  1104. var vector = new Vector3();
  1105. var matrix = new Matrix4();
  1106. return function decompose( position, quaternion, scale ) {
  1107. var te = this.elements;
  1108. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  1109. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  1110. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  1111. // if determine is negative, we need to invert one scale
  1112. var det = this.determinant();
  1113. if ( det < 0 ) sx = - sx;
  1114. position.x = te[ 12 ];
  1115. position.y = te[ 13 ];
  1116. position.z = te[ 14 ];
  1117. // scale the rotation part
  1118. matrix.copy( this );
  1119. var invSX = 1 / sx;
  1120. var invSY = 1 / sy;
  1121. var invSZ = 1 / sz;
  1122. matrix.elements[ 0 ] *= invSX;
  1123. matrix.elements[ 1 ] *= invSX;
  1124. matrix.elements[ 2 ] *= invSX;
  1125. matrix.elements[ 4 ] *= invSY;
  1126. matrix.elements[ 5 ] *= invSY;
  1127. matrix.elements[ 6 ] *= invSY;
  1128. matrix.elements[ 8 ] *= invSZ;
  1129. matrix.elements[ 9 ] *= invSZ;
  1130. matrix.elements[ 10 ] *= invSZ;
  1131. quaternion.setFromRotationMatrix( matrix );
  1132. scale.x = sx;
  1133. scale.y = sy;
  1134. scale.z = sz;
  1135. return this;
  1136. };
  1137. }(),
  1138. makePerspective: function ( left, right, top, bottom, near, far ) {
  1139. if ( far === undefined ) {
  1140. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  1141. }
  1142. var te = this.elements;
  1143. var x = 2 * near / ( right - left );
  1144. var y = 2 * near / ( top - bottom );
  1145. var a = ( right + left ) / ( right - left );
  1146. var b = ( top + bottom ) / ( top - bottom );
  1147. var c = - ( far + near ) / ( far - near );
  1148. var d = - 2 * far * near / ( far - near );
  1149. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  1150. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  1151. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  1152. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  1153. return this;
  1154. },
  1155. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  1156. var te = this.elements;
  1157. var w = 1.0 / ( right - left );
  1158. var h = 1.0 / ( top - bottom );
  1159. var p = 1.0 / ( far - near );
  1160. var x = ( right + left ) * w;
  1161. var y = ( top + bottom ) * h;
  1162. var z = ( far + near ) * p;
  1163. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  1164. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  1165. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  1166. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  1167. return this;
  1168. },
  1169. equals: function ( matrix ) {
  1170. var te = this.elements;
  1171. var me = matrix.elements;
  1172. for ( var i = 0; i < 16; i ++ ) {
  1173. if ( te[ i ] !== me[ i ] ) return false;
  1174. }
  1175. return true;
  1176. },
  1177. fromArray: function ( array, offset ) {
  1178. if ( offset === undefined ) offset = 0;
  1179. for ( var i = 0; i < 16; i ++ ) {
  1180. this.elements[ i ] = array[ i + offset ];
  1181. }
  1182. return this;
  1183. },
  1184. toArray: function ( array, offset ) {
  1185. if ( array === undefined ) array = [];
  1186. if ( offset === undefined ) offset = 0;
  1187. var te = this.elements;
  1188. array[ offset ] = te[ 0 ];
  1189. array[ offset + 1 ] = te[ 1 ];
  1190. array[ offset + 2 ] = te[ 2 ];
  1191. array[ offset + 3 ] = te[ 3 ];
  1192. array[ offset + 4 ] = te[ 4 ];
  1193. array[ offset + 5 ] = te[ 5 ];
  1194. array[ offset + 6 ] = te[ 6 ];
  1195. array[ offset + 7 ] = te[ 7 ];
  1196. array[ offset + 8 ] = te[ 8 ];
  1197. array[ offset + 9 ] = te[ 9 ];
  1198. array[ offset + 10 ] = te[ 10 ];
  1199. array[ offset + 11 ] = te[ 11 ];
  1200. array[ offset + 12 ] = te[ 12 ];
  1201. array[ offset + 13 ] = te[ 13 ];
  1202. array[ offset + 14 ] = te[ 14 ];
  1203. array[ offset + 15 ] = te[ 15 ];
  1204. return array;
  1205. }
  1206. } );
  1207. /**
  1208. * @author mikael emtinger / http://gomo.se/
  1209. * @author alteredq / http://alteredqualia.com/
  1210. * @author WestLangley / http://github.com/WestLangley
  1211. * @author bhouston / http://clara.io
  1212. */
  1213. function Quaternion( x, y, z, w ) {
  1214. this._x = x || 0;
  1215. this._y = y || 0;
  1216. this._z = z || 0;
  1217. this._w = ( w !== undefined ) ? w : 1;
  1218. }
  1219. Object.assign( Quaternion, {
  1220. slerp: function ( qa, qb, qm, t ) {
  1221. return qm.copy( qa ).slerp( qb, t );
  1222. },
  1223. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1224. // fuzz-free, array-based Quaternion SLERP operation
  1225. var x0 = src0[ srcOffset0 + 0 ],
  1226. y0 = src0[ srcOffset0 + 1 ],
  1227. z0 = src0[ srcOffset0 + 2 ],
  1228. w0 = src0[ srcOffset0 + 3 ],
  1229. x1 = src1[ srcOffset1 + 0 ],
  1230. y1 = src1[ srcOffset1 + 1 ],
  1231. z1 = src1[ srcOffset1 + 2 ],
  1232. w1 = src1[ srcOffset1 + 3 ];
  1233. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1234. var s = 1 - t,
  1235. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1236. dir = ( cos >= 0 ? 1 : - 1 ),
  1237. sqrSin = 1 - cos * cos;
  1238. // Skip the Slerp for tiny steps to avoid numeric problems:
  1239. if ( sqrSin > Number.EPSILON ) {
  1240. var sin = Math.sqrt( sqrSin ),
  1241. len = Math.atan2( sin, cos * dir );
  1242. s = Math.sin( s * len ) / sin;
  1243. t = Math.sin( t * len ) / sin;
  1244. }
  1245. var tDir = t * dir;
  1246. x0 = x0 * s + x1 * tDir;
  1247. y0 = y0 * s + y1 * tDir;
  1248. z0 = z0 * s + z1 * tDir;
  1249. w0 = w0 * s + w1 * tDir;
  1250. // Normalize in case we just did a lerp:
  1251. if ( s === 1 - t ) {
  1252. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1253. x0 *= f;
  1254. y0 *= f;
  1255. z0 *= f;
  1256. w0 *= f;
  1257. }
  1258. }
  1259. dst[ dstOffset ] = x0;
  1260. dst[ dstOffset + 1 ] = y0;
  1261. dst[ dstOffset + 2 ] = z0;
  1262. dst[ dstOffset + 3 ] = w0;
  1263. }
  1264. } );
  1265. Object.defineProperties( Quaternion.prototype, {
  1266. x: {
  1267. get: function () {
  1268. return this._x;
  1269. },
  1270. set: function ( value ) {
  1271. this._x = value;
  1272. this.onChangeCallback();
  1273. }
  1274. },
  1275. y: {
  1276. get: function () {
  1277. return this._y;
  1278. },
  1279. set: function ( value ) {
  1280. this._y = value;
  1281. this.onChangeCallback();
  1282. }
  1283. },
  1284. z: {
  1285. get: function () {
  1286. return this._z;
  1287. },
  1288. set: function ( value ) {
  1289. this._z = value;
  1290. this.onChangeCallback();
  1291. }
  1292. },
  1293. w: {
  1294. get: function () {
  1295. return this._w;
  1296. },
  1297. set: function ( value ) {
  1298. this._w = value;
  1299. this.onChangeCallback();
  1300. }
  1301. }
  1302. } );
  1303. Object.assign( Quaternion.prototype, {
  1304. isQuaternion: true,
  1305. set: function ( x, y, z, w ) {
  1306. this._x = x;
  1307. this._y = y;
  1308. this._z = z;
  1309. this._w = w;
  1310. this.onChangeCallback();
  1311. return this;
  1312. },
  1313. clone: function () {
  1314. return new this.constructor( this._x, this._y, this._z, this._w );
  1315. },
  1316. copy: function ( quaternion ) {
  1317. this._x = quaternion.x;
  1318. this._y = quaternion.y;
  1319. this._z = quaternion.z;
  1320. this._w = quaternion.w;
  1321. this.onChangeCallback();
  1322. return this;
  1323. },
  1324. setFromEuler: function ( euler, update ) {
  1325. if ( ! ( euler && euler.isEuler ) ) {
  1326. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1327. }
  1328. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1329. // http://www.mathworks.com/matlabcentral/fileexchange/
  1330. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1331. // content/SpinCalc.m
  1332. var cos = Math.cos;
  1333. var sin = Math.sin;
  1334. var c1 = cos( x / 2 );
  1335. var c2 = cos( y / 2 );
  1336. var c3 = cos( z / 2 );
  1337. var s1 = sin( x / 2 );
  1338. var s2 = sin( y / 2 );
  1339. var s3 = sin( z / 2 );
  1340. if ( order === 'XYZ' ) {
  1341. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1342. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1343. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1344. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1345. } else if ( order === 'YXZ' ) {
  1346. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1347. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1348. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1349. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1350. } else if ( order === 'ZXY' ) {
  1351. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1352. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1353. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1354. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1355. } else if ( order === 'ZYX' ) {
  1356. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1357. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1358. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1359. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1360. } else if ( order === 'YZX' ) {
  1361. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1362. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1363. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1364. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1365. } else if ( order === 'XZY' ) {
  1366. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1367. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1368. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1369. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1370. }
  1371. if ( update !== false ) this.onChangeCallback();
  1372. return this;
  1373. },
  1374. setFromAxisAngle: function ( axis, angle ) {
  1375. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1376. // assumes axis is normalized
  1377. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1378. this._x = axis.x * s;
  1379. this._y = axis.y * s;
  1380. this._z = axis.z * s;
  1381. this._w = Math.cos( halfAngle );
  1382. this.onChangeCallback();
  1383. return this;
  1384. },
  1385. setFromRotationMatrix: function ( m ) {
  1386. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1387. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1388. var te = m.elements,
  1389. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1390. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1391. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1392. trace = m11 + m22 + m33,
  1393. s;
  1394. if ( trace > 0 ) {
  1395. s = 0.5 / Math.sqrt( trace + 1.0 );
  1396. this._w = 0.25 / s;
  1397. this._x = ( m32 - m23 ) * s;
  1398. this._y = ( m13 - m31 ) * s;
  1399. this._z = ( m21 - m12 ) * s;
  1400. } else if ( m11 > m22 && m11 > m33 ) {
  1401. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1402. this._w = ( m32 - m23 ) / s;
  1403. this._x = 0.25 * s;
  1404. this._y = ( m12 + m21 ) / s;
  1405. this._z = ( m13 + m31 ) / s;
  1406. } else if ( m22 > m33 ) {
  1407. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1408. this._w = ( m13 - m31 ) / s;
  1409. this._x = ( m12 + m21 ) / s;
  1410. this._y = 0.25 * s;
  1411. this._z = ( m23 + m32 ) / s;
  1412. } else {
  1413. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1414. this._w = ( m21 - m12 ) / s;
  1415. this._x = ( m13 + m31 ) / s;
  1416. this._y = ( m23 + m32 ) / s;
  1417. this._z = 0.25 * s;
  1418. }
  1419. this.onChangeCallback();
  1420. return this;
  1421. },
  1422. setFromUnitVectors: function () {
  1423. // assumes direction vectors vFrom and vTo are normalized
  1424. var v1 = new Vector3();
  1425. var r;
  1426. var EPS = 0.000001;
  1427. return function setFromUnitVectors( vFrom, vTo ) {
  1428. if ( v1 === undefined ) v1 = new Vector3();
  1429. r = vFrom.dot( vTo ) + 1;
  1430. if ( r < EPS ) {
  1431. r = 0;
  1432. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1433. v1.set( - vFrom.y, vFrom.x, 0 );
  1434. } else {
  1435. v1.set( 0, - vFrom.z, vFrom.y );
  1436. }
  1437. } else {
  1438. v1.crossVectors( vFrom, vTo );
  1439. }
  1440. this._x = v1.x;
  1441. this._y = v1.y;
  1442. this._z = v1.z;
  1443. this._w = r;
  1444. return this.normalize();
  1445. };
  1446. }(),
  1447. angleTo: function ( q ) {
  1448. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  1449. },
  1450. rotateTowards: function ( q, step ) {
  1451. var angle = this.angleTo( q );
  1452. if ( angle === 0 ) return this;
  1453. var t = Math.min( 1, step / angle );
  1454. this.slerp( q, t );
  1455. return this;
  1456. },
  1457. inverse: function () {
  1458. // quaternion is assumed to have unit length
  1459. return this.conjugate();
  1460. },
  1461. conjugate: function () {
  1462. this._x *= - 1;
  1463. this._y *= - 1;
  1464. this._z *= - 1;
  1465. this.onChangeCallback();
  1466. return this;
  1467. },
  1468. dot: function ( v ) {
  1469. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1470. },
  1471. lengthSq: function () {
  1472. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1473. },
  1474. length: function () {
  1475. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1476. },
  1477. normalize: function () {
  1478. var l = this.length();
  1479. if ( l === 0 ) {
  1480. this._x = 0;
  1481. this._y = 0;
  1482. this._z = 0;
  1483. this._w = 1;
  1484. } else {
  1485. l = 1 / l;
  1486. this._x = this._x * l;
  1487. this._y = this._y * l;
  1488. this._z = this._z * l;
  1489. this._w = this._w * l;
  1490. }
  1491. this.onChangeCallback();
  1492. return this;
  1493. },
  1494. multiply: function ( q, p ) {
  1495. if ( p !== undefined ) {
  1496. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1497. return this.multiplyQuaternions( q, p );
  1498. }
  1499. return this.multiplyQuaternions( this, q );
  1500. },
  1501. premultiply: function ( q ) {
  1502. return this.multiplyQuaternions( q, this );
  1503. },
  1504. multiplyQuaternions: function ( a, b ) {
  1505. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1506. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1507. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1508. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1509. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1510. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1511. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1512. this.onChangeCallback();
  1513. return this;
  1514. },
  1515. slerp: function ( qb, t ) {
  1516. if ( t === 0 ) return this;
  1517. if ( t === 1 ) return this.copy( qb );
  1518. var x = this._x, y = this._y, z = this._z, w = this._w;
  1519. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1520. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1521. if ( cosHalfTheta < 0 ) {
  1522. this._w = - qb._w;
  1523. this._x = - qb._x;
  1524. this._y = - qb._y;
  1525. this._z = - qb._z;
  1526. cosHalfTheta = - cosHalfTheta;
  1527. } else {
  1528. this.copy( qb );
  1529. }
  1530. if ( cosHalfTheta >= 1.0 ) {
  1531. this._w = w;
  1532. this._x = x;
  1533. this._y = y;
  1534. this._z = z;
  1535. return this;
  1536. }
  1537. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1538. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1539. var s = 1 - t;
  1540. this._w = s * w + t * this._w;
  1541. this._x = s * x + t * this._x;
  1542. this._y = s * y + t * this._y;
  1543. this._z = s * z + t * this._z;
  1544. return this.normalize();
  1545. }
  1546. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1547. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1548. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1549. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1550. this._w = ( w * ratioA + this._w * ratioB );
  1551. this._x = ( x * ratioA + this._x * ratioB );
  1552. this._y = ( y * ratioA + this._y * ratioB );
  1553. this._z = ( z * ratioA + this._z * ratioB );
  1554. this.onChangeCallback();
  1555. return this;
  1556. },
  1557. equals: function ( quaternion ) {
  1558. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1559. },
  1560. fromArray: function ( array, offset ) {
  1561. if ( offset === undefined ) offset = 0;
  1562. this._x = array[ offset ];
  1563. this._y = array[ offset + 1 ];
  1564. this._z = array[ offset + 2 ];
  1565. this._w = array[ offset + 3 ];
  1566. this.onChangeCallback();
  1567. return this;
  1568. },
  1569. toArray: function ( array, offset ) {
  1570. if ( array === undefined ) array = [];
  1571. if ( offset === undefined ) offset = 0;
  1572. array[ offset ] = this._x;
  1573. array[ offset + 1 ] = this._y;
  1574. array[ offset + 2 ] = this._z;
  1575. array[ offset + 3 ] = this._w;
  1576. return array;
  1577. },
  1578. onChange: function ( callback ) {
  1579. this.onChangeCallback = callback;
  1580. return this;
  1581. },
  1582. onChangeCallback: function () {}
  1583. } );
  1584. /**
  1585. * @author mrdoob / http://mrdoob.com/
  1586. * @author kile / http://kile.stravaganza.org/
  1587. * @author philogb / http://blog.thejit.org/
  1588. * @author mikael emtinger / http://gomo.se/
  1589. * @author egraether / http://egraether.com/
  1590. * @author WestLangley / http://github.com/WestLangley
  1591. */
  1592. function Vector3( x, y, z ) {
  1593. this.x = x || 0;
  1594. this.y = y || 0;
  1595. this.z = z || 0;
  1596. }
  1597. Object.assign( Vector3.prototype, {
  1598. isVector3: true,
  1599. set: function ( x, y, z ) {
  1600. this.x = x;
  1601. this.y = y;
  1602. this.z = z;
  1603. return this;
  1604. },
  1605. setScalar: function ( scalar ) {
  1606. this.x = scalar;
  1607. this.y = scalar;
  1608. this.z = scalar;
  1609. return this;
  1610. },
  1611. setX: function ( x ) {
  1612. this.x = x;
  1613. return this;
  1614. },
  1615. setY: function ( y ) {
  1616. this.y = y;
  1617. return this;
  1618. },
  1619. setZ: function ( z ) {
  1620. this.z = z;
  1621. return this;
  1622. },
  1623. setComponent: function ( index, value ) {
  1624. switch ( index ) {
  1625. case 0: this.x = value; break;
  1626. case 1: this.y = value; break;
  1627. case 2: this.z = value; break;
  1628. default: throw new Error( 'index is out of range: ' + index );
  1629. }
  1630. return this;
  1631. },
  1632. getComponent: function ( index ) {
  1633. switch ( index ) {
  1634. case 0: return this.x;
  1635. case 1: return this.y;
  1636. case 2: return this.z;
  1637. default: throw new Error( 'index is out of range: ' + index );
  1638. }
  1639. },
  1640. clone: function () {
  1641. return new this.constructor( this.x, this.y, this.z );
  1642. },
  1643. copy: function ( v ) {
  1644. this.x = v.x;
  1645. this.y = v.y;
  1646. this.z = v.z;
  1647. return this;
  1648. },
  1649. add: function ( v, w ) {
  1650. if ( w !== undefined ) {
  1651. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1652. return this.addVectors( v, w );
  1653. }
  1654. this.x += v.x;
  1655. this.y += v.y;
  1656. this.z += v.z;
  1657. return this;
  1658. },
  1659. addScalar: function ( s ) {
  1660. this.x += s;
  1661. this.y += s;
  1662. this.z += s;
  1663. return this;
  1664. },
  1665. addVectors: function ( a, b ) {
  1666. this.x = a.x + b.x;
  1667. this.y = a.y + b.y;
  1668. this.z = a.z + b.z;
  1669. return this;
  1670. },
  1671. addScaledVector: function ( v, s ) {
  1672. this.x += v.x * s;
  1673. this.y += v.y * s;
  1674. this.z += v.z * s;
  1675. return this;
  1676. },
  1677. sub: function ( v, w ) {
  1678. if ( w !== undefined ) {
  1679. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1680. return this.subVectors( v, w );
  1681. }
  1682. this.x -= v.x;
  1683. this.y -= v.y;
  1684. this.z -= v.z;
  1685. return this;
  1686. },
  1687. subScalar: function ( s ) {
  1688. this.x -= s;
  1689. this.y -= s;
  1690. this.z -= s;
  1691. return this;
  1692. },
  1693. subVectors: function ( a, b ) {
  1694. this.x = a.x - b.x;
  1695. this.y = a.y - b.y;
  1696. this.z = a.z - b.z;
  1697. return this;
  1698. },
  1699. multiply: function ( v, w ) {
  1700. if ( w !== undefined ) {
  1701. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1702. return this.multiplyVectors( v, w );
  1703. }
  1704. this.x *= v.x;
  1705. this.y *= v.y;
  1706. this.z *= v.z;
  1707. return this;
  1708. },
  1709. multiplyScalar: function ( scalar ) {
  1710. this.x *= scalar;
  1711. this.y *= scalar;
  1712. this.z *= scalar;
  1713. return this;
  1714. },
  1715. multiplyVectors: function ( a, b ) {
  1716. this.x = a.x * b.x;
  1717. this.y = a.y * b.y;
  1718. this.z = a.z * b.z;
  1719. return this;
  1720. },
  1721. applyEuler: function () {
  1722. var quaternion = new Quaternion();
  1723. return function applyEuler( euler ) {
  1724. if ( ! ( euler && euler.isEuler ) ) {
  1725. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1726. }
  1727. return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1728. };
  1729. }(),
  1730. applyAxisAngle: function () {
  1731. var quaternion = new Quaternion();
  1732. return function applyAxisAngle( axis, angle ) {
  1733. return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1734. };
  1735. }(),
  1736. applyMatrix3: function ( m ) {
  1737. var x = this.x, y = this.y, z = this.z;
  1738. var e = m.elements;
  1739. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1740. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1741. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1742. return this;
  1743. },
  1744. applyMatrix4: function ( m ) {
  1745. var x = this.x, y = this.y, z = this.z;
  1746. var e = m.elements;
  1747. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1748. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1749. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1750. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1751. return this;
  1752. },
  1753. applyQuaternion: function ( q ) {
  1754. var x = this.x, y = this.y, z = this.z;
  1755. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1756. // calculate quat * vector
  1757. var ix = qw * x + qy * z - qz * y;
  1758. var iy = qw * y + qz * x - qx * z;
  1759. var iz = qw * z + qx * y - qy * x;
  1760. var iw = - qx * x - qy * y - qz * z;
  1761. // calculate result * inverse quat
  1762. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1763. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1764. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1765. return this;
  1766. },
  1767. project: function ( camera ) {
  1768. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1769. },
  1770. unproject: function () {
  1771. var matrix = new Matrix4();
  1772. return function unproject( camera ) {
  1773. return this.applyMatrix4( matrix.getInverse( camera.projectionMatrix ) ).applyMatrix4( camera.matrixWorld );
  1774. };
  1775. }(),
  1776. transformDirection: function ( m ) {
  1777. // input: THREE.Matrix4 affine matrix
  1778. // vector interpreted as a direction
  1779. var x = this.x, y = this.y, z = this.z;
  1780. var e = m.elements;
  1781. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1782. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1783. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1784. return this.normalize();
  1785. },
  1786. divide: function ( v ) {
  1787. this.x /= v.x;
  1788. this.y /= v.y;
  1789. this.z /= v.z;
  1790. return this;
  1791. },
  1792. divideScalar: function ( scalar ) {
  1793. return this.multiplyScalar( 1 / scalar );
  1794. },
  1795. min: function ( v ) {
  1796. this.x = Math.min( this.x, v.x );
  1797. this.y = Math.min( this.y, v.y );
  1798. this.z = Math.min( this.z, v.z );
  1799. return this;
  1800. },
  1801. max: function ( v ) {
  1802. this.x = Math.max( this.x, v.x );
  1803. this.y = Math.max( this.y, v.y );
  1804. this.z = Math.max( this.z, v.z );
  1805. return this;
  1806. },
  1807. clamp: function ( min, max ) {
  1808. // assumes min < max, componentwise
  1809. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1810. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1811. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1812. return this;
  1813. },
  1814. clampScalar: function () {
  1815. var min = new Vector3();
  1816. var max = new Vector3();
  1817. return function clampScalar( minVal, maxVal ) {
  1818. min.set( minVal, minVal, minVal );
  1819. max.set( maxVal, maxVal, maxVal );
  1820. return this.clamp( min, max );
  1821. };
  1822. }(),
  1823. clampLength: function ( min, max ) {
  1824. var length = this.length();
  1825. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1826. },
  1827. floor: function () {
  1828. this.x = Math.floor( this.x );
  1829. this.y = Math.floor( this.y );
  1830. this.z = Math.floor( this.z );
  1831. return this;
  1832. },
  1833. ceil: function () {
  1834. this.x = Math.ceil( this.x );
  1835. this.y = Math.ceil( this.y );
  1836. this.z = Math.ceil( this.z );
  1837. return this;
  1838. },
  1839. round: function () {
  1840. this.x = Math.round( this.x );
  1841. this.y = Math.round( this.y );
  1842. this.z = Math.round( this.z );
  1843. return this;
  1844. },
  1845. roundToZero: function () {
  1846. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1847. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1848. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1849. return this;
  1850. },
  1851. negate: function () {
  1852. this.x = - this.x;
  1853. this.y = - this.y;
  1854. this.z = - this.z;
  1855. return this;
  1856. },
  1857. dot: function ( v ) {
  1858. return this.x * v.x + this.y * v.y + this.z * v.z;
  1859. },
  1860. // TODO lengthSquared?
  1861. lengthSq: function () {
  1862. return this.x * this.x + this.y * this.y + this.z * this.z;
  1863. },
  1864. length: function () {
  1865. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1866. },
  1867. manhattanLength: function () {
  1868. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1869. },
  1870. normalize: function () {
  1871. return this.divideScalar( this.length() || 1 );
  1872. },
  1873. setLength: function ( length ) {
  1874. return this.normalize().multiplyScalar( length );
  1875. },
  1876. lerp: function ( v, alpha ) {
  1877. this.x += ( v.x - this.x ) * alpha;
  1878. this.y += ( v.y - this.y ) * alpha;
  1879. this.z += ( v.z - this.z ) * alpha;
  1880. return this;
  1881. },
  1882. lerpVectors: function ( v1, v2, alpha ) {
  1883. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1884. },
  1885. cross: function ( v, w ) {
  1886. if ( w !== undefined ) {
  1887. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1888. return this.crossVectors( v, w );
  1889. }
  1890. return this.crossVectors( this, v );
  1891. },
  1892. crossVectors: function ( a, b ) {
  1893. var ax = a.x, ay = a.y, az = a.z;
  1894. var bx = b.x, by = b.y, bz = b.z;
  1895. this.x = ay * bz - az * by;
  1896. this.y = az * bx - ax * bz;
  1897. this.z = ax * by - ay * bx;
  1898. return this;
  1899. },
  1900. projectOnVector: function ( vector ) {
  1901. var scalar = vector.dot( this ) / vector.lengthSq();
  1902. return this.copy( vector ).multiplyScalar( scalar );
  1903. },
  1904. projectOnPlane: function () {
  1905. var v1 = new Vector3();
  1906. return function projectOnPlane( planeNormal ) {
  1907. v1.copy( this ).projectOnVector( planeNormal );
  1908. return this.sub( v1 );
  1909. };
  1910. }(),
  1911. reflect: function () {
  1912. // reflect incident vector off plane orthogonal to normal
  1913. // normal is assumed to have unit length
  1914. var v1 = new Vector3();
  1915. return function reflect( normal ) {
  1916. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1917. };
  1918. }(),
  1919. angleTo: function ( v ) {
  1920. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1921. // clamp, to handle numerical problems
  1922. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1923. },
  1924. distanceTo: function ( v ) {
  1925. return Math.sqrt( this.distanceToSquared( v ) );
  1926. },
  1927. distanceToSquared: function ( v ) {
  1928. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1929. return dx * dx + dy * dy + dz * dz;
  1930. },
  1931. manhattanDistanceTo: function ( v ) {
  1932. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1933. },
  1934. setFromSpherical: function ( s ) {
  1935. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1936. },
  1937. setFromSphericalCoords: function ( radius, phi, theta ) {
  1938. var sinPhiRadius = Math.sin( phi ) * radius;
  1939. this.x = sinPhiRadius * Math.sin( theta );
  1940. this.y = Math.cos( phi ) * radius;
  1941. this.z = sinPhiRadius * Math.cos( theta );
  1942. return this;
  1943. },
  1944. setFromCylindrical: function ( c ) {
  1945. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1946. },
  1947. setFromCylindricalCoords: function ( radius, theta, y ) {
  1948. this.x = radius * Math.sin( theta );
  1949. this.y = y;
  1950. this.z = radius * Math.cos( theta );
  1951. return this;
  1952. },
  1953. setFromMatrixPosition: function ( m ) {
  1954. var e = m.elements;
  1955. this.x = e[ 12 ];
  1956. this.y = e[ 13 ];
  1957. this.z = e[ 14 ];
  1958. return this;
  1959. },
  1960. setFromMatrixScale: function ( m ) {
  1961. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1962. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1963. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1964. this.x = sx;
  1965. this.y = sy;
  1966. this.z = sz;
  1967. return this;
  1968. },
  1969. setFromMatrixColumn: function ( m, index ) {
  1970. return this.fromArray( m.elements, index * 4 );
  1971. },
  1972. equals: function ( v ) {
  1973. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1974. },
  1975. fromArray: function ( array, offset ) {
  1976. if ( offset === undefined ) offset = 0;
  1977. this.x = array[ offset ];
  1978. this.y = array[ offset + 1 ];
  1979. this.z = array[ offset + 2 ];
  1980. return this;
  1981. },
  1982. toArray: function ( array, offset ) {
  1983. if ( array === undefined ) array = [];
  1984. if ( offset === undefined ) offset = 0;
  1985. array[ offset ] = this.x;
  1986. array[ offset + 1 ] = this.y;
  1987. array[ offset + 2 ] = this.z;
  1988. return array;
  1989. },
  1990. fromBufferAttribute: function ( attribute, index, offset ) {
  1991. if ( offset !== undefined ) {
  1992. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1993. }
  1994. this.x = attribute.getX( index );
  1995. this.y = attribute.getY( index );
  1996. this.z = attribute.getZ( index );
  1997. return this;
  1998. }
  1999. } );
  2000. /**
  2001. * @author alteredq / http://alteredqualia.com/
  2002. * @author WestLangley / http://github.com/WestLangley
  2003. * @author bhouston / http://clara.io
  2004. * @author tschw
  2005. */
  2006. function Matrix3() {
  2007. this.elements = [
  2008. 1, 0, 0,
  2009. 0, 1, 0,
  2010. 0, 0, 1
  2011. ];
  2012. if ( arguments.length > 0 ) {
  2013. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  2014. }
  2015. }
  2016. Object.assign( Matrix3.prototype, {
  2017. isMatrix3: true,
  2018. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2019. var te = this.elements;
  2020. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  2021. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  2022. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  2023. return this;
  2024. },
  2025. identity: function () {
  2026. this.set(
  2027. 1, 0, 0,
  2028. 0, 1, 0,
  2029. 0, 0, 1
  2030. );
  2031. return this;
  2032. },
  2033. clone: function () {
  2034. return new this.constructor().fromArray( this.elements );
  2035. },
  2036. copy: function ( m ) {
  2037. var te = this.elements;
  2038. var me = m.elements;
  2039. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  2040. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  2041. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  2042. return this;
  2043. },
  2044. setFromMatrix4: function ( m ) {
  2045. var me = m.elements;
  2046. this.set(
  2047. me[ 0 ], me[ 4 ], me[ 8 ],
  2048. me[ 1 ], me[ 5 ], me[ 9 ],
  2049. me[ 2 ], me[ 6 ], me[ 10 ]
  2050. );
  2051. return this;
  2052. },
  2053. applyToBufferAttribute: function () {
  2054. var v1 = new Vector3();
  2055. return function applyToBufferAttribute( attribute ) {
  2056. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2057. v1.x = attribute.getX( i );
  2058. v1.y = attribute.getY( i );
  2059. v1.z = attribute.getZ( i );
  2060. v1.applyMatrix3( this );
  2061. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  2062. }
  2063. return attribute;
  2064. };
  2065. }(),
  2066. multiply: function ( m ) {
  2067. return this.multiplyMatrices( this, m );
  2068. },
  2069. premultiply: function ( m ) {
  2070. return this.multiplyMatrices( m, this );
  2071. },
  2072. multiplyMatrices: function ( a, b ) {
  2073. var ae = a.elements;
  2074. var be = b.elements;
  2075. var te = this.elements;
  2076. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  2077. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  2078. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  2079. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  2080. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  2081. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  2082. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  2083. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  2084. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  2085. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  2086. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  2087. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  2088. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  2089. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  2090. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  2091. return this;
  2092. },
  2093. multiplyScalar: function ( s ) {
  2094. var te = this.elements;
  2095. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2096. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2097. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2098. return this;
  2099. },
  2100. determinant: function () {
  2101. var te = this.elements;
  2102. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2103. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2104. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2105. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2106. },
  2107. getInverse: function ( matrix, throwOnDegenerate ) {
  2108. if ( matrix && matrix.isMatrix4 ) {
  2109. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  2110. }
  2111. var me = matrix.elements,
  2112. te = this.elements,
  2113. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  2114. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  2115. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  2116. t11 = n33 * n22 - n32 * n23,
  2117. t12 = n32 * n13 - n33 * n12,
  2118. t13 = n23 * n12 - n22 * n13,
  2119. det = n11 * t11 + n21 * t12 + n31 * t13;
  2120. if ( det === 0 ) {
  2121. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  2122. if ( throwOnDegenerate === true ) {
  2123. throw new Error( msg );
  2124. } else {
  2125. console.warn( msg );
  2126. }
  2127. return this.identity();
  2128. }
  2129. var detInv = 1 / det;
  2130. te[ 0 ] = t11 * detInv;
  2131. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  2132. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  2133. te[ 3 ] = t12 * detInv;
  2134. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  2135. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  2136. te[ 6 ] = t13 * detInv;
  2137. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  2138. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  2139. return this;
  2140. },
  2141. transpose: function () {
  2142. var tmp, m = this.elements;
  2143. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  2144. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  2145. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  2146. return this;
  2147. },
  2148. getNormalMatrix: function ( matrix4 ) {
  2149. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  2150. },
  2151. transposeIntoArray: function ( r ) {
  2152. var m = this.elements;
  2153. r[ 0 ] = m[ 0 ];
  2154. r[ 1 ] = m[ 3 ];
  2155. r[ 2 ] = m[ 6 ];
  2156. r[ 3 ] = m[ 1 ];
  2157. r[ 4 ] = m[ 4 ];
  2158. r[ 5 ] = m[ 7 ];
  2159. r[ 6 ] = m[ 2 ];
  2160. r[ 7 ] = m[ 5 ];
  2161. r[ 8 ] = m[ 8 ];
  2162. return this;
  2163. },
  2164. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  2165. var c = Math.cos( rotation );
  2166. var s = Math.sin( rotation );
  2167. this.set(
  2168. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  2169. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  2170. 0, 0, 1
  2171. );
  2172. },
  2173. scale: function ( sx, sy ) {
  2174. var te = this.elements;
  2175. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  2176. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  2177. return this;
  2178. },
  2179. rotate: function ( theta ) {
  2180. var c = Math.cos( theta );
  2181. var s = Math.sin( theta );
  2182. var te = this.elements;
  2183. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  2184. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  2185. te[ 0 ] = c * a11 + s * a21;
  2186. te[ 3 ] = c * a12 + s * a22;
  2187. te[ 6 ] = c * a13 + s * a23;
  2188. te[ 1 ] = - s * a11 + c * a21;
  2189. te[ 4 ] = - s * a12 + c * a22;
  2190. te[ 7 ] = - s * a13 + c * a23;
  2191. return this;
  2192. },
  2193. translate: function ( tx, ty ) {
  2194. var te = this.elements;
  2195. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  2196. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  2197. return this;
  2198. },
  2199. equals: function ( matrix ) {
  2200. var te = this.elements;
  2201. var me = matrix.elements;
  2202. for ( var i = 0; i < 9; i ++ ) {
  2203. if ( te[ i ] !== me[ i ] ) return false;
  2204. }
  2205. return true;
  2206. },
  2207. fromArray: function ( array, offset ) {
  2208. if ( offset === undefined ) offset = 0;
  2209. for ( var i = 0; i < 9; i ++ ) {
  2210. this.elements[ i ] = array[ i + offset ];
  2211. }
  2212. return this;
  2213. },
  2214. toArray: function ( array, offset ) {
  2215. if ( array === undefined ) array = [];
  2216. if ( offset === undefined ) offset = 0;
  2217. var te = this.elements;
  2218. array[ offset ] = te[ 0 ];
  2219. array[ offset + 1 ] = te[ 1 ];
  2220. array[ offset + 2 ] = te[ 2 ];
  2221. array[ offset + 3 ] = te[ 3 ];
  2222. array[ offset + 4 ] = te[ 4 ];
  2223. array[ offset + 5 ] = te[ 5 ];
  2224. array[ offset + 6 ] = te[ 6 ];
  2225. array[ offset + 7 ] = te[ 7 ];
  2226. array[ offset + 8 ] = te[ 8 ];
  2227. return array;
  2228. }
  2229. } );
  2230. /**
  2231. * @author mrdoob / http://mrdoob.com/
  2232. * @author alteredq / http://alteredqualia.com/
  2233. * @author szimek / https://github.com/szimek/
  2234. */
  2235. var _canvas;
  2236. var ImageUtils = {
  2237. getDataURL: function ( image ) {
  2238. var canvas;
  2239. if ( typeof HTMLCanvasElement == 'undefined' ) {
  2240. return image.src;
  2241. } else if ( image instanceof HTMLCanvasElement ) {
  2242. canvas = image;
  2243. } else {
  2244. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  2245. _canvas.width = image.width;
  2246. _canvas.height = image.height;
  2247. var context = _canvas.getContext( '2d' );
  2248. if ( image instanceof ImageData ) {
  2249. context.putImageData( image, 0, 0 );
  2250. } else {
  2251. context.drawImage( image, 0, 0, image.width, image.height );
  2252. }
  2253. canvas = _canvas;
  2254. }
  2255. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  2256. return canvas.toDataURL( 'image/jpeg', 0.6 );
  2257. } else {
  2258. return canvas.toDataURL( 'image/png' );
  2259. }
  2260. }
  2261. };
  2262. /**
  2263. * @author mrdoob / http://mrdoob.com/
  2264. * @author alteredq / http://alteredqualia.com/
  2265. * @author szimek / https://github.com/szimek/
  2266. */
  2267. var textureId = 0;
  2268. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  2269. Object.defineProperty( this, 'id', { value: textureId ++ } );
  2270. this.uuid = _Math.generateUUID();
  2271. this.name = '';
  2272. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  2273. this.mipmaps = [];
  2274. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  2275. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  2276. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  2277. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  2278. this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
  2279. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  2280. this.format = format !== undefined ? format : RGBAFormat;
  2281. this.type = type !== undefined ? type : UnsignedByteType;
  2282. this.offset = new Vector2( 0, 0 );
  2283. this.repeat = new Vector2( 1, 1 );
  2284. this.center = new Vector2( 0, 0 );
  2285. this.rotation = 0;
  2286. this.matrixAutoUpdate = true;
  2287. this.matrix = new Matrix3();
  2288. this.generateMipmaps = true;
  2289. this.premultiplyAlpha = false;
  2290. this.flipY = true;
  2291. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  2292. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  2293. //
  2294. // Also changing the encoding after already used by a Material will not automatically make the Material
  2295. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  2296. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  2297. this.version = 0;
  2298. this.onUpdate = null;
  2299. }
  2300. Texture.DEFAULT_IMAGE = undefined;
  2301. Texture.DEFAULT_MAPPING = UVMapping;
  2302. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2303. constructor: Texture,
  2304. isTexture: true,
  2305. updateMatrix: function () {
  2306. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  2307. },
  2308. clone: function () {
  2309. return new this.constructor().copy( this );
  2310. },
  2311. copy: function ( source ) {
  2312. this.name = source.name;
  2313. this.image = source.image;
  2314. this.mipmaps = source.mipmaps.slice( 0 );
  2315. this.mapping = source.mapping;
  2316. this.wrapS = source.wrapS;
  2317. this.wrapT = source.wrapT;
  2318. this.magFilter = source.magFilter;
  2319. this.minFilter = source.minFilter;
  2320. this.anisotropy = source.anisotropy;
  2321. this.format = source.format;
  2322. this.type = source.type;
  2323. this.offset.copy( source.offset );
  2324. this.repeat.copy( source.repeat );
  2325. this.center.copy( source.center );
  2326. this.rotation = source.rotation;
  2327. this.matrixAutoUpdate = source.matrixAutoUpdate;
  2328. this.matrix.copy( source.matrix );
  2329. this.generateMipmaps = source.generateMipmaps;
  2330. this.premultiplyAlpha = source.premultiplyAlpha;
  2331. this.flipY = source.flipY;
  2332. this.unpackAlignment = source.unpackAlignment;
  2333. this.encoding = source.encoding;
  2334. return this;
  2335. },
  2336. toJSON: function ( meta ) {
  2337. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  2338. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  2339. return meta.textures[ this.uuid ];
  2340. }
  2341. var output = {
  2342. metadata: {
  2343. version: 4.5,
  2344. type: 'Texture',
  2345. generator: 'Texture.toJSON'
  2346. },
  2347. uuid: this.uuid,
  2348. name: this.name,
  2349. mapping: this.mapping,
  2350. repeat: [ this.repeat.x, this.repeat.y ],
  2351. offset: [ this.offset.x, this.offset.y ],
  2352. center: [ this.center.x, this.center.y ],
  2353. rotation: this.rotation,
  2354. wrap: [ this.wrapS, this.wrapT ],
  2355. format: this.format,
  2356. type: this.type,
  2357. encoding: this.encoding,
  2358. minFilter: this.minFilter,
  2359. magFilter: this.magFilter,
  2360. anisotropy: this.anisotropy,
  2361. flipY: this.flipY,
  2362. premultiplyAlpha: this.premultiplyAlpha,
  2363. unpackAlignment: this.unpackAlignment
  2364. };
  2365. if ( this.image !== undefined ) {
  2366. // TODO: Move to THREE.Image
  2367. var image = this.image;
  2368. if ( image.uuid === undefined ) {
  2369. image.uuid = _Math.generateUUID(); // UGH
  2370. }
  2371. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  2372. var url;
  2373. if ( Array.isArray( image ) ) {
  2374. // process array of images e.g. CubeTexture
  2375. url = [];
  2376. for ( var i = 0, l = image.length; i < l; i ++ ) {
  2377. url.push( ImageUtils.getDataURL( image[ i ] ) );
  2378. }
  2379. } else {
  2380. // process single image
  2381. url = ImageUtils.getDataURL( image );
  2382. }
  2383. meta.images[ image.uuid ] = {
  2384. uuid: image.uuid,
  2385. url: url
  2386. };
  2387. }
  2388. output.image = image.uuid;
  2389. }
  2390. if ( ! isRootObject ) {
  2391. meta.textures[ this.uuid ] = output;
  2392. }
  2393. return output;
  2394. },
  2395. dispose: function () {
  2396. this.dispatchEvent( { type: 'dispose' } );
  2397. },
  2398. transformUv: function ( uv ) {
  2399. if ( this.mapping !== UVMapping ) return uv;
  2400. uv.applyMatrix3( this.matrix );
  2401. if ( uv.x < 0 || uv.x > 1 ) {
  2402. switch ( this.wrapS ) {
  2403. case RepeatWrapping:
  2404. uv.x = uv.x - Math.floor( uv.x );
  2405. break;
  2406. case ClampToEdgeWrapping:
  2407. uv.x = uv.x < 0 ? 0 : 1;
  2408. break;
  2409. case MirroredRepeatWrapping:
  2410. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  2411. uv.x = Math.ceil( uv.x ) - uv.x;
  2412. } else {
  2413. uv.x = uv.x - Math.floor( uv.x );
  2414. }
  2415. break;
  2416. }
  2417. }
  2418. if ( uv.y < 0 || uv.y > 1 ) {
  2419. switch ( this.wrapT ) {
  2420. case RepeatWrapping:
  2421. uv.y = uv.y - Math.floor( uv.y );
  2422. break;
  2423. case ClampToEdgeWrapping:
  2424. uv.y = uv.y < 0 ? 0 : 1;
  2425. break;
  2426. case MirroredRepeatWrapping:
  2427. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  2428. uv.y = Math.ceil( uv.y ) - uv.y;
  2429. } else {
  2430. uv.y = uv.y - Math.floor( uv.y );
  2431. }
  2432. break;
  2433. }
  2434. }
  2435. if ( this.flipY ) {
  2436. uv.y = 1 - uv.y;
  2437. }
  2438. return uv;
  2439. }
  2440. } );
  2441. Object.defineProperty( Texture.prototype, "needsUpdate", {
  2442. set: function ( value ) {
  2443. if ( value === true ) this.version ++;
  2444. }
  2445. } );
  2446. /**
  2447. * @author supereggbert / http://www.paulbrunt.co.uk/
  2448. * @author philogb / http://blog.thejit.org/
  2449. * @author mikael emtinger / http://gomo.se/
  2450. * @author egraether / http://egraether.com/
  2451. * @author WestLangley / http://github.com/WestLangley
  2452. */
  2453. function Vector4( x, y, z, w ) {
  2454. this.x = x || 0;
  2455. this.y = y || 0;
  2456. this.z = z || 0;
  2457. this.w = ( w !== undefined ) ? w : 1;
  2458. }
  2459. Object.assign( Vector4.prototype, {
  2460. isVector4: true,
  2461. set: function ( x, y, z, w ) {
  2462. this.x = x;
  2463. this.y = y;
  2464. this.z = z;
  2465. this.w = w;
  2466. return this;
  2467. },
  2468. setScalar: function ( scalar ) {
  2469. this.x = scalar;
  2470. this.y = scalar;
  2471. this.z = scalar;
  2472. this.w = scalar;
  2473. return this;
  2474. },
  2475. setX: function ( x ) {
  2476. this.x = x;
  2477. return this;
  2478. },
  2479. setY: function ( y ) {
  2480. this.y = y;
  2481. return this;
  2482. },
  2483. setZ: function ( z ) {
  2484. this.z = z;
  2485. return this;
  2486. },
  2487. setW: function ( w ) {
  2488. this.w = w;
  2489. return this;
  2490. },
  2491. setComponent: function ( index, value ) {
  2492. switch ( index ) {
  2493. case 0: this.x = value; break;
  2494. case 1: this.y = value; break;
  2495. case 2: this.z = value; break;
  2496. case 3: this.w = value; break;
  2497. default: throw new Error( 'index is out of range: ' + index );
  2498. }
  2499. return this;
  2500. },
  2501. getComponent: function ( index ) {
  2502. switch ( index ) {
  2503. case 0: return this.x;
  2504. case 1: return this.y;
  2505. case 2: return this.z;
  2506. case 3: return this.w;
  2507. default: throw new Error( 'index is out of range: ' + index );
  2508. }
  2509. },
  2510. clone: function () {
  2511. return new this.constructor( this.x, this.y, this.z, this.w );
  2512. },
  2513. copy: function ( v ) {
  2514. this.x = v.x;
  2515. this.y = v.y;
  2516. this.z = v.z;
  2517. this.w = ( v.w !== undefined ) ? v.w : 1;
  2518. return this;
  2519. },
  2520. add: function ( v, w ) {
  2521. if ( w !== undefined ) {
  2522. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2523. return this.addVectors( v, w );
  2524. }
  2525. this.x += v.x;
  2526. this.y += v.y;
  2527. this.z += v.z;
  2528. this.w += v.w;
  2529. return this;
  2530. },
  2531. addScalar: function ( s ) {
  2532. this.x += s;
  2533. this.y += s;
  2534. this.z += s;
  2535. this.w += s;
  2536. return this;
  2537. },
  2538. addVectors: function ( a, b ) {
  2539. this.x = a.x + b.x;
  2540. this.y = a.y + b.y;
  2541. this.z = a.z + b.z;
  2542. this.w = a.w + b.w;
  2543. return this;
  2544. },
  2545. addScaledVector: function ( v, s ) {
  2546. this.x += v.x * s;
  2547. this.y += v.y * s;
  2548. this.z += v.z * s;
  2549. this.w += v.w * s;
  2550. return this;
  2551. },
  2552. sub: function ( v, w ) {
  2553. if ( w !== undefined ) {
  2554. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2555. return this.subVectors( v, w );
  2556. }
  2557. this.x -= v.x;
  2558. this.y -= v.y;
  2559. this.z -= v.z;
  2560. this.w -= v.w;
  2561. return this;
  2562. },
  2563. subScalar: function ( s ) {
  2564. this.x -= s;
  2565. this.y -= s;
  2566. this.z -= s;
  2567. this.w -= s;
  2568. return this;
  2569. },
  2570. subVectors: function ( a, b ) {
  2571. this.x = a.x - b.x;
  2572. this.y = a.y - b.y;
  2573. this.z = a.z - b.z;
  2574. this.w = a.w - b.w;
  2575. return this;
  2576. },
  2577. multiplyScalar: function ( scalar ) {
  2578. this.x *= scalar;
  2579. this.y *= scalar;
  2580. this.z *= scalar;
  2581. this.w *= scalar;
  2582. return this;
  2583. },
  2584. applyMatrix4: function ( m ) {
  2585. var x = this.x, y = this.y, z = this.z, w = this.w;
  2586. var e = m.elements;
  2587. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2588. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2589. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2590. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2591. return this;
  2592. },
  2593. divideScalar: function ( scalar ) {
  2594. return this.multiplyScalar( 1 / scalar );
  2595. },
  2596. setAxisAngleFromQuaternion: function ( q ) {
  2597. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2598. // q is assumed to be normalized
  2599. this.w = 2 * Math.acos( q.w );
  2600. var s = Math.sqrt( 1 - q.w * q.w );
  2601. if ( s < 0.0001 ) {
  2602. this.x = 1;
  2603. this.y = 0;
  2604. this.z = 0;
  2605. } else {
  2606. this.x = q.x / s;
  2607. this.y = q.y / s;
  2608. this.z = q.z / s;
  2609. }
  2610. return this;
  2611. },
  2612. setAxisAngleFromRotationMatrix: function ( m ) {
  2613. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2614. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2615. var angle, x, y, z, // variables for result
  2616. epsilon = 0.01, // margin to allow for rounding errors
  2617. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2618. te = m.elements,
  2619. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2620. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2621. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2622. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2623. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2624. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2625. // singularity found
  2626. // first check for identity matrix which must have +1 for all terms
  2627. // in leading diagonal and zero in other terms
  2628. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2629. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2630. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2631. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2632. // this singularity is identity matrix so angle = 0
  2633. this.set( 1, 0, 0, 0 );
  2634. return this; // zero angle, arbitrary axis
  2635. }
  2636. // otherwise this singularity is angle = 180
  2637. angle = Math.PI;
  2638. var xx = ( m11 + 1 ) / 2;
  2639. var yy = ( m22 + 1 ) / 2;
  2640. var zz = ( m33 + 1 ) / 2;
  2641. var xy = ( m12 + m21 ) / 4;
  2642. var xz = ( m13 + m31 ) / 4;
  2643. var yz = ( m23 + m32 ) / 4;
  2644. if ( ( xx > yy ) && ( xx > zz ) ) {
  2645. // m11 is the largest diagonal term
  2646. if ( xx < epsilon ) {
  2647. x = 0;
  2648. y = 0.707106781;
  2649. z = 0.707106781;
  2650. } else {
  2651. x = Math.sqrt( xx );
  2652. y = xy / x;
  2653. z = xz / x;
  2654. }
  2655. } else if ( yy > zz ) {
  2656. // m22 is the largest diagonal term
  2657. if ( yy < epsilon ) {
  2658. x = 0.707106781;
  2659. y = 0;
  2660. z = 0.707106781;
  2661. } else {
  2662. y = Math.sqrt( yy );
  2663. x = xy / y;
  2664. z = yz / y;
  2665. }
  2666. } else {
  2667. // m33 is the largest diagonal term so base result on this
  2668. if ( zz < epsilon ) {
  2669. x = 0.707106781;
  2670. y = 0.707106781;
  2671. z = 0;
  2672. } else {
  2673. z = Math.sqrt( zz );
  2674. x = xz / z;
  2675. y = yz / z;
  2676. }
  2677. }
  2678. this.set( x, y, z, angle );
  2679. return this; // return 180 deg rotation
  2680. }
  2681. // as we have reached here there are no singularities so we can handle normally
  2682. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2683. ( m13 - m31 ) * ( m13 - m31 ) +
  2684. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2685. if ( Math.abs( s ) < 0.001 ) s = 1;
  2686. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2687. // caught by singularity test above, but I've left it in just in case
  2688. this.x = ( m32 - m23 ) / s;
  2689. this.y = ( m13 - m31 ) / s;
  2690. this.z = ( m21 - m12 ) / s;
  2691. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2692. return this;
  2693. },
  2694. min: function ( v ) {
  2695. this.x = Math.min( this.x, v.x );
  2696. this.y = Math.min( this.y, v.y );
  2697. this.z = Math.min( this.z, v.z );
  2698. this.w = Math.min( this.w, v.w );
  2699. return this;
  2700. },
  2701. max: function ( v ) {
  2702. this.x = Math.max( this.x, v.x );
  2703. this.y = Math.max( this.y, v.y );
  2704. this.z = Math.max( this.z, v.z );
  2705. this.w = Math.max( this.w, v.w );
  2706. return this;
  2707. },
  2708. clamp: function ( min, max ) {
  2709. // assumes min < max, componentwise
  2710. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2711. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2712. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2713. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2714. return this;
  2715. },
  2716. clampScalar: function () {
  2717. var min, max;
  2718. return function clampScalar( minVal, maxVal ) {
  2719. if ( min === undefined ) {
  2720. min = new Vector4();
  2721. max = new Vector4();
  2722. }
  2723. min.set( minVal, minVal, minVal, minVal );
  2724. max.set( maxVal, maxVal, maxVal, maxVal );
  2725. return this.clamp( min, max );
  2726. };
  2727. }(),
  2728. clampLength: function ( min, max ) {
  2729. var length = this.length();
  2730. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2731. },
  2732. floor: function () {
  2733. this.x = Math.floor( this.x );
  2734. this.y = Math.floor( this.y );
  2735. this.z = Math.floor( this.z );
  2736. this.w = Math.floor( this.w );
  2737. return this;
  2738. },
  2739. ceil: function () {
  2740. this.x = Math.ceil( this.x );
  2741. this.y = Math.ceil( this.y );
  2742. this.z = Math.ceil( this.z );
  2743. this.w = Math.ceil( this.w );
  2744. return this;
  2745. },
  2746. round: function () {
  2747. this.x = Math.round( this.x );
  2748. this.y = Math.round( this.y );
  2749. this.z = Math.round( this.z );
  2750. this.w = Math.round( this.w );
  2751. return this;
  2752. },
  2753. roundToZero: function () {
  2754. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2755. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2756. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2757. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2758. return this;
  2759. },
  2760. negate: function () {
  2761. this.x = - this.x;
  2762. this.y = - this.y;
  2763. this.z = - this.z;
  2764. this.w = - this.w;
  2765. return this;
  2766. },
  2767. dot: function ( v ) {
  2768. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2769. },
  2770. lengthSq: function () {
  2771. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2772. },
  2773. length: function () {
  2774. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2775. },
  2776. manhattanLength: function () {
  2777. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2778. },
  2779. normalize: function () {
  2780. return this.divideScalar( this.length() || 1 );
  2781. },
  2782. setLength: function ( length ) {
  2783. return this.normalize().multiplyScalar( length );
  2784. },
  2785. lerp: function ( v, alpha ) {
  2786. this.x += ( v.x - this.x ) * alpha;
  2787. this.y += ( v.y - this.y ) * alpha;
  2788. this.z += ( v.z - this.z ) * alpha;
  2789. this.w += ( v.w - this.w ) * alpha;
  2790. return this;
  2791. },
  2792. lerpVectors: function ( v1, v2, alpha ) {
  2793. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2794. },
  2795. equals: function ( v ) {
  2796. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2797. },
  2798. fromArray: function ( array, offset ) {
  2799. if ( offset === undefined ) offset = 0;
  2800. this.x = array[ offset ];
  2801. this.y = array[ offset + 1 ];
  2802. this.z = array[ offset + 2 ];
  2803. this.w = array[ offset + 3 ];
  2804. return this;
  2805. },
  2806. toArray: function ( array, offset ) {
  2807. if ( array === undefined ) array = [];
  2808. if ( offset === undefined ) offset = 0;
  2809. array[ offset ] = this.x;
  2810. array[ offset + 1 ] = this.y;
  2811. array[ offset + 2 ] = this.z;
  2812. array[ offset + 3 ] = this.w;
  2813. return array;
  2814. },
  2815. fromBufferAttribute: function ( attribute, index, offset ) {
  2816. if ( offset !== undefined ) {
  2817. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2818. }
  2819. this.x = attribute.getX( index );
  2820. this.y = attribute.getY( index );
  2821. this.z = attribute.getZ( index );
  2822. this.w = attribute.getW( index );
  2823. return this;
  2824. }
  2825. } );
  2826. /**
  2827. * @author szimek / https://github.com/szimek/
  2828. * @author alteredq / http://alteredqualia.com/
  2829. * @author Marius Kintel / https://github.com/kintel
  2830. */
  2831. /*
  2832. In options, we can specify:
  2833. * Texture parameters for an auto-generated target texture
  2834. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2835. */
  2836. function WebGLRenderTarget( width, height, options ) {
  2837. this.width = width;
  2838. this.height = height;
  2839. this.scissor = new Vector4( 0, 0, width, height );
  2840. this.scissorTest = false;
  2841. this.viewport = new Vector4( 0, 0, width, height );
  2842. options = options || {};
  2843. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2844. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2845. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2846. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2847. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2848. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2849. }
  2850. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2851. constructor: WebGLRenderTarget,
  2852. isWebGLRenderTarget: true,
  2853. setSize: function ( width, height ) {
  2854. if ( this.width !== width || this.height !== height ) {
  2855. this.width = width;
  2856. this.height = height;
  2857. this.dispose();
  2858. }
  2859. this.viewport.set( 0, 0, width, height );
  2860. this.scissor.set( 0, 0, width, height );
  2861. },
  2862. clone: function () {
  2863. return new this.constructor().copy( this );
  2864. },
  2865. copy: function ( source ) {
  2866. this.width = source.width;
  2867. this.height = source.height;
  2868. this.viewport.copy( source.viewport );
  2869. this.texture = source.texture.clone();
  2870. this.depthBuffer = source.depthBuffer;
  2871. this.stencilBuffer = source.stencilBuffer;
  2872. this.depthTexture = source.depthTexture;
  2873. return this;
  2874. },
  2875. dispose: function () {
  2876. this.dispatchEvent( { type: 'dispose' } );
  2877. }
  2878. } );
  2879. /**
  2880. * @author Mugen87 / https://github.com/Mugen87
  2881. * @author Matt DesLauriers / @mattdesl
  2882. */
  2883. function WebGLMultisampleRenderTarget( width, height, options ) {
  2884. WebGLRenderTarget.call( this, width, height, options );
  2885. this.samples = 4;
  2886. }
  2887. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2888. constructor: WebGLMultisampleRenderTarget,
  2889. isWebGLMultisampleRenderTarget: true,
  2890. copy: function ( source ) {
  2891. WebGLRenderTarget.prototype.copy.call( this, source );
  2892. this.samples = source.samples;
  2893. return this;
  2894. }
  2895. } );
  2896. /**
  2897. * @author alteredq / http://alteredqualia.com
  2898. */
  2899. function WebGLRenderTargetCube( width, height, options ) {
  2900. WebGLRenderTarget.call( this, width, height, options );
  2901. }
  2902. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  2903. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  2904. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  2905. /**
  2906. * @author alteredq / http://alteredqualia.com/
  2907. */
  2908. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  2909. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  2910. this.image = { data: data, width: width, height: height };
  2911. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  2912. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  2913. this.generateMipmaps = false;
  2914. this.flipY = false;
  2915. this.unpackAlignment = 1;
  2916. }
  2917. DataTexture.prototype = Object.create( Texture.prototype );
  2918. DataTexture.prototype.constructor = DataTexture;
  2919. DataTexture.prototype.isDataTexture = true;
  2920. /**
  2921. * @author bhouston / http://clara.io
  2922. * @author WestLangley / http://github.com/WestLangley
  2923. */
  2924. function Box3( min, max ) {
  2925. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  2926. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  2927. }
  2928. Object.assign( Box3.prototype, {
  2929. isBox3: true,
  2930. set: function ( min, max ) {
  2931. this.min.copy( min );
  2932. this.max.copy( max );
  2933. return this;
  2934. },
  2935. setFromArray: function ( array ) {
  2936. var minX = + Infinity;
  2937. var minY = + Infinity;
  2938. var minZ = + Infinity;
  2939. var maxX = - Infinity;
  2940. var maxY = - Infinity;
  2941. var maxZ = - Infinity;
  2942. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  2943. var x = array[ i ];
  2944. var y = array[ i + 1 ];
  2945. var z = array[ i + 2 ];
  2946. if ( x < minX ) minX = x;
  2947. if ( y < minY ) minY = y;
  2948. if ( z < minZ ) minZ = z;
  2949. if ( x > maxX ) maxX = x;
  2950. if ( y > maxY ) maxY = y;
  2951. if ( z > maxZ ) maxZ = z;
  2952. }
  2953. this.min.set( minX, minY, minZ );
  2954. this.max.set( maxX, maxY, maxZ );
  2955. return this;
  2956. },
  2957. setFromBufferAttribute: function ( attribute ) {
  2958. var minX = + Infinity;
  2959. var minY = + Infinity;
  2960. var minZ = + Infinity;
  2961. var maxX = - Infinity;
  2962. var maxY = - Infinity;
  2963. var maxZ = - Infinity;
  2964. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2965. var x = attribute.getX( i );
  2966. var y = attribute.getY( i );
  2967. var z = attribute.getZ( i );
  2968. if ( x < minX ) minX = x;
  2969. if ( y < minY ) minY = y;
  2970. if ( z < minZ ) minZ = z;
  2971. if ( x > maxX ) maxX = x;
  2972. if ( y > maxY ) maxY = y;
  2973. if ( z > maxZ ) maxZ = z;
  2974. }
  2975. this.min.set( minX, minY, minZ );
  2976. this.max.set( maxX, maxY, maxZ );
  2977. return this;
  2978. },
  2979. setFromPoints: function ( points ) {
  2980. this.makeEmpty();
  2981. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2982. this.expandByPoint( points[ i ] );
  2983. }
  2984. return this;
  2985. },
  2986. setFromCenterAndSize: function () {
  2987. var v1 = new Vector3();
  2988. return function setFromCenterAndSize( center, size ) {
  2989. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2990. this.min.copy( center ).sub( halfSize );
  2991. this.max.copy( center ).add( halfSize );
  2992. return this;
  2993. };
  2994. }(),
  2995. setFromObject: function ( object ) {
  2996. this.makeEmpty();
  2997. return this.expandByObject( object );
  2998. },
  2999. clone: function () {
  3000. return new this.constructor().copy( this );
  3001. },
  3002. copy: function ( box ) {
  3003. this.min.copy( box.min );
  3004. this.max.copy( box.max );
  3005. return this;
  3006. },
  3007. makeEmpty: function () {
  3008. this.min.x = this.min.y = this.min.z = + Infinity;
  3009. this.max.x = this.max.y = this.max.z = - Infinity;
  3010. return this;
  3011. },
  3012. isEmpty: function () {
  3013. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3014. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3015. },
  3016. getCenter: function ( target ) {
  3017. if ( target === undefined ) {
  3018. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3019. target = new Vector3();
  3020. }
  3021. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3022. },
  3023. getSize: function ( target ) {
  3024. if ( target === undefined ) {
  3025. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3026. target = new Vector3();
  3027. }
  3028. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3029. },
  3030. expandByPoint: function ( point ) {
  3031. this.min.min( point );
  3032. this.max.max( point );
  3033. return this;
  3034. },
  3035. expandByVector: function ( vector ) {
  3036. this.min.sub( vector );
  3037. this.max.add( vector );
  3038. return this;
  3039. },
  3040. expandByScalar: function ( scalar ) {
  3041. this.min.addScalar( - scalar );
  3042. this.max.addScalar( scalar );
  3043. return this;
  3044. },
  3045. expandByObject: function () {
  3046. // Computes the world-axis-aligned bounding box of an object (including its children),
  3047. // accounting for both the object's, and children's, world transforms
  3048. var scope, i, l;
  3049. var v1 = new Vector3();
  3050. function traverse( node ) {
  3051. var geometry = node.geometry;
  3052. if ( geometry !== undefined ) {
  3053. if ( geometry.isGeometry ) {
  3054. var vertices = geometry.vertices;
  3055. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3056. v1.copy( vertices[ i ] );
  3057. v1.applyMatrix4( node.matrixWorld );
  3058. scope.expandByPoint( v1 );
  3059. }
  3060. } else if ( geometry.isBufferGeometry ) {
  3061. var attribute = geometry.attributes.position;
  3062. if ( attribute !== undefined ) {
  3063. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3064. v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  3065. scope.expandByPoint( v1 );
  3066. }
  3067. }
  3068. }
  3069. }
  3070. }
  3071. return function expandByObject( object ) {
  3072. scope = this;
  3073. object.updateMatrixWorld( true );
  3074. object.traverse( traverse );
  3075. return this;
  3076. };
  3077. }(),
  3078. containsPoint: function ( point ) {
  3079. return point.x < this.min.x || point.x > this.max.x ||
  3080. point.y < this.min.y || point.y > this.max.y ||
  3081. point.z < this.min.z || point.z > this.max.z ? false : true;
  3082. },
  3083. containsBox: function ( box ) {
  3084. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3085. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3086. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3087. },
  3088. getParameter: function ( point, target ) {
  3089. // This can potentially have a divide by zero if the box
  3090. // has a size dimension of 0.
  3091. if ( target === undefined ) {
  3092. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3093. target = new Vector3();
  3094. }
  3095. return target.set(
  3096. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3097. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3098. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3099. );
  3100. },
  3101. intersectsBox: function ( box ) {
  3102. // using 6 splitting planes to rule out intersections.
  3103. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3104. box.max.y < this.min.y || box.min.y > this.max.y ||
  3105. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3106. },
  3107. intersectsSphere: ( function () {
  3108. var closestPoint = new Vector3();
  3109. return function intersectsSphere( sphere ) {
  3110. // Find the point on the AABB closest to the sphere center.
  3111. this.clampPoint( sphere.center, closestPoint );
  3112. // If that point is inside the sphere, the AABB and sphere intersect.
  3113. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3114. };
  3115. } )(),
  3116. intersectsPlane: function ( plane ) {
  3117. // We compute the minimum and maximum dot product values. If those values
  3118. // are on the same side (back or front) of the plane, then there is no intersection.
  3119. var min, max;
  3120. if ( plane.normal.x > 0 ) {
  3121. min = plane.normal.x * this.min.x;
  3122. max = plane.normal.x * this.max.x;
  3123. } else {
  3124. min = plane.normal.x * this.max.x;
  3125. max = plane.normal.x * this.min.x;
  3126. }
  3127. if ( plane.normal.y > 0 ) {
  3128. min += plane.normal.y * this.min.y;
  3129. max += plane.normal.y * this.max.y;
  3130. } else {
  3131. min += plane.normal.y * this.max.y;
  3132. max += plane.normal.y * this.min.y;
  3133. }
  3134. if ( plane.normal.z > 0 ) {
  3135. min += plane.normal.z * this.min.z;
  3136. max += plane.normal.z * this.max.z;
  3137. } else {
  3138. min += plane.normal.z * this.max.z;
  3139. max += plane.normal.z * this.min.z;
  3140. }
  3141. return ( min <= - plane.constant && max >= - plane.constant );
  3142. },
  3143. intersectsTriangle: ( function () {
  3144. // triangle centered vertices
  3145. var v0 = new Vector3();
  3146. var v1 = new Vector3();
  3147. var v2 = new Vector3();
  3148. // triangle edge vectors
  3149. var f0 = new Vector3();
  3150. var f1 = new Vector3();
  3151. var f2 = new Vector3();
  3152. var testAxis = new Vector3();
  3153. var center = new Vector3();
  3154. var extents = new Vector3();
  3155. var triangleNormal = new Vector3();
  3156. function satForAxes( axes ) {
  3157. var i, j;
  3158. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3159. testAxis.fromArray( axes, i );
  3160. // project the aabb onto the seperating axis
  3161. var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  3162. // project all 3 vertices of the triangle onto the seperating axis
  3163. var p0 = v0.dot( testAxis );
  3164. var p1 = v1.dot( testAxis );
  3165. var p2 = v2.dot( testAxis );
  3166. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3167. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3168. // points of the projected triangle are outside the projected half-length of the aabb
  3169. // the axis is seperating and we can exit
  3170. return false;
  3171. }
  3172. }
  3173. return true;
  3174. }
  3175. return function intersectsTriangle( triangle ) {
  3176. if ( this.isEmpty() ) {
  3177. return false;
  3178. }
  3179. // compute box center and extents
  3180. this.getCenter( center );
  3181. extents.subVectors( this.max, center );
  3182. // translate triangle to aabb origin
  3183. v0.subVectors( triangle.a, center );
  3184. v1.subVectors( triangle.b, center );
  3185. v2.subVectors( triangle.c, center );
  3186. // compute edge vectors for triangle
  3187. f0.subVectors( v1, v0 );
  3188. f1.subVectors( v2, v1 );
  3189. f2.subVectors( v0, v2 );
  3190. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3191. // 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
  3192. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3193. var axes = [
  3194. 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  3195. f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  3196. - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  3197. ];
  3198. if ( ! satForAxes( axes ) ) {
  3199. return false;
  3200. }
  3201. // test 3 face normals from the aabb
  3202. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3203. if ( ! satForAxes( axes ) ) {
  3204. return false;
  3205. }
  3206. // finally testing the face normal of the triangle
  3207. // use already existing triangle edge vectors here
  3208. triangleNormal.crossVectors( f0, f1 );
  3209. axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  3210. return satForAxes( axes );
  3211. };
  3212. } )(),
  3213. clampPoint: function ( point, target ) {
  3214. if ( target === undefined ) {
  3215. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3216. target = new Vector3();
  3217. }
  3218. return target.copy( point ).clamp( this.min, this.max );
  3219. },
  3220. distanceToPoint: function () {
  3221. var v1 = new Vector3();
  3222. return function distanceToPoint( point ) {
  3223. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  3224. return clampedPoint.sub( point ).length();
  3225. };
  3226. }(),
  3227. getBoundingSphere: function () {
  3228. var v1 = new Vector3();
  3229. return function getBoundingSphere( target ) {
  3230. if ( target === undefined ) {
  3231. console.warn( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3232. target = new Sphere();
  3233. }
  3234. this.getCenter( target.center );
  3235. target.radius = this.getSize( v1 ).length() * 0.5;
  3236. return target;
  3237. };
  3238. }(),
  3239. intersect: function ( box ) {
  3240. this.min.max( box.min );
  3241. this.max.min( box.max );
  3242. // 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.
  3243. if ( this.isEmpty() ) this.makeEmpty();
  3244. return this;
  3245. },
  3246. union: function ( box ) {
  3247. this.min.min( box.min );
  3248. this.max.max( box.max );
  3249. return this;
  3250. },
  3251. applyMatrix4: function () {
  3252. var points = [
  3253. new Vector3(),
  3254. new Vector3(),
  3255. new Vector3(),
  3256. new Vector3(),
  3257. new Vector3(),
  3258. new Vector3(),
  3259. new Vector3(),
  3260. new Vector3()
  3261. ];
  3262. return function applyMatrix4( matrix ) {
  3263. // transform of empty box is an empty box.
  3264. if ( this.isEmpty() ) return this;
  3265. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3266. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3267. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3268. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3269. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3270. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3271. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3272. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3273. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3274. this.setFromPoints( points );
  3275. return this;
  3276. };
  3277. }(),
  3278. translate: function ( offset ) {
  3279. this.min.add( offset );
  3280. this.max.add( offset );
  3281. return this;
  3282. },
  3283. equals: function ( box ) {
  3284. return box.min.equals( this.min ) && box.max.equals( this.max );
  3285. }
  3286. } );
  3287. /**
  3288. * @author bhouston / http://clara.io
  3289. * @author mrdoob / http://mrdoob.com/
  3290. */
  3291. function Sphere( center, radius ) {
  3292. this.center = ( center !== undefined ) ? center : new Vector3();
  3293. this.radius = ( radius !== undefined ) ? radius : 0;
  3294. }
  3295. Object.assign( Sphere.prototype, {
  3296. set: function ( center, radius ) {
  3297. this.center.copy( center );
  3298. this.radius = radius;
  3299. return this;
  3300. },
  3301. setFromPoints: function () {
  3302. var box = new Box3();
  3303. return function setFromPoints( points, optionalCenter ) {
  3304. var center = this.center;
  3305. if ( optionalCenter !== undefined ) {
  3306. center.copy( optionalCenter );
  3307. } else {
  3308. box.setFromPoints( points ).getCenter( center );
  3309. }
  3310. var maxRadiusSq = 0;
  3311. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3312. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3313. }
  3314. this.radius = Math.sqrt( maxRadiusSq );
  3315. return this;
  3316. };
  3317. }(),
  3318. clone: function () {
  3319. return new this.constructor().copy( this );
  3320. },
  3321. copy: function ( sphere ) {
  3322. this.center.copy( sphere.center );
  3323. this.radius = sphere.radius;
  3324. return this;
  3325. },
  3326. empty: function () {
  3327. return ( this.radius <= 0 );
  3328. },
  3329. containsPoint: function ( point ) {
  3330. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3331. },
  3332. distanceToPoint: function ( point ) {
  3333. return ( point.distanceTo( this.center ) - this.radius );
  3334. },
  3335. intersectsSphere: function ( sphere ) {
  3336. var radiusSum = this.radius + sphere.radius;
  3337. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3338. },
  3339. intersectsBox: function ( box ) {
  3340. return box.intersectsSphere( this );
  3341. },
  3342. intersectsPlane: function ( plane ) {
  3343. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  3344. },
  3345. clampPoint: function ( point, target ) {
  3346. var deltaLengthSq = this.center.distanceToSquared( point );
  3347. if ( target === undefined ) {
  3348. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  3349. target = new Vector3();
  3350. }
  3351. target.copy( point );
  3352. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3353. target.sub( this.center ).normalize();
  3354. target.multiplyScalar( this.radius ).add( this.center );
  3355. }
  3356. return target;
  3357. },
  3358. getBoundingBox: function ( target ) {
  3359. if ( target === undefined ) {
  3360. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  3361. target = new Box3();
  3362. }
  3363. target.set( this.center, this.center );
  3364. target.expandByScalar( this.radius );
  3365. return target;
  3366. },
  3367. applyMatrix4: function ( matrix ) {
  3368. this.center.applyMatrix4( matrix );
  3369. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3370. return this;
  3371. },
  3372. translate: function ( offset ) {
  3373. this.center.add( offset );
  3374. return this;
  3375. },
  3376. equals: function ( sphere ) {
  3377. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3378. }
  3379. } );
  3380. /**
  3381. * @author bhouston / http://clara.io
  3382. */
  3383. function Plane( normal, constant ) {
  3384. // normal is assumed to be normalized
  3385. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  3386. this.constant = ( constant !== undefined ) ? constant : 0;
  3387. }
  3388. Object.assign( Plane.prototype, {
  3389. set: function ( normal, constant ) {
  3390. this.normal.copy( normal );
  3391. this.constant = constant;
  3392. return this;
  3393. },
  3394. setComponents: function ( x, y, z, w ) {
  3395. this.normal.set( x, y, z );
  3396. this.constant = w;
  3397. return this;
  3398. },
  3399. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3400. this.normal.copy( normal );
  3401. this.constant = - point.dot( this.normal );
  3402. return this;
  3403. },
  3404. setFromCoplanarPoints: function () {
  3405. var v1 = new Vector3();
  3406. var v2 = new Vector3();
  3407. return function setFromCoplanarPoints( a, b, c ) {
  3408. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3409. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3410. this.setFromNormalAndCoplanarPoint( normal, a );
  3411. return this;
  3412. };
  3413. }(),
  3414. clone: function () {
  3415. return new this.constructor().copy( this );
  3416. },
  3417. copy: function ( plane ) {
  3418. this.normal.copy( plane.normal );
  3419. this.constant = plane.constant;
  3420. return this;
  3421. },
  3422. normalize: function () {
  3423. // Note: will lead to a divide by zero if the plane is invalid.
  3424. var inverseNormalLength = 1.0 / this.normal.length();
  3425. this.normal.multiplyScalar( inverseNormalLength );
  3426. this.constant *= inverseNormalLength;
  3427. return this;
  3428. },
  3429. negate: function () {
  3430. this.constant *= - 1;
  3431. this.normal.negate();
  3432. return this;
  3433. },
  3434. distanceToPoint: function ( point ) {
  3435. return this.normal.dot( point ) + this.constant;
  3436. },
  3437. distanceToSphere: function ( sphere ) {
  3438. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3439. },
  3440. projectPoint: function ( point, target ) {
  3441. if ( target === undefined ) {
  3442. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  3443. target = new Vector3();
  3444. }
  3445. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  3446. },
  3447. intersectLine: function () {
  3448. var v1 = new Vector3();
  3449. return function intersectLine( line, target ) {
  3450. if ( target === undefined ) {
  3451. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  3452. target = new Vector3();
  3453. }
  3454. var direction = line.delta( v1 );
  3455. var denominator = this.normal.dot( direction );
  3456. if ( denominator === 0 ) {
  3457. // line is coplanar, return origin
  3458. if ( this.distanceToPoint( line.start ) === 0 ) {
  3459. return target.copy( line.start );
  3460. }
  3461. // Unsure if this is the correct method to handle this case.
  3462. return undefined;
  3463. }
  3464. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3465. if ( t < 0 || t > 1 ) {
  3466. return undefined;
  3467. }
  3468. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  3469. };
  3470. }(),
  3471. intersectsLine: function ( line ) {
  3472. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3473. var startSign = this.distanceToPoint( line.start );
  3474. var endSign = this.distanceToPoint( line.end );
  3475. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3476. },
  3477. intersectsBox: function ( box ) {
  3478. return box.intersectsPlane( this );
  3479. },
  3480. intersectsSphere: function ( sphere ) {
  3481. return sphere.intersectsPlane( this );
  3482. },
  3483. coplanarPoint: function ( target ) {
  3484. if ( target === undefined ) {
  3485. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  3486. target = new Vector3();
  3487. }
  3488. return target.copy( this.normal ).multiplyScalar( - this.constant );
  3489. },
  3490. applyMatrix4: function () {
  3491. var v1 = new Vector3();
  3492. var m1 = new Matrix3();
  3493. return function applyMatrix4( matrix, optionalNormalMatrix ) {
  3494. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3495. var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  3496. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  3497. this.constant = - referencePoint.dot( normal );
  3498. return this;
  3499. };
  3500. }(),
  3501. translate: function ( offset ) {
  3502. this.constant -= offset.dot( this.normal );
  3503. return this;
  3504. },
  3505. equals: function ( plane ) {
  3506. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  3507. }
  3508. } );
  3509. /**
  3510. * @author mrdoob / http://mrdoob.com/
  3511. * @author alteredq / http://alteredqualia.com/
  3512. * @author bhouston / http://clara.io
  3513. */
  3514. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  3515. this.planes = [
  3516. ( p0 !== undefined ) ? p0 : new Plane(),
  3517. ( p1 !== undefined ) ? p1 : new Plane(),
  3518. ( p2 !== undefined ) ? p2 : new Plane(),
  3519. ( p3 !== undefined ) ? p3 : new Plane(),
  3520. ( p4 !== undefined ) ? p4 : new Plane(),
  3521. ( p5 !== undefined ) ? p5 : new Plane()
  3522. ];
  3523. }
  3524. Object.assign( Frustum.prototype, {
  3525. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3526. var planes = this.planes;
  3527. planes[ 0 ].copy( p0 );
  3528. planes[ 1 ].copy( p1 );
  3529. planes[ 2 ].copy( p2 );
  3530. planes[ 3 ].copy( p3 );
  3531. planes[ 4 ].copy( p4 );
  3532. planes[ 5 ].copy( p5 );
  3533. return this;
  3534. },
  3535. clone: function () {
  3536. return new this.constructor().copy( this );
  3537. },
  3538. copy: function ( frustum ) {
  3539. var planes = this.planes;
  3540. for ( var i = 0; i < 6; i ++ ) {
  3541. planes[ i ].copy( frustum.planes[ i ] );
  3542. }
  3543. return this;
  3544. },
  3545. setFromMatrix: function ( m ) {
  3546. var planes = this.planes;
  3547. var me = m.elements;
  3548. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3549. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3550. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3551. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3552. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3553. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3554. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3555. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3556. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3557. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3558. return this;
  3559. },
  3560. intersectsObject: function () {
  3561. var sphere = new Sphere();
  3562. return function intersectsObject( object ) {
  3563. var geometry = object.geometry;
  3564. if ( geometry.boundingSphere === null )
  3565. geometry.computeBoundingSphere();
  3566. sphere.copy( geometry.boundingSphere )
  3567. .applyMatrix4( object.matrixWorld );
  3568. return this.intersectsSphere( sphere );
  3569. };
  3570. }(),
  3571. intersectsSprite: function () {
  3572. var sphere = new Sphere();
  3573. return function intersectsSprite( sprite ) {
  3574. sphere.center.set( 0, 0, 0 );
  3575. sphere.radius = 0.7071067811865476;
  3576. sphere.applyMatrix4( sprite.matrixWorld );
  3577. return this.intersectsSphere( sphere );
  3578. };
  3579. }(),
  3580. intersectsSphere: function ( sphere ) {
  3581. var planes = this.planes;
  3582. var center = sphere.center;
  3583. var negRadius = - sphere.radius;
  3584. for ( var i = 0; i < 6; i ++ ) {
  3585. var distance = planes[ i ].distanceToPoint( center );
  3586. if ( distance < negRadius ) {
  3587. return false;
  3588. }
  3589. }
  3590. return true;
  3591. },
  3592. intersectsBox: function () {
  3593. var p = new Vector3();
  3594. return function intersectsBox( box ) {
  3595. var planes = this.planes;
  3596. for ( var i = 0; i < 6; i ++ ) {
  3597. var plane = planes[ i ];
  3598. // corner at max distance
  3599. p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3600. p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3601. p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3602. if ( plane.distanceToPoint( p ) < 0 ) {
  3603. return false;
  3604. }
  3605. }
  3606. return true;
  3607. };
  3608. }(),
  3609. containsPoint: function ( point ) {
  3610. var planes = this.planes;
  3611. for ( var i = 0; i < 6; i ++ ) {
  3612. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3613. return false;
  3614. }
  3615. }
  3616. return true;
  3617. }
  3618. } );
  3619. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  3620. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  3621. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  3622. 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( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  3623. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  3624. var begin_vertex = "vec3 transformed = vec3( position );";
  3625. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  3626. 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}\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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, 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_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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.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( specularColor, dotNV );\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}";
  3627. 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";
  3628. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  3629. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  3630. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  3631. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  3632. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  3633. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3634. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3635. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  3636. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(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}\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};\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}";
  3637. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  3638. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  3639. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  3640. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  3641. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  3642. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  3643. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  3644. 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 = min( floor( D ) / 255.0, 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}";
  3645. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, 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_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\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";
  3646. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  3647. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  3648. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\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";
  3649. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  3650. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  3651. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\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";
  3652. 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";
  3653. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  3654. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  3655. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  3656. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = 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;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\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#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\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#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\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#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\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#endif";
  3657. var lights_pars_begin = "uniform vec3 ambientLightColor;\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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\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";
  3658. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\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\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 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 blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, 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\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\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#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, 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";
  3659. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  3660. 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\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\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)";
  3661. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif";
  3662. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#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#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#endif\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#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\tfloat clearCoatInv = 1.0 - clearCoatDHR;\n\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec3 singleScattering = vec3( 0.0 );\n\t\tvec3 multiScattering = vec3( 0.0 );\n\t\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\t\tvec3 diffuse = material.diffuseColor;\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * singleScattering;\n\t\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\t\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\t#else\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#endif\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\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\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\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}";
  3663. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\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#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
  3664. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * 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( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  3665. 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, irradiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
  3666. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  3667. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  3668. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  3669. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  3670. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  3671. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  3672. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  3673. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  3674. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  3675. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  3676. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  3677. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  3678. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  3679. 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#endif\n#endif";
  3680. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  3681. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif";
  3682. 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}\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}";
  3683. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  3684. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  3685. var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  3686. var dithering_pars_fragment = "#if defined( 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";
  3687. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  3688. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  3689. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\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\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\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\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\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 )\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";
  3690. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif";
  3691. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  3692. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  3693. 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";
  3694. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform 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";
  3695. 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";
  3696. 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";
  3697. 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";
  3698. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  3699. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  3700. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\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}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\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 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  3701. var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
  3702. var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  3703. var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  3704. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  3705. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  3706. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  3707. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  3708. 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}";
  3709. 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}";
  3710. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  3711. 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}";
  3712. 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>\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\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  3713. 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>\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}";
  3714. 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}";
  3715. 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}";
  3716. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  3717. 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}";
  3718. 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 <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3719. 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 <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  3720. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\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_pars_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\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * 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 <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3721. 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}";
  3722. 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_pars_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\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\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}";
  3723. 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}";
  3724. 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 <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 <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 <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3725. 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 <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 <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}";
  3726. 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_pars_fragment>\n#include <gradientmap_pars_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}";
  3727. 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}";
  3728. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\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_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 <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 <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\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}";
  3729. var meshphysical_vert = "#define PHYSICAL\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}";
  3730. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_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>\nvoid main() {\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}";
  3731. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_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 <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  3732. 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 <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3733. 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 = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\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}";
  3734. 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 <fog_fragment>\n}";
  3735. var shadow_vert = "#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 <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  3736. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_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 <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}";
  3737. 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 = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\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}";
  3738. var ShaderChunk = {
  3739. alphamap_fragment: alphamap_fragment,
  3740. alphamap_pars_fragment: alphamap_pars_fragment,
  3741. alphatest_fragment: alphatest_fragment,
  3742. aomap_fragment: aomap_fragment,
  3743. aomap_pars_fragment: aomap_pars_fragment,
  3744. begin_vertex: begin_vertex,
  3745. beginnormal_vertex: beginnormal_vertex,
  3746. bsdfs: bsdfs,
  3747. bumpmap_pars_fragment: bumpmap_pars_fragment,
  3748. clipping_planes_fragment: clipping_planes_fragment,
  3749. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  3750. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  3751. clipping_planes_vertex: clipping_planes_vertex,
  3752. color_fragment: color_fragment,
  3753. color_pars_fragment: color_pars_fragment,
  3754. color_pars_vertex: color_pars_vertex,
  3755. color_vertex: color_vertex,
  3756. common: common,
  3757. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  3758. defaultnormal_vertex: defaultnormal_vertex,
  3759. displacementmap_pars_vertex: displacementmap_pars_vertex,
  3760. displacementmap_vertex: displacementmap_vertex,
  3761. emissivemap_fragment: emissivemap_fragment,
  3762. emissivemap_pars_fragment: emissivemap_pars_fragment,
  3763. encodings_fragment: encodings_fragment,
  3764. encodings_pars_fragment: encodings_pars_fragment,
  3765. envmap_fragment: envmap_fragment,
  3766. envmap_pars_fragment: envmap_pars_fragment,
  3767. envmap_pars_vertex: envmap_pars_vertex,
  3768. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  3769. envmap_vertex: envmap_vertex,
  3770. fog_vertex: fog_vertex,
  3771. fog_pars_vertex: fog_pars_vertex,
  3772. fog_fragment: fog_fragment,
  3773. fog_pars_fragment: fog_pars_fragment,
  3774. gradientmap_pars_fragment: gradientmap_pars_fragment,
  3775. lightmap_fragment: lightmap_fragment,
  3776. lightmap_pars_fragment: lightmap_pars_fragment,
  3777. lights_lambert_vertex: lights_lambert_vertex,
  3778. lights_pars_begin: lights_pars_begin,
  3779. lights_phong_fragment: lights_phong_fragment,
  3780. lights_phong_pars_fragment: lights_phong_pars_fragment,
  3781. lights_physical_fragment: lights_physical_fragment,
  3782. lights_physical_pars_fragment: lights_physical_pars_fragment,
  3783. lights_fragment_begin: lights_fragment_begin,
  3784. lights_fragment_maps: lights_fragment_maps,
  3785. lights_fragment_end: lights_fragment_end,
  3786. logdepthbuf_fragment: logdepthbuf_fragment,
  3787. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  3788. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  3789. logdepthbuf_vertex: logdepthbuf_vertex,
  3790. map_fragment: map_fragment,
  3791. map_pars_fragment: map_pars_fragment,
  3792. map_particle_fragment: map_particle_fragment,
  3793. map_particle_pars_fragment: map_particle_pars_fragment,
  3794. metalnessmap_fragment: metalnessmap_fragment,
  3795. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  3796. morphnormal_vertex: morphnormal_vertex,
  3797. morphtarget_pars_vertex: morphtarget_pars_vertex,
  3798. morphtarget_vertex: morphtarget_vertex,
  3799. normal_fragment_begin: normal_fragment_begin,
  3800. normal_fragment_maps: normal_fragment_maps,
  3801. normalmap_pars_fragment: normalmap_pars_fragment,
  3802. packing: packing,
  3803. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  3804. project_vertex: project_vertex,
  3805. dithering_fragment: dithering_fragment,
  3806. dithering_pars_fragment: dithering_pars_fragment,
  3807. roughnessmap_fragment: roughnessmap_fragment,
  3808. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  3809. shadowmap_pars_fragment: shadowmap_pars_fragment,
  3810. shadowmap_pars_vertex: shadowmap_pars_vertex,
  3811. shadowmap_vertex: shadowmap_vertex,
  3812. shadowmask_pars_fragment: shadowmask_pars_fragment,
  3813. skinbase_vertex: skinbase_vertex,
  3814. skinning_pars_vertex: skinning_pars_vertex,
  3815. skinning_vertex: skinning_vertex,
  3816. skinnormal_vertex: skinnormal_vertex,
  3817. specularmap_fragment: specularmap_fragment,
  3818. specularmap_pars_fragment: specularmap_pars_fragment,
  3819. tonemapping_fragment: tonemapping_fragment,
  3820. tonemapping_pars_fragment: tonemapping_pars_fragment,
  3821. uv_pars_fragment: uv_pars_fragment,
  3822. uv_pars_vertex: uv_pars_vertex,
  3823. uv_vertex: uv_vertex,
  3824. uv2_pars_fragment: uv2_pars_fragment,
  3825. uv2_pars_vertex: uv2_pars_vertex,
  3826. uv2_vertex: uv2_vertex,
  3827. worldpos_vertex: worldpos_vertex,
  3828. background_frag: background_frag,
  3829. background_vert: background_vert,
  3830. cube_frag: cube_frag,
  3831. cube_vert: cube_vert,
  3832. depth_frag: depth_frag,
  3833. depth_vert: depth_vert,
  3834. distanceRGBA_frag: distanceRGBA_frag,
  3835. distanceRGBA_vert: distanceRGBA_vert,
  3836. equirect_frag: equirect_frag,
  3837. equirect_vert: equirect_vert,
  3838. linedashed_frag: linedashed_frag,
  3839. linedashed_vert: linedashed_vert,
  3840. meshbasic_frag: meshbasic_frag,
  3841. meshbasic_vert: meshbasic_vert,
  3842. meshlambert_frag: meshlambert_frag,
  3843. meshlambert_vert: meshlambert_vert,
  3844. meshmatcap_frag: meshmatcap_frag,
  3845. meshmatcap_vert: meshmatcap_vert,
  3846. meshphong_frag: meshphong_frag,
  3847. meshphong_vert: meshphong_vert,
  3848. meshphysical_frag: meshphysical_frag,
  3849. meshphysical_vert: meshphysical_vert,
  3850. normal_frag: normal_frag,
  3851. normal_vert: normal_vert,
  3852. points_frag: points_frag,
  3853. points_vert: points_vert,
  3854. shadow_frag: shadow_frag,
  3855. shadow_vert: shadow_vert,
  3856. sprite_frag: sprite_frag,
  3857. sprite_vert: sprite_vert
  3858. };
  3859. /**
  3860. * Uniform Utilities
  3861. */
  3862. function cloneUniforms( src ) {
  3863. var dst = {};
  3864. for ( var u in src ) {
  3865. dst[ u ] = {};
  3866. for ( var p in src[ u ] ) {
  3867. var property = src[ u ][ p ];
  3868. if ( property && ( property.isColor ||
  3869. property.isMatrix3 || property.isMatrix4 ||
  3870. property.isVector2 || property.isVector3 || property.isVector4 ||
  3871. property.isTexture ) ) {
  3872. dst[ u ][ p ] = property.clone();
  3873. } else if ( Array.isArray( property ) ) {
  3874. dst[ u ][ p ] = property.slice();
  3875. } else {
  3876. dst[ u ][ p ] = property;
  3877. }
  3878. }
  3879. }
  3880. return dst;
  3881. }
  3882. function mergeUniforms( uniforms ) {
  3883. var merged = {};
  3884. for ( var u = 0; u < uniforms.length; u ++ ) {
  3885. var tmp = cloneUniforms( uniforms[ u ] );
  3886. for ( var p in tmp ) {
  3887. merged[ p ] = tmp[ p ];
  3888. }
  3889. }
  3890. return merged;
  3891. }
  3892. // Legacy
  3893. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  3894. /**
  3895. * @author mrdoob / http://mrdoob.com/
  3896. */
  3897. var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  3898. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  3899. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  3900. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  3901. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  3902. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  3903. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  3904. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  3905. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  3906. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  3907. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  3908. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  3909. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  3910. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  3911. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  3912. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  3913. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  3914. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  3915. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  3916. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  3917. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  3918. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  3919. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  3920. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  3921. function Color( r, g, b ) {
  3922. if ( g === undefined && b === undefined ) {
  3923. // r is THREE.Color, hex or string
  3924. return this.set( r );
  3925. }
  3926. return this.setRGB( r, g, b );
  3927. }
  3928. Object.assign( Color.prototype, {
  3929. isColor: true,
  3930. r: 1, g: 1, b: 1,
  3931. set: function ( value ) {
  3932. if ( value && value.isColor ) {
  3933. this.copy( value );
  3934. } else if ( typeof value === 'number' ) {
  3935. this.setHex( value );
  3936. } else if ( typeof value === 'string' ) {
  3937. this.setStyle( value );
  3938. }
  3939. return this;
  3940. },
  3941. setScalar: function ( scalar ) {
  3942. this.r = scalar;
  3943. this.g = scalar;
  3944. this.b = scalar;
  3945. return this;
  3946. },
  3947. setHex: function ( hex ) {
  3948. hex = Math.floor( hex );
  3949. this.r = ( hex >> 16 & 255 ) / 255;
  3950. this.g = ( hex >> 8 & 255 ) / 255;
  3951. this.b = ( hex & 255 ) / 255;
  3952. return this;
  3953. },
  3954. setRGB: function ( r, g, b ) {
  3955. this.r = r;
  3956. this.g = g;
  3957. this.b = b;
  3958. return this;
  3959. },
  3960. setHSL: function () {
  3961. function hue2rgb( p, q, t ) {
  3962. if ( t < 0 ) t += 1;
  3963. if ( t > 1 ) t -= 1;
  3964. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  3965. if ( t < 1 / 2 ) return q;
  3966. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  3967. return p;
  3968. }
  3969. return function setHSL( h, s, l ) {
  3970. // h,s,l ranges are in 0.0 - 1.0
  3971. h = _Math.euclideanModulo( h, 1 );
  3972. s = _Math.clamp( s, 0, 1 );
  3973. l = _Math.clamp( l, 0, 1 );
  3974. if ( s === 0 ) {
  3975. this.r = this.g = this.b = l;
  3976. } else {
  3977. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  3978. var q = ( 2 * l ) - p;
  3979. this.r = hue2rgb( q, p, h + 1 / 3 );
  3980. this.g = hue2rgb( q, p, h );
  3981. this.b = hue2rgb( q, p, h - 1 / 3 );
  3982. }
  3983. return this;
  3984. };
  3985. }(),
  3986. setStyle: function ( style ) {
  3987. function handleAlpha( string ) {
  3988. if ( string === undefined ) return;
  3989. if ( parseFloat( string ) < 1 ) {
  3990. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  3991. }
  3992. }
  3993. var m;
  3994. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  3995. // rgb / hsl
  3996. var color;
  3997. var name = m[ 1 ];
  3998. var components = m[ 2 ];
  3999. switch ( name ) {
  4000. case 'rgb':
  4001. case 'rgba':
  4002. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4003. // rgb(255,0,0) rgba(255,0,0,0.5)
  4004. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4005. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4006. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4007. handleAlpha( color[ 5 ] );
  4008. return this;
  4009. }
  4010. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4011. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4012. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4013. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4014. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4015. handleAlpha( color[ 5 ] );
  4016. return this;
  4017. }
  4018. break;
  4019. case 'hsl':
  4020. case 'hsla':
  4021. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4022. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4023. var h = parseFloat( color[ 1 ] ) / 360;
  4024. var s = parseInt( color[ 2 ], 10 ) / 100;
  4025. var l = parseInt( color[ 3 ], 10 ) / 100;
  4026. handleAlpha( color[ 5 ] );
  4027. return this.setHSL( h, s, l );
  4028. }
  4029. break;
  4030. }
  4031. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4032. // hex color
  4033. var hex = m[ 1 ];
  4034. var size = hex.length;
  4035. if ( size === 3 ) {
  4036. // #ff0
  4037. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4038. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4039. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4040. return this;
  4041. } else if ( size === 6 ) {
  4042. // #ff0000
  4043. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4044. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4045. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4046. return this;
  4047. }
  4048. }
  4049. if ( style && style.length > 0 ) {
  4050. // color keywords
  4051. var hex = ColorKeywords[ style ];
  4052. if ( hex !== undefined ) {
  4053. // red
  4054. this.setHex( hex );
  4055. } else {
  4056. // unknown color
  4057. console.warn( 'THREE.Color: Unknown color ' + style );
  4058. }
  4059. }
  4060. return this;
  4061. },
  4062. clone: function () {
  4063. return new this.constructor( this.r, this.g, this.b );
  4064. },
  4065. copy: function ( color ) {
  4066. this.r = color.r;
  4067. this.g = color.g;
  4068. this.b = color.b;
  4069. return this;
  4070. },
  4071. copyGammaToLinear: function ( color, gammaFactor ) {
  4072. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4073. this.r = Math.pow( color.r, gammaFactor );
  4074. this.g = Math.pow( color.g, gammaFactor );
  4075. this.b = Math.pow( color.b, gammaFactor );
  4076. return this;
  4077. },
  4078. copyLinearToGamma: function ( color, gammaFactor ) {
  4079. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4080. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4081. this.r = Math.pow( color.r, safeInverse );
  4082. this.g = Math.pow( color.g, safeInverse );
  4083. this.b = Math.pow( color.b, safeInverse );
  4084. return this;
  4085. },
  4086. convertGammaToLinear: function ( gammaFactor ) {
  4087. this.copyGammaToLinear( this, gammaFactor );
  4088. return this;
  4089. },
  4090. convertLinearToGamma: function ( gammaFactor ) {
  4091. this.copyLinearToGamma( this, gammaFactor );
  4092. return this;
  4093. },
  4094. copySRGBToLinear: function () {
  4095. function SRGBToLinear( c ) {
  4096. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4097. }
  4098. return function copySRGBToLinear( color ) {
  4099. this.r = SRGBToLinear( color.r );
  4100. this.g = SRGBToLinear( color.g );
  4101. this.b = SRGBToLinear( color.b );
  4102. return this;
  4103. };
  4104. }(),
  4105. copyLinearToSRGB: function () {
  4106. function LinearToSRGB( c ) {
  4107. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4108. }
  4109. return function copyLinearToSRGB( color ) {
  4110. this.r = LinearToSRGB( color.r );
  4111. this.g = LinearToSRGB( color.g );
  4112. this.b = LinearToSRGB( color.b );
  4113. return this;
  4114. };
  4115. }(),
  4116. convertSRGBToLinear: function () {
  4117. this.copySRGBToLinear( this );
  4118. return this;
  4119. },
  4120. convertLinearToSRGB: function () {
  4121. this.copyLinearToSRGB( this );
  4122. return this;
  4123. },
  4124. getHex: function () {
  4125. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4126. },
  4127. getHexString: function () {
  4128. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4129. },
  4130. getHSL: function ( target ) {
  4131. // h,s,l ranges are in 0.0 - 1.0
  4132. if ( target === undefined ) {
  4133. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4134. target = { h: 0, s: 0, l: 0 };
  4135. }
  4136. var r = this.r, g = this.g, b = this.b;
  4137. var max = Math.max( r, g, b );
  4138. var min = Math.min( r, g, b );
  4139. var hue, saturation;
  4140. var lightness = ( min + max ) / 2.0;
  4141. if ( min === max ) {
  4142. hue = 0;
  4143. saturation = 0;
  4144. } else {
  4145. var delta = max - min;
  4146. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4147. switch ( max ) {
  4148. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4149. case g: hue = ( b - r ) / delta + 2; break;
  4150. case b: hue = ( r - g ) / delta + 4; break;
  4151. }
  4152. hue /= 6;
  4153. }
  4154. target.h = hue;
  4155. target.s = saturation;
  4156. target.l = lightness;
  4157. return target;
  4158. },
  4159. getStyle: function () {
  4160. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4161. },
  4162. offsetHSL: function () {
  4163. var hsl = {};
  4164. return function ( h, s, l ) {
  4165. this.getHSL( hsl );
  4166. hsl.h += h; hsl.s += s; hsl.l += l;
  4167. this.setHSL( hsl.h, hsl.s, hsl.l );
  4168. return this;
  4169. };
  4170. }(),
  4171. add: function ( color ) {
  4172. this.r += color.r;
  4173. this.g += color.g;
  4174. this.b += color.b;
  4175. return this;
  4176. },
  4177. addColors: function ( color1, color2 ) {
  4178. this.r = color1.r + color2.r;
  4179. this.g = color1.g + color2.g;
  4180. this.b = color1.b + color2.b;
  4181. return this;
  4182. },
  4183. addScalar: function ( s ) {
  4184. this.r += s;
  4185. this.g += s;
  4186. this.b += s;
  4187. return this;
  4188. },
  4189. sub: function ( color ) {
  4190. this.r = Math.max( 0, this.r - color.r );
  4191. this.g = Math.max( 0, this.g - color.g );
  4192. this.b = Math.max( 0, this.b - color.b );
  4193. return this;
  4194. },
  4195. multiply: function ( color ) {
  4196. this.r *= color.r;
  4197. this.g *= color.g;
  4198. this.b *= color.b;
  4199. return this;
  4200. },
  4201. multiplyScalar: function ( s ) {
  4202. this.r *= s;
  4203. this.g *= s;
  4204. this.b *= s;
  4205. return this;
  4206. },
  4207. lerp: function ( color, alpha ) {
  4208. this.r += ( color.r - this.r ) * alpha;
  4209. this.g += ( color.g - this.g ) * alpha;
  4210. this.b += ( color.b - this.b ) * alpha;
  4211. return this;
  4212. },
  4213. lerpHSL: function () {
  4214. var hslA = { h: 0, s: 0, l: 0 };
  4215. var hslB = { h: 0, s: 0, l: 0 };
  4216. return function lerpHSL( color, alpha ) {
  4217. this.getHSL( hslA );
  4218. color.getHSL( hslB );
  4219. var h = _Math.lerp( hslA.h, hslB.h, alpha );
  4220. var s = _Math.lerp( hslA.s, hslB.s, alpha );
  4221. var l = _Math.lerp( hslA.l, hslB.l, alpha );
  4222. this.setHSL( h, s, l );
  4223. return this;
  4224. };
  4225. }(),
  4226. equals: function ( c ) {
  4227. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4228. },
  4229. fromArray: function ( array, offset ) {
  4230. if ( offset === undefined ) offset = 0;
  4231. this.r = array[ offset ];
  4232. this.g = array[ offset + 1 ];
  4233. this.b = array[ offset + 2 ];
  4234. return this;
  4235. },
  4236. toArray: function ( array, offset ) {
  4237. if ( array === undefined ) array = [];
  4238. if ( offset === undefined ) offset = 0;
  4239. array[ offset ] = this.r;
  4240. array[ offset + 1 ] = this.g;
  4241. array[ offset + 2 ] = this.b;
  4242. return array;
  4243. },
  4244. toJSON: function () {
  4245. return this.getHex();
  4246. }
  4247. } );
  4248. /**
  4249. * Uniforms library for shared webgl shaders
  4250. */
  4251. var UniformsLib = {
  4252. common: {
  4253. diffuse: { value: new Color( 0xeeeeee ) },
  4254. opacity: { value: 1.0 },
  4255. map: { value: null },
  4256. uvTransform: { value: new Matrix3() },
  4257. alphaMap: { value: null },
  4258. },
  4259. specularmap: {
  4260. specularMap: { value: null },
  4261. },
  4262. envmap: {
  4263. envMap: { value: null },
  4264. flipEnvMap: { value: - 1 },
  4265. reflectivity: { value: 1.0 },
  4266. refractionRatio: { value: 0.98 },
  4267. maxMipLevel: { value: 0 }
  4268. },
  4269. aomap: {
  4270. aoMap: { value: null },
  4271. aoMapIntensity: { value: 1 }
  4272. },
  4273. lightmap: {
  4274. lightMap: { value: null },
  4275. lightMapIntensity: { value: 1 }
  4276. },
  4277. emissivemap: {
  4278. emissiveMap: { value: null }
  4279. },
  4280. bumpmap: {
  4281. bumpMap: { value: null },
  4282. bumpScale: { value: 1 }
  4283. },
  4284. normalmap: {
  4285. normalMap: { value: null },
  4286. normalScale: { value: new Vector2( 1, 1 ) }
  4287. },
  4288. displacementmap: {
  4289. displacementMap: { value: null },
  4290. displacementScale: { value: 1 },
  4291. displacementBias: { value: 0 }
  4292. },
  4293. roughnessmap: {
  4294. roughnessMap: { value: null }
  4295. },
  4296. metalnessmap: {
  4297. metalnessMap: { value: null }
  4298. },
  4299. gradientmap: {
  4300. gradientMap: { value: null }
  4301. },
  4302. fog: {
  4303. fogDensity: { value: 0.00025 },
  4304. fogNear: { value: 1 },
  4305. fogFar: { value: 2000 },
  4306. fogColor: { value: new Color( 0xffffff ) }
  4307. },
  4308. lights: {
  4309. ambientLightColor: { value: [] },
  4310. directionalLights: { value: [], properties: {
  4311. direction: {},
  4312. color: {},
  4313. shadow: {},
  4314. shadowBias: {},
  4315. shadowRadius: {},
  4316. shadowMapSize: {}
  4317. } },
  4318. directionalShadowMap: { value: [] },
  4319. directionalShadowMatrix: { value: [] },
  4320. spotLights: { value: [], properties: {
  4321. color: {},
  4322. position: {},
  4323. direction: {},
  4324. distance: {},
  4325. coneCos: {},
  4326. penumbraCos: {},
  4327. decay: {},
  4328. shadow: {},
  4329. shadowBias: {},
  4330. shadowRadius: {},
  4331. shadowMapSize: {}
  4332. } },
  4333. spotShadowMap: { value: [] },
  4334. spotShadowMatrix: { value: [] },
  4335. pointLights: { value: [], properties: {
  4336. color: {},
  4337. position: {},
  4338. decay: {},
  4339. distance: {},
  4340. shadow: {},
  4341. shadowBias: {},
  4342. shadowRadius: {},
  4343. shadowMapSize: {},
  4344. shadowCameraNear: {},
  4345. shadowCameraFar: {}
  4346. } },
  4347. pointShadowMap: { value: [] },
  4348. pointShadowMatrix: { value: [] },
  4349. hemisphereLights: { value: [], properties: {
  4350. direction: {},
  4351. skyColor: {},
  4352. groundColor: {}
  4353. } },
  4354. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  4355. rectAreaLights: { value: [], properties: {
  4356. color: {},
  4357. position: {},
  4358. width: {},
  4359. height: {}
  4360. } }
  4361. },
  4362. points: {
  4363. diffuse: { value: new Color( 0xeeeeee ) },
  4364. opacity: { value: 1.0 },
  4365. size: { value: 1.0 },
  4366. scale: { value: 1.0 },
  4367. map: { value: null },
  4368. uvTransform: { value: new Matrix3() }
  4369. },
  4370. sprite: {
  4371. diffuse: { value: new Color( 0xeeeeee ) },
  4372. opacity: { value: 1.0 },
  4373. center: { value: new Vector2( 0.5, 0.5 ) },
  4374. rotation: { value: 0.0 },
  4375. map: { value: null },
  4376. uvTransform: { value: new Matrix3() }
  4377. }
  4378. };
  4379. /**
  4380. * @author alteredq / http://alteredqualia.com/
  4381. * @author mrdoob / http://mrdoob.com/
  4382. * @author mikael emtinger / http://gomo.se/
  4383. */
  4384. var ShaderLib = {
  4385. basic: {
  4386. uniforms: mergeUniforms( [
  4387. UniformsLib.common,
  4388. UniformsLib.specularmap,
  4389. UniformsLib.envmap,
  4390. UniformsLib.aomap,
  4391. UniformsLib.lightmap,
  4392. UniformsLib.fog
  4393. ] ),
  4394. vertexShader: ShaderChunk.meshbasic_vert,
  4395. fragmentShader: ShaderChunk.meshbasic_frag
  4396. },
  4397. lambert: {
  4398. uniforms: mergeUniforms( [
  4399. UniformsLib.common,
  4400. UniformsLib.specularmap,
  4401. UniformsLib.envmap,
  4402. UniformsLib.aomap,
  4403. UniformsLib.lightmap,
  4404. UniformsLib.emissivemap,
  4405. UniformsLib.fog,
  4406. UniformsLib.lights,
  4407. {
  4408. emissive: { value: new Color( 0x000000 ) }
  4409. }
  4410. ] ),
  4411. vertexShader: ShaderChunk.meshlambert_vert,
  4412. fragmentShader: ShaderChunk.meshlambert_frag
  4413. },
  4414. phong: {
  4415. uniforms: mergeUniforms( [
  4416. UniformsLib.common,
  4417. UniformsLib.specularmap,
  4418. UniformsLib.envmap,
  4419. UniformsLib.aomap,
  4420. UniformsLib.lightmap,
  4421. UniformsLib.emissivemap,
  4422. UniformsLib.bumpmap,
  4423. UniformsLib.normalmap,
  4424. UniformsLib.displacementmap,
  4425. UniformsLib.gradientmap,
  4426. UniformsLib.fog,
  4427. UniformsLib.lights,
  4428. {
  4429. emissive: { value: new Color( 0x000000 ) },
  4430. specular: { value: new Color( 0x111111 ) },
  4431. shininess: { value: 30 }
  4432. }
  4433. ] ),
  4434. vertexShader: ShaderChunk.meshphong_vert,
  4435. fragmentShader: ShaderChunk.meshphong_frag
  4436. },
  4437. standard: {
  4438. uniforms: mergeUniforms( [
  4439. UniformsLib.common,
  4440. UniformsLib.envmap,
  4441. UniformsLib.aomap,
  4442. UniformsLib.lightmap,
  4443. UniformsLib.emissivemap,
  4444. UniformsLib.bumpmap,
  4445. UniformsLib.normalmap,
  4446. UniformsLib.displacementmap,
  4447. UniformsLib.roughnessmap,
  4448. UniformsLib.metalnessmap,
  4449. UniformsLib.fog,
  4450. UniformsLib.lights,
  4451. {
  4452. emissive: { value: new Color( 0x000000 ) },
  4453. roughness: { value: 0.5 },
  4454. metalness: { value: 0.5 },
  4455. envMapIntensity: { value: 1 } // temporary
  4456. }
  4457. ] ),
  4458. vertexShader: ShaderChunk.meshphysical_vert,
  4459. fragmentShader: ShaderChunk.meshphysical_frag
  4460. },
  4461. matcap: {
  4462. uniforms: mergeUniforms( [
  4463. UniformsLib.common,
  4464. UniformsLib.bumpmap,
  4465. UniformsLib.normalmap,
  4466. UniformsLib.displacementmap,
  4467. UniformsLib.fog,
  4468. {
  4469. matcap: { value: null }
  4470. }
  4471. ] ),
  4472. vertexShader: ShaderChunk.meshmatcap_vert,
  4473. fragmentShader: ShaderChunk.meshmatcap_frag
  4474. },
  4475. points: {
  4476. uniforms: mergeUniforms( [
  4477. UniformsLib.points,
  4478. UniformsLib.fog
  4479. ] ),
  4480. vertexShader: ShaderChunk.points_vert,
  4481. fragmentShader: ShaderChunk.points_frag
  4482. },
  4483. dashed: {
  4484. uniforms: mergeUniforms( [
  4485. UniformsLib.common,
  4486. UniformsLib.fog,
  4487. {
  4488. scale: { value: 1 },
  4489. dashSize: { value: 1 },
  4490. totalSize: { value: 2 }
  4491. }
  4492. ] ),
  4493. vertexShader: ShaderChunk.linedashed_vert,
  4494. fragmentShader: ShaderChunk.linedashed_frag
  4495. },
  4496. depth: {
  4497. uniforms: mergeUniforms( [
  4498. UniformsLib.common,
  4499. UniformsLib.displacementmap
  4500. ] ),
  4501. vertexShader: ShaderChunk.depth_vert,
  4502. fragmentShader: ShaderChunk.depth_frag
  4503. },
  4504. normal: {
  4505. uniforms: mergeUniforms( [
  4506. UniformsLib.common,
  4507. UniformsLib.bumpmap,
  4508. UniformsLib.normalmap,
  4509. UniformsLib.displacementmap,
  4510. {
  4511. opacity: { value: 1.0 }
  4512. }
  4513. ] ),
  4514. vertexShader: ShaderChunk.normal_vert,
  4515. fragmentShader: ShaderChunk.normal_frag
  4516. },
  4517. sprite: {
  4518. uniforms: mergeUniforms( [
  4519. UniformsLib.sprite,
  4520. UniformsLib.fog
  4521. ] ),
  4522. vertexShader: ShaderChunk.sprite_vert,
  4523. fragmentShader: ShaderChunk.sprite_frag
  4524. },
  4525. background: {
  4526. uniforms: {
  4527. uvTransform: { value: new Matrix3() },
  4528. t2D: { value: null },
  4529. },
  4530. vertexShader: ShaderChunk.background_vert,
  4531. fragmentShader: ShaderChunk.background_frag
  4532. },
  4533. /* -------------------------------------------------------------------------
  4534. // Cube map shader
  4535. ------------------------------------------------------------------------- */
  4536. cube: {
  4537. uniforms: {
  4538. tCube: { value: null },
  4539. tFlip: { value: - 1 },
  4540. opacity: { value: 1.0 }
  4541. },
  4542. vertexShader: ShaderChunk.cube_vert,
  4543. fragmentShader: ShaderChunk.cube_frag
  4544. },
  4545. equirect: {
  4546. uniforms: {
  4547. tEquirect: { value: null },
  4548. },
  4549. vertexShader: ShaderChunk.equirect_vert,
  4550. fragmentShader: ShaderChunk.equirect_frag
  4551. },
  4552. distanceRGBA: {
  4553. uniforms: mergeUniforms( [
  4554. UniformsLib.common,
  4555. UniformsLib.displacementmap,
  4556. {
  4557. referencePosition: { value: new Vector3() },
  4558. nearDistance: { value: 1 },
  4559. farDistance: { value: 1000 }
  4560. }
  4561. ] ),
  4562. vertexShader: ShaderChunk.distanceRGBA_vert,
  4563. fragmentShader: ShaderChunk.distanceRGBA_frag
  4564. },
  4565. shadow: {
  4566. uniforms: mergeUniforms( [
  4567. UniformsLib.lights,
  4568. UniformsLib.fog,
  4569. {
  4570. color: { value: new Color( 0x00000 ) },
  4571. opacity: { value: 1.0 }
  4572. },
  4573. ] ),
  4574. vertexShader: ShaderChunk.shadow_vert,
  4575. fragmentShader: ShaderChunk.shadow_frag
  4576. }
  4577. };
  4578. ShaderLib.physical = {
  4579. uniforms: mergeUniforms( [
  4580. ShaderLib.standard.uniforms,
  4581. {
  4582. clearCoat: { value: 0 },
  4583. clearCoatRoughness: { value: 0 }
  4584. }
  4585. ] ),
  4586. vertexShader: ShaderChunk.meshphysical_vert,
  4587. fragmentShader: ShaderChunk.meshphysical_frag
  4588. };
  4589. /**
  4590. * @author mrdoob / http://mrdoob.com/
  4591. */
  4592. function WebGLAnimation() {
  4593. var context = null;
  4594. var isAnimating = false;
  4595. var animationLoop = null;
  4596. function onAnimationFrame( time, frame ) {
  4597. if ( isAnimating === false ) return;
  4598. animationLoop( time, frame );
  4599. context.requestAnimationFrame( onAnimationFrame );
  4600. }
  4601. return {
  4602. start: function () {
  4603. if ( isAnimating === true ) return;
  4604. if ( animationLoop === null ) return;
  4605. context.requestAnimationFrame( onAnimationFrame );
  4606. isAnimating = true;
  4607. },
  4608. stop: function () {
  4609. isAnimating = false;
  4610. },
  4611. setAnimationLoop: function ( callback ) {
  4612. animationLoop = callback;
  4613. },
  4614. setContext: function ( value ) {
  4615. context = value;
  4616. }
  4617. };
  4618. }
  4619. /**
  4620. * @author mrdoob / http://mrdoob.com/
  4621. */
  4622. function WebGLAttributes( gl ) {
  4623. var buffers = new WeakMap();
  4624. function createBuffer( attribute, bufferType ) {
  4625. var array = attribute.array;
  4626. var usage = attribute.dynamic ? 35048 : 35044;
  4627. var buffer = gl.createBuffer();
  4628. gl.bindBuffer( bufferType, buffer );
  4629. gl.bufferData( bufferType, array, usage );
  4630. attribute.onUploadCallback();
  4631. var type = 5126;
  4632. if ( array instanceof Float32Array ) {
  4633. type = 5126;
  4634. } else if ( array instanceof Float64Array ) {
  4635. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  4636. } else if ( array instanceof Uint16Array ) {
  4637. type = 5123;
  4638. } else if ( array instanceof Int16Array ) {
  4639. type = 5122;
  4640. } else if ( array instanceof Uint32Array ) {
  4641. type = 5125;
  4642. } else if ( array instanceof Int32Array ) {
  4643. type = 5124;
  4644. } else if ( array instanceof Int8Array ) {
  4645. type = 5120;
  4646. } else if ( array instanceof Uint8Array ) {
  4647. type = 5121;
  4648. }
  4649. return {
  4650. buffer: buffer,
  4651. type: type,
  4652. bytesPerElement: array.BYTES_PER_ELEMENT,
  4653. version: attribute.version
  4654. };
  4655. }
  4656. function updateBuffer( buffer, attribute, bufferType ) {
  4657. var array = attribute.array;
  4658. var updateRange = attribute.updateRange;
  4659. gl.bindBuffer( bufferType, buffer );
  4660. if ( attribute.dynamic === false ) {
  4661. gl.bufferData( bufferType, array, 35044 );
  4662. } else if ( updateRange.count === - 1 ) {
  4663. // Not using update ranges
  4664. gl.bufferSubData( bufferType, 0, array );
  4665. } else if ( updateRange.count === 0 ) {
  4666. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  4667. } else {
  4668. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  4669. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  4670. updateRange.count = - 1; // reset range
  4671. }
  4672. }
  4673. //
  4674. function get( attribute ) {
  4675. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4676. return buffers.get( attribute );
  4677. }
  4678. function remove( attribute ) {
  4679. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4680. var data = buffers.get( attribute );
  4681. if ( data ) {
  4682. gl.deleteBuffer( data.buffer );
  4683. buffers.delete( attribute );
  4684. }
  4685. }
  4686. function update( attribute, bufferType ) {
  4687. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4688. var data = buffers.get( attribute );
  4689. if ( data === undefined ) {
  4690. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  4691. } else if ( data.version < attribute.version ) {
  4692. updateBuffer( data.buffer, attribute, bufferType );
  4693. data.version = attribute.version;
  4694. }
  4695. }
  4696. return {
  4697. get: get,
  4698. remove: remove,
  4699. update: update
  4700. };
  4701. }
  4702. /**
  4703. * @author mrdoob / http://mrdoob.com/
  4704. * @author alteredq / http://alteredqualia.com/
  4705. */
  4706. function Face3( a, b, c, normal, color, materialIndex ) {
  4707. this.a = a;
  4708. this.b = b;
  4709. this.c = c;
  4710. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4711. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4712. this.color = ( color && color.isColor ) ? color : new Color();
  4713. this.vertexColors = Array.isArray( color ) ? color : [];
  4714. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4715. }
  4716. Object.assign( Face3.prototype, {
  4717. clone: function () {
  4718. return new this.constructor().copy( this );
  4719. },
  4720. copy: function ( source ) {
  4721. this.a = source.a;
  4722. this.b = source.b;
  4723. this.c = source.c;
  4724. this.normal.copy( source.normal );
  4725. this.color.copy( source.color );
  4726. this.materialIndex = source.materialIndex;
  4727. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4728. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4729. }
  4730. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4731. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4732. }
  4733. return this;
  4734. }
  4735. } );
  4736. /**
  4737. * @author mrdoob / http://mrdoob.com/
  4738. * @author WestLangley / http://github.com/WestLangley
  4739. * @author bhouston / http://clara.io
  4740. */
  4741. function Euler( x, y, z, order ) {
  4742. this._x = x || 0;
  4743. this._y = y || 0;
  4744. this._z = z || 0;
  4745. this._order = order || Euler.DefaultOrder;
  4746. }
  4747. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  4748. Euler.DefaultOrder = 'XYZ';
  4749. Object.defineProperties( Euler.prototype, {
  4750. x: {
  4751. get: function () {
  4752. return this._x;
  4753. },
  4754. set: function ( value ) {
  4755. this._x = value;
  4756. this.onChangeCallback();
  4757. }
  4758. },
  4759. y: {
  4760. get: function () {
  4761. return this._y;
  4762. },
  4763. set: function ( value ) {
  4764. this._y = value;
  4765. this.onChangeCallback();
  4766. }
  4767. },
  4768. z: {
  4769. get: function () {
  4770. return this._z;
  4771. },
  4772. set: function ( value ) {
  4773. this._z = value;
  4774. this.onChangeCallback();
  4775. }
  4776. },
  4777. order: {
  4778. get: function () {
  4779. return this._order;
  4780. },
  4781. set: function ( value ) {
  4782. this._order = value;
  4783. this.onChangeCallback();
  4784. }
  4785. }
  4786. } );
  4787. Object.assign( Euler.prototype, {
  4788. isEuler: true,
  4789. set: function ( x, y, z, order ) {
  4790. this._x = x;
  4791. this._y = y;
  4792. this._z = z;
  4793. this._order = order || this._order;
  4794. this.onChangeCallback();
  4795. return this;
  4796. },
  4797. clone: function () {
  4798. return new this.constructor( this._x, this._y, this._z, this._order );
  4799. },
  4800. copy: function ( euler ) {
  4801. this._x = euler._x;
  4802. this._y = euler._y;
  4803. this._z = euler._z;
  4804. this._order = euler._order;
  4805. this.onChangeCallback();
  4806. return this;
  4807. },
  4808. setFromRotationMatrix: function ( m, order, update ) {
  4809. var clamp = _Math.clamp;
  4810. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4811. var te = m.elements;
  4812. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4813. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4814. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4815. order = order || this._order;
  4816. if ( order === 'XYZ' ) {
  4817. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  4818. if ( Math.abs( m13 ) < 0.99999 ) {
  4819. this._x = Math.atan2( - m23, m33 );
  4820. this._z = Math.atan2( - m12, m11 );
  4821. } else {
  4822. this._x = Math.atan2( m32, m22 );
  4823. this._z = 0;
  4824. }
  4825. } else if ( order === 'YXZ' ) {
  4826. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  4827. if ( Math.abs( m23 ) < 0.99999 ) {
  4828. this._y = Math.atan2( m13, m33 );
  4829. this._z = Math.atan2( m21, m22 );
  4830. } else {
  4831. this._y = Math.atan2( - m31, m11 );
  4832. this._z = 0;
  4833. }
  4834. } else if ( order === 'ZXY' ) {
  4835. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  4836. if ( Math.abs( m32 ) < 0.99999 ) {
  4837. this._y = Math.atan2( - m31, m33 );
  4838. this._z = Math.atan2( - m12, m22 );
  4839. } else {
  4840. this._y = 0;
  4841. this._z = Math.atan2( m21, m11 );
  4842. }
  4843. } else if ( order === 'ZYX' ) {
  4844. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  4845. if ( Math.abs( m31 ) < 0.99999 ) {
  4846. this._x = Math.atan2( m32, m33 );
  4847. this._z = Math.atan2( m21, m11 );
  4848. } else {
  4849. this._x = 0;
  4850. this._z = Math.atan2( - m12, m22 );
  4851. }
  4852. } else if ( order === 'YZX' ) {
  4853. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  4854. if ( Math.abs( m21 ) < 0.99999 ) {
  4855. this._x = Math.atan2( - m23, m22 );
  4856. this._y = Math.atan2( - m31, m11 );
  4857. } else {
  4858. this._x = 0;
  4859. this._y = Math.atan2( m13, m33 );
  4860. }
  4861. } else if ( order === 'XZY' ) {
  4862. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  4863. if ( Math.abs( m12 ) < 0.99999 ) {
  4864. this._x = Math.atan2( m32, m22 );
  4865. this._y = Math.atan2( m13, m11 );
  4866. } else {
  4867. this._x = Math.atan2( - m23, m33 );
  4868. this._y = 0;
  4869. }
  4870. } else {
  4871. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  4872. }
  4873. this._order = order;
  4874. if ( update !== false ) this.onChangeCallback();
  4875. return this;
  4876. },
  4877. setFromQuaternion: function () {
  4878. var matrix = new Matrix4();
  4879. return function setFromQuaternion( q, order, update ) {
  4880. matrix.makeRotationFromQuaternion( q );
  4881. return this.setFromRotationMatrix( matrix, order, update );
  4882. };
  4883. }(),
  4884. setFromVector3: function ( v, order ) {
  4885. return this.set( v.x, v.y, v.z, order || this._order );
  4886. },
  4887. reorder: function () {
  4888. // WARNING: this discards revolution information -bhouston
  4889. var q = new Quaternion();
  4890. return function reorder( newOrder ) {
  4891. q.setFromEuler( this );
  4892. return this.setFromQuaternion( q, newOrder );
  4893. };
  4894. }(),
  4895. equals: function ( euler ) {
  4896. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4897. },
  4898. fromArray: function ( array ) {
  4899. this._x = array[ 0 ];
  4900. this._y = array[ 1 ];
  4901. this._z = array[ 2 ];
  4902. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4903. this.onChangeCallback();
  4904. return this;
  4905. },
  4906. toArray: function ( array, offset ) {
  4907. if ( array === undefined ) array = [];
  4908. if ( offset === undefined ) offset = 0;
  4909. array[ offset ] = this._x;
  4910. array[ offset + 1 ] = this._y;
  4911. array[ offset + 2 ] = this._z;
  4912. array[ offset + 3 ] = this._order;
  4913. return array;
  4914. },
  4915. toVector3: function ( optionalResult ) {
  4916. if ( optionalResult ) {
  4917. return optionalResult.set( this._x, this._y, this._z );
  4918. } else {
  4919. return new Vector3( this._x, this._y, this._z );
  4920. }
  4921. },
  4922. onChange: function ( callback ) {
  4923. this.onChangeCallback = callback;
  4924. return this;
  4925. },
  4926. onChangeCallback: function () {}
  4927. } );
  4928. /**
  4929. * @author mrdoob / http://mrdoob.com/
  4930. */
  4931. function Layers() {
  4932. this.mask = 1 | 0;
  4933. }
  4934. Object.assign( Layers.prototype, {
  4935. set: function ( channel ) {
  4936. this.mask = 1 << channel | 0;
  4937. },
  4938. enable: function ( channel ) {
  4939. this.mask |= 1 << channel | 0;
  4940. },
  4941. toggle: function ( channel ) {
  4942. this.mask ^= 1 << channel | 0;
  4943. },
  4944. disable: function ( channel ) {
  4945. this.mask &= ~ ( 1 << channel | 0 );
  4946. },
  4947. test: function ( layers ) {
  4948. return ( this.mask & layers.mask ) !== 0;
  4949. }
  4950. } );
  4951. /**
  4952. * @author mrdoob / http://mrdoob.com/
  4953. * @author mikael emtinger / http://gomo.se/
  4954. * @author alteredq / http://alteredqualia.com/
  4955. * @author WestLangley / http://github.com/WestLangley
  4956. * @author elephantatwork / www.elephantatwork.ch
  4957. */
  4958. var object3DId = 0;
  4959. function Object3D() {
  4960. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  4961. this.uuid = _Math.generateUUID();
  4962. this.name = '';
  4963. this.type = 'Object3D';
  4964. this.parent = null;
  4965. this.children = [];
  4966. this.up = Object3D.DefaultUp.clone();
  4967. var position = new Vector3();
  4968. var rotation = new Euler();
  4969. var quaternion = new Quaternion();
  4970. var scale = new Vector3( 1, 1, 1 );
  4971. function onRotationChange() {
  4972. quaternion.setFromEuler( rotation, false );
  4973. }
  4974. function onQuaternionChange() {
  4975. rotation.setFromQuaternion( quaternion, undefined, false );
  4976. }
  4977. rotation.onChange( onRotationChange );
  4978. quaternion.onChange( onQuaternionChange );
  4979. Object.defineProperties( this, {
  4980. position: {
  4981. configurable: true,
  4982. enumerable: true,
  4983. value: position
  4984. },
  4985. rotation: {
  4986. configurable: true,
  4987. enumerable: true,
  4988. value: rotation
  4989. },
  4990. quaternion: {
  4991. configurable: true,
  4992. enumerable: true,
  4993. value: quaternion
  4994. },
  4995. scale: {
  4996. configurable: true,
  4997. enumerable: true,
  4998. value: scale
  4999. },
  5000. modelViewMatrix: {
  5001. value: new Matrix4()
  5002. },
  5003. normalMatrix: {
  5004. value: new Matrix3()
  5005. }
  5006. } );
  5007. this.matrix = new Matrix4();
  5008. this.matrixWorld = new Matrix4();
  5009. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  5010. this.matrixWorldNeedsUpdate = false;
  5011. this.layers = new Layers();
  5012. this.visible = true;
  5013. this.castShadow = false;
  5014. this.receiveShadow = false;
  5015. this.frustumCulled = true;
  5016. this.renderOrder = 0;
  5017. this.userData = {};
  5018. }
  5019. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  5020. Object3D.DefaultMatrixAutoUpdate = true;
  5021. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5022. constructor: Object3D,
  5023. isObject3D: true,
  5024. onBeforeRender: function () {},
  5025. onAfterRender: function () {},
  5026. applyMatrix: function ( matrix ) {
  5027. this.matrix.multiplyMatrices( matrix, this.matrix );
  5028. this.matrix.decompose( this.position, this.quaternion, this.scale );
  5029. },
  5030. applyQuaternion: function ( q ) {
  5031. this.quaternion.premultiply( q );
  5032. return this;
  5033. },
  5034. setRotationFromAxisAngle: function ( axis, angle ) {
  5035. // assumes axis is normalized
  5036. this.quaternion.setFromAxisAngle( axis, angle );
  5037. },
  5038. setRotationFromEuler: function ( euler ) {
  5039. this.quaternion.setFromEuler( euler, true );
  5040. },
  5041. setRotationFromMatrix: function ( m ) {
  5042. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  5043. this.quaternion.setFromRotationMatrix( m );
  5044. },
  5045. setRotationFromQuaternion: function ( q ) {
  5046. // assumes q is normalized
  5047. this.quaternion.copy( q );
  5048. },
  5049. rotateOnAxis: function () {
  5050. // rotate object on axis in object space
  5051. // axis is assumed to be normalized
  5052. var q1 = new Quaternion();
  5053. return function rotateOnAxis( axis, angle ) {
  5054. q1.setFromAxisAngle( axis, angle );
  5055. this.quaternion.multiply( q1 );
  5056. return this;
  5057. };
  5058. }(),
  5059. rotateOnWorldAxis: function () {
  5060. // rotate object on axis in world space
  5061. // axis is assumed to be normalized
  5062. // method assumes no rotated parent
  5063. var q1 = new Quaternion();
  5064. return function rotateOnWorldAxis( axis, angle ) {
  5065. q1.setFromAxisAngle( axis, angle );
  5066. this.quaternion.premultiply( q1 );
  5067. return this;
  5068. };
  5069. }(),
  5070. rotateX: function () {
  5071. var v1 = new Vector3( 1, 0, 0 );
  5072. return function rotateX( angle ) {
  5073. return this.rotateOnAxis( v1, angle );
  5074. };
  5075. }(),
  5076. rotateY: function () {
  5077. var v1 = new Vector3( 0, 1, 0 );
  5078. return function rotateY( angle ) {
  5079. return this.rotateOnAxis( v1, angle );
  5080. };
  5081. }(),
  5082. rotateZ: function () {
  5083. var v1 = new Vector3( 0, 0, 1 );
  5084. return function rotateZ( angle ) {
  5085. return this.rotateOnAxis( v1, angle );
  5086. };
  5087. }(),
  5088. translateOnAxis: function () {
  5089. // translate object by distance along axis in object space
  5090. // axis is assumed to be normalized
  5091. var v1 = new Vector3();
  5092. return function translateOnAxis( axis, distance ) {
  5093. v1.copy( axis ).applyQuaternion( this.quaternion );
  5094. this.position.add( v1.multiplyScalar( distance ) );
  5095. return this;
  5096. };
  5097. }(),
  5098. translateX: function () {
  5099. var v1 = new Vector3( 1, 0, 0 );
  5100. return function translateX( distance ) {
  5101. return this.translateOnAxis( v1, distance );
  5102. };
  5103. }(),
  5104. translateY: function () {
  5105. var v1 = new Vector3( 0, 1, 0 );
  5106. return function translateY( distance ) {
  5107. return this.translateOnAxis( v1, distance );
  5108. };
  5109. }(),
  5110. translateZ: function () {
  5111. var v1 = new Vector3( 0, 0, 1 );
  5112. return function translateZ( distance ) {
  5113. return this.translateOnAxis( v1, distance );
  5114. };
  5115. }(),
  5116. localToWorld: function ( vector ) {
  5117. return vector.applyMatrix4( this.matrixWorld );
  5118. },
  5119. worldToLocal: function () {
  5120. var m1 = new Matrix4();
  5121. return function worldToLocal( vector ) {
  5122. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  5123. };
  5124. }(),
  5125. lookAt: function () {
  5126. // This method does not support objects having non-uniformly-scaled parent(s)
  5127. var q1 = new Quaternion();
  5128. var m1 = new Matrix4();
  5129. var target = new Vector3();
  5130. var position = new Vector3();
  5131. return function lookAt( x, y, z ) {
  5132. if ( x.isVector3 ) {
  5133. target.copy( x );
  5134. } else {
  5135. target.set( x, y, z );
  5136. }
  5137. var parent = this.parent;
  5138. this.updateWorldMatrix( true, false );
  5139. position.setFromMatrixPosition( this.matrixWorld );
  5140. if ( this.isCamera || this.isLight ) {
  5141. m1.lookAt( position, target, this.up );
  5142. } else {
  5143. m1.lookAt( target, position, this.up );
  5144. }
  5145. this.quaternion.setFromRotationMatrix( m1 );
  5146. if ( parent ) {
  5147. m1.extractRotation( parent.matrixWorld );
  5148. q1.setFromRotationMatrix( m1 );
  5149. this.quaternion.premultiply( q1.inverse() );
  5150. }
  5151. };
  5152. }(),
  5153. add: function ( object ) {
  5154. if ( arguments.length > 1 ) {
  5155. for ( var i = 0; i < arguments.length; i ++ ) {
  5156. this.add( arguments[ i ] );
  5157. }
  5158. return this;
  5159. }
  5160. if ( object === this ) {
  5161. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  5162. return this;
  5163. }
  5164. if ( ( object && object.isObject3D ) ) {
  5165. if ( object.parent !== null ) {
  5166. object.parent.remove( object );
  5167. }
  5168. object.parent = this;
  5169. object.dispatchEvent( { type: 'added' } );
  5170. this.children.push( object );
  5171. } else {
  5172. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  5173. }
  5174. return this;
  5175. },
  5176. remove: function ( object ) {
  5177. if ( arguments.length > 1 ) {
  5178. for ( var i = 0; i < arguments.length; i ++ ) {
  5179. this.remove( arguments[ i ] );
  5180. }
  5181. return this;
  5182. }
  5183. var index = this.children.indexOf( object );
  5184. if ( index !== - 1 ) {
  5185. object.parent = null;
  5186. object.dispatchEvent( { type: 'removed' } );
  5187. this.children.splice( index, 1 );
  5188. }
  5189. return this;
  5190. },
  5191. getObjectById: function ( id ) {
  5192. return this.getObjectByProperty( 'id', id );
  5193. },
  5194. getObjectByName: function ( name ) {
  5195. return this.getObjectByProperty( 'name', name );
  5196. },
  5197. getObjectByProperty: function ( name, value ) {
  5198. if ( this[ name ] === value ) return this;
  5199. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  5200. var child = this.children[ i ];
  5201. var object = child.getObjectByProperty( name, value );
  5202. if ( object !== undefined ) {
  5203. return object;
  5204. }
  5205. }
  5206. return undefined;
  5207. },
  5208. getWorldPosition: function ( target ) {
  5209. if ( target === undefined ) {
  5210. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  5211. target = new Vector3();
  5212. }
  5213. this.updateMatrixWorld( true );
  5214. return target.setFromMatrixPosition( this.matrixWorld );
  5215. },
  5216. getWorldQuaternion: function () {
  5217. var position = new Vector3();
  5218. var scale = new Vector3();
  5219. return function getWorldQuaternion( target ) {
  5220. if ( target === undefined ) {
  5221. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  5222. target = new Quaternion();
  5223. }
  5224. this.updateMatrixWorld( true );
  5225. this.matrixWorld.decompose( position, target, scale );
  5226. return target;
  5227. };
  5228. }(),
  5229. getWorldScale: function () {
  5230. var position = new Vector3();
  5231. var quaternion = new Quaternion();
  5232. return function getWorldScale( target ) {
  5233. if ( target === undefined ) {
  5234. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  5235. target = new Vector3();
  5236. }
  5237. this.updateMatrixWorld( true );
  5238. this.matrixWorld.decompose( position, quaternion, target );
  5239. return target;
  5240. };
  5241. }(),
  5242. getWorldDirection: function ( target ) {
  5243. if ( target === undefined ) {
  5244. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  5245. target = new Vector3();
  5246. }
  5247. this.updateMatrixWorld( true );
  5248. var e = this.matrixWorld.elements;
  5249. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  5250. },
  5251. raycast: function () {},
  5252. traverse: function ( callback ) {
  5253. callback( this );
  5254. var children = this.children;
  5255. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5256. children[ i ].traverse( callback );
  5257. }
  5258. },
  5259. traverseVisible: function ( callback ) {
  5260. if ( this.visible === false ) return;
  5261. callback( this );
  5262. var children = this.children;
  5263. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5264. children[ i ].traverseVisible( callback );
  5265. }
  5266. },
  5267. traverseAncestors: function ( callback ) {
  5268. var parent = this.parent;
  5269. if ( parent !== null ) {
  5270. callback( parent );
  5271. parent.traverseAncestors( callback );
  5272. }
  5273. },
  5274. updateMatrix: function () {
  5275. this.matrix.compose( this.position, this.quaternion, this.scale );
  5276. this.matrixWorldNeedsUpdate = true;
  5277. },
  5278. updateMatrixWorld: function ( force ) {
  5279. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5280. if ( this.matrixWorldNeedsUpdate || force ) {
  5281. if ( this.parent === null ) {
  5282. this.matrixWorld.copy( this.matrix );
  5283. } else {
  5284. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5285. }
  5286. this.matrixWorldNeedsUpdate = false;
  5287. force = true;
  5288. }
  5289. // update children
  5290. var children = this.children;
  5291. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5292. children[ i ].updateMatrixWorld( force );
  5293. }
  5294. },
  5295. updateWorldMatrix: function ( updateParents, updateChildren ) {
  5296. var parent = this.parent;
  5297. if ( updateParents === true && parent !== null ) {
  5298. parent.updateWorldMatrix( true, false );
  5299. }
  5300. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5301. if ( this.parent === null ) {
  5302. this.matrixWorld.copy( this.matrix );
  5303. } else {
  5304. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5305. }
  5306. // update children
  5307. if ( updateChildren === true ) {
  5308. var children = this.children;
  5309. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5310. children[ i ].updateWorldMatrix( false, true );
  5311. }
  5312. }
  5313. },
  5314. toJSON: function ( meta ) {
  5315. // meta is a string when called from JSON.stringify
  5316. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  5317. var output = {};
  5318. // meta is a hash used to collect geometries, materials.
  5319. // not providing it implies that this is the root object
  5320. // being serialized.
  5321. if ( isRootObject ) {
  5322. // initialize meta obj
  5323. meta = {
  5324. geometries: {},
  5325. materials: {},
  5326. textures: {},
  5327. images: {},
  5328. shapes: {}
  5329. };
  5330. output.metadata = {
  5331. version: 4.5,
  5332. type: 'Object',
  5333. generator: 'Object3D.toJSON'
  5334. };
  5335. }
  5336. // standard Object3D serialization
  5337. var object = {};
  5338. object.uuid = this.uuid;
  5339. object.type = this.type;
  5340. if ( this.name !== '' ) object.name = this.name;
  5341. if ( this.castShadow === true ) object.castShadow = true;
  5342. if ( this.receiveShadow === true ) object.receiveShadow = true;
  5343. if ( this.visible === false ) object.visible = false;
  5344. if ( this.frustumCulled === false ) object.frustumCulled = false;
  5345. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  5346. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  5347. object.layers = this.layers.mask;
  5348. object.matrix = this.matrix.toArray();
  5349. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  5350. // object specific properties
  5351. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  5352. //
  5353. function serialize( library, element ) {
  5354. if ( library[ element.uuid ] === undefined ) {
  5355. library[ element.uuid ] = element.toJSON( meta );
  5356. }
  5357. return element.uuid;
  5358. }
  5359. if ( this.isMesh || this.isLine || this.isPoints ) {
  5360. object.geometry = serialize( meta.geometries, this.geometry );
  5361. var parameters = this.geometry.parameters;
  5362. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  5363. var shapes = parameters.shapes;
  5364. if ( Array.isArray( shapes ) ) {
  5365. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  5366. var shape = shapes[ i ];
  5367. serialize( meta.shapes, shape );
  5368. }
  5369. } else {
  5370. serialize( meta.shapes, shapes );
  5371. }
  5372. }
  5373. }
  5374. if ( this.material !== undefined ) {
  5375. if ( Array.isArray( this.material ) ) {
  5376. var uuids = [];
  5377. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  5378. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  5379. }
  5380. object.material = uuids;
  5381. } else {
  5382. object.material = serialize( meta.materials, this.material );
  5383. }
  5384. }
  5385. //
  5386. if ( this.children.length > 0 ) {
  5387. object.children = [];
  5388. for ( var i = 0; i < this.children.length; i ++ ) {
  5389. object.children.push( this.children[ i ].toJSON( meta ).object );
  5390. }
  5391. }
  5392. if ( isRootObject ) {
  5393. var geometries = extractFromCache( meta.geometries );
  5394. var materials = extractFromCache( meta.materials );
  5395. var textures = extractFromCache( meta.textures );
  5396. var images = extractFromCache( meta.images );
  5397. var shapes = extractFromCache( meta.shapes );
  5398. if ( geometries.length > 0 ) output.geometries = geometries;
  5399. if ( materials.length > 0 ) output.materials = materials;
  5400. if ( textures.length > 0 ) output.textures = textures;
  5401. if ( images.length > 0 ) output.images = images;
  5402. if ( shapes.length > 0 ) output.shapes = shapes;
  5403. }
  5404. output.object = object;
  5405. return output;
  5406. // extract data from the cache hash
  5407. // remove metadata on each item
  5408. // and return as array
  5409. function extractFromCache( cache ) {
  5410. var values = [];
  5411. for ( var key in cache ) {
  5412. var data = cache[ key ];
  5413. delete data.metadata;
  5414. values.push( data );
  5415. }
  5416. return values;
  5417. }
  5418. },
  5419. clone: function ( recursive ) {
  5420. return new this.constructor().copy( this, recursive );
  5421. },
  5422. copy: function ( source, recursive ) {
  5423. if ( recursive === undefined ) recursive = true;
  5424. this.name = source.name;
  5425. this.up.copy( source.up );
  5426. this.position.copy( source.position );
  5427. this.quaternion.copy( source.quaternion );
  5428. this.scale.copy( source.scale );
  5429. this.matrix.copy( source.matrix );
  5430. this.matrixWorld.copy( source.matrixWorld );
  5431. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5432. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  5433. this.layers.mask = source.layers.mask;
  5434. this.visible = source.visible;
  5435. this.castShadow = source.castShadow;
  5436. this.receiveShadow = source.receiveShadow;
  5437. this.frustumCulled = source.frustumCulled;
  5438. this.renderOrder = source.renderOrder;
  5439. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5440. if ( recursive === true ) {
  5441. for ( var i = 0; i < source.children.length; i ++ ) {
  5442. var child = source.children[ i ];
  5443. this.add( child.clone() );
  5444. }
  5445. }
  5446. return this;
  5447. }
  5448. } );
  5449. /**
  5450. * @author mrdoob / http://mrdoob.com/
  5451. * @author kile / http://kile.stravaganza.org/
  5452. * @author alteredq / http://alteredqualia.com/
  5453. * @author mikael emtinger / http://gomo.se/
  5454. * @author zz85 / http://www.lab4games.net/zz85/blog
  5455. * @author bhouston / http://clara.io
  5456. */
  5457. var geometryId = 0; // Geometry uses even numbers as Id
  5458. function Geometry() {
  5459. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  5460. this.uuid = _Math.generateUUID();
  5461. this.name = '';
  5462. this.type = 'Geometry';
  5463. this.vertices = [];
  5464. this.colors = [];
  5465. this.faces = [];
  5466. this.faceVertexUvs = [[]];
  5467. this.morphTargets = [];
  5468. this.morphNormals = [];
  5469. this.skinWeights = [];
  5470. this.skinIndices = [];
  5471. this.lineDistances = [];
  5472. this.boundingBox = null;
  5473. this.boundingSphere = null;
  5474. // update flags
  5475. this.elementsNeedUpdate = false;
  5476. this.verticesNeedUpdate = false;
  5477. this.uvsNeedUpdate = false;
  5478. this.normalsNeedUpdate = false;
  5479. this.colorsNeedUpdate = false;
  5480. this.lineDistancesNeedUpdate = false;
  5481. this.groupsNeedUpdate = false;
  5482. }
  5483. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5484. constructor: Geometry,
  5485. isGeometry: true,
  5486. applyMatrix: function ( matrix ) {
  5487. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5488. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5489. var vertex = this.vertices[ i ];
  5490. vertex.applyMatrix4( matrix );
  5491. }
  5492. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5493. var face = this.faces[ i ];
  5494. face.normal.applyMatrix3( normalMatrix ).normalize();
  5495. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5496. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5497. }
  5498. }
  5499. if ( this.boundingBox !== null ) {
  5500. this.computeBoundingBox();
  5501. }
  5502. if ( this.boundingSphere !== null ) {
  5503. this.computeBoundingSphere();
  5504. }
  5505. this.verticesNeedUpdate = true;
  5506. this.normalsNeedUpdate = true;
  5507. return this;
  5508. },
  5509. rotateX: function () {
  5510. // rotate geometry around world x-axis
  5511. var m1 = new Matrix4();
  5512. return function rotateX( angle ) {
  5513. m1.makeRotationX( angle );
  5514. this.applyMatrix( m1 );
  5515. return this;
  5516. };
  5517. }(),
  5518. rotateY: function () {
  5519. // rotate geometry around world y-axis
  5520. var m1 = new Matrix4();
  5521. return function rotateY( angle ) {
  5522. m1.makeRotationY( angle );
  5523. this.applyMatrix( m1 );
  5524. return this;
  5525. };
  5526. }(),
  5527. rotateZ: function () {
  5528. // rotate geometry around world z-axis
  5529. var m1 = new Matrix4();
  5530. return function rotateZ( angle ) {
  5531. m1.makeRotationZ( angle );
  5532. this.applyMatrix( m1 );
  5533. return this;
  5534. };
  5535. }(),
  5536. translate: function () {
  5537. // translate geometry
  5538. var m1 = new Matrix4();
  5539. return function translate( x, y, z ) {
  5540. m1.makeTranslation( x, y, z );
  5541. this.applyMatrix( m1 );
  5542. return this;
  5543. };
  5544. }(),
  5545. scale: function () {
  5546. // scale geometry
  5547. var m1 = new Matrix4();
  5548. return function scale( x, y, z ) {
  5549. m1.makeScale( x, y, z );
  5550. this.applyMatrix( m1 );
  5551. return this;
  5552. };
  5553. }(),
  5554. lookAt: function () {
  5555. var obj = new Object3D();
  5556. return function lookAt( vector ) {
  5557. obj.lookAt( vector );
  5558. obj.updateMatrix();
  5559. this.applyMatrix( obj.matrix );
  5560. };
  5561. }(),
  5562. fromBufferGeometry: function ( geometry ) {
  5563. var scope = this;
  5564. var indices = geometry.index !== null ? geometry.index.array : undefined;
  5565. var attributes = geometry.attributes;
  5566. var positions = attributes.position.array;
  5567. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  5568. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  5569. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  5570. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  5571. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  5572. for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
  5573. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  5574. if ( colors !== undefined ) {
  5575. scope.colors.push( new Color().fromArray( colors, i ) );
  5576. }
  5577. }
  5578. function addFace( a, b, c, materialIndex ) {
  5579. var vertexColors = ( colors === undefined ) ? [] : [
  5580. scope.colors[ a ].clone(),
  5581. scope.colors[ b ].clone(),
  5582. scope.colors[ c ].clone() ];
  5583. var vertexNormals = ( normals === undefined ) ? [] : [
  5584. new Vector3().fromArray( normals, a * 3 ),
  5585. new Vector3().fromArray( normals, b * 3 ),
  5586. new Vector3().fromArray( normals, c * 3 )
  5587. ];
  5588. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  5589. scope.faces.push( face );
  5590. if ( uvs !== undefined ) {
  5591. scope.faceVertexUvs[ 0 ].push( [
  5592. new Vector2().fromArray( uvs, a * 2 ),
  5593. new Vector2().fromArray( uvs, b * 2 ),
  5594. new Vector2().fromArray( uvs, c * 2 )
  5595. ] );
  5596. }
  5597. if ( uvs2 !== undefined ) {
  5598. scope.faceVertexUvs[ 1 ].push( [
  5599. new Vector2().fromArray( uvs2, a * 2 ),
  5600. new Vector2().fromArray( uvs2, b * 2 ),
  5601. new Vector2().fromArray( uvs2, c * 2 )
  5602. ] );
  5603. }
  5604. }
  5605. var groups = geometry.groups;
  5606. if ( groups.length > 0 ) {
  5607. for ( var i = 0; i < groups.length; i ++ ) {
  5608. var group = groups[ i ];
  5609. var start = group.start;
  5610. var count = group.count;
  5611. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  5612. if ( indices !== undefined ) {
  5613. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  5614. } else {
  5615. addFace( j, j + 1, j + 2, group.materialIndex );
  5616. }
  5617. }
  5618. }
  5619. } else {
  5620. if ( indices !== undefined ) {
  5621. for ( var i = 0; i < indices.length; i += 3 ) {
  5622. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5623. }
  5624. } else {
  5625. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  5626. addFace( i, i + 1, i + 2 );
  5627. }
  5628. }
  5629. }
  5630. this.computeFaceNormals();
  5631. if ( geometry.boundingBox !== null ) {
  5632. this.boundingBox = geometry.boundingBox.clone();
  5633. }
  5634. if ( geometry.boundingSphere !== null ) {
  5635. this.boundingSphere = geometry.boundingSphere.clone();
  5636. }
  5637. return this;
  5638. },
  5639. center: function () {
  5640. var offset = new Vector3();
  5641. return function center() {
  5642. this.computeBoundingBox();
  5643. this.boundingBox.getCenter( offset ).negate();
  5644. this.translate( offset.x, offset.y, offset.z );
  5645. return this;
  5646. };
  5647. }(),
  5648. normalize: function () {
  5649. this.computeBoundingSphere();
  5650. var center = this.boundingSphere.center;
  5651. var radius = this.boundingSphere.radius;
  5652. var s = radius === 0 ? 1 : 1.0 / radius;
  5653. var matrix = new Matrix4();
  5654. matrix.set(
  5655. s, 0, 0, - s * center.x,
  5656. 0, s, 0, - s * center.y,
  5657. 0, 0, s, - s * center.z,
  5658. 0, 0, 0, 1
  5659. );
  5660. this.applyMatrix( matrix );
  5661. return this;
  5662. },
  5663. computeFaceNormals: function () {
  5664. var cb = new Vector3(), ab = new Vector3();
  5665. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5666. var face = this.faces[ f ];
  5667. var vA = this.vertices[ face.a ];
  5668. var vB = this.vertices[ face.b ];
  5669. var vC = this.vertices[ face.c ];
  5670. cb.subVectors( vC, vB );
  5671. ab.subVectors( vA, vB );
  5672. cb.cross( ab );
  5673. cb.normalize();
  5674. face.normal.copy( cb );
  5675. }
  5676. },
  5677. computeVertexNormals: function ( areaWeighted ) {
  5678. if ( areaWeighted === undefined ) areaWeighted = true;
  5679. var v, vl, f, fl, face, vertices;
  5680. vertices = new Array( this.vertices.length );
  5681. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5682. vertices[ v ] = new Vector3();
  5683. }
  5684. if ( areaWeighted ) {
  5685. // vertex normals weighted by triangle areas
  5686. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5687. var vA, vB, vC;
  5688. var cb = new Vector3(), ab = new Vector3();
  5689. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5690. face = this.faces[ f ];
  5691. vA = this.vertices[ face.a ];
  5692. vB = this.vertices[ face.b ];
  5693. vC = this.vertices[ face.c ];
  5694. cb.subVectors( vC, vB );
  5695. ab.subVectors( vA, vB );
  5696. cb.cross( ab );
  5697. vertices[ face.a ].add( cb );
  5698. vertices[ face.b ].add( cb );
  5699. vertices[ face.c ].add( cb );
  5700. }
  5701. } else {
  5702. this.computeFaceNormals();
  5703. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5704. face = this.faces[ f ];
  5705. vertices[ face.a ].add( face.normal );
  5706. vertices[ face.b ].add( face.normal );
  5707. vertices[ face.c ].add( face.normal );
  5708. }
  5709. }
  5710. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5711. vertices[ v ].normalize();
  5712. }
  5713. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5714. face = this.faces[ f ];
  5715. var vertexNormals = face.vertexNormals;
  5716. if ( vertexNormals.length === 3 ) {
  5717. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  5718. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  5719. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  5720. } else {
  5721. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5722. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5723. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5724. }
  5725. }
  5726. if ( this.faces.length > 0 ) {
  5727. this.normalsNeedUpdate = true;
  5728. }
  5729. },
  5730. computeFlatVertexNormals: function () {
  5731. var f, fl, face;
  5732. this.computeFaceNormals();
  5733. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5734. face = this.faces[ f ];
  5735. var vertexNormals = face.vertexNormals;
  5736. if ( vertexNormals.length === 3 ) {
  5737. vertexNormals[ 0 ].copy( face.normal );
  5738. vertexNormals[ 1 ].copy( face.normal );
  5739. vertexNormals[ 2 ].copy( face.normal );
  5740. } else {
  5741. vertexNormals[ 0 ] = face.normal.clone();
  5742. vertexNormals[ 1 ] = face.normal.clone();
  5743. vertexNormals[ 2 ] = face.normal.clone();
  5744. }
  5745. }
  5746. if ( this.faces.length > 0 ) {
  5747. this.normalsNeedUpdate = true;
  5748. }
  5749. },
  5750. computeMorphNormals: function () {
  5751. var i, il, f, fl, face;
  5752. // save original normals
  5753. // - create temp variables on first access
  5754. // otherwise just copy (for faster repeated calls)
  5755. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5756. face = this.faces[ f ];
  5757. if ( ! face.__originalFaceNormal ) {
  5758. face.__originalFaceNormal = face.normal.clone();
  5759. } else {
  5760. face.__originalFaceNormal.copy( face.normal );
  5761. }
  5762. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5763. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5764. if ( ! face.__originalVertexNormals[ i ] ) {
  5765. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5766. } else {
  5767. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5768. }
  5769. }
  5770. }
  5771. // use temp geometry to compute face and vertex normals for each morph
  5772. var tmpGeo = new Geometry();
  5773. tmpGeo.faces = this.faces;
  5774. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5775. // create on first access
  5776. if ( ! this.morphNormals[ i ] ) {
  5777. this.morphNormals[ i ] = {};
  5778. this.morphNormals[ i ].faceNormals = [];
  5779. this.morphNormals[ i ].vertexNormals = [];
  5780. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5781. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5782. var faceNormal, vertexNormals;
  5783. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5784. faceNormal = new Vector3();
  5785. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  5786. dstNormalsFace.push( faceNormal );
  5787. dstNormalsVertex.push( vertexNormals );
  5788. }
  5789. }
  5790. var morphNormals = this.morphNormals[ i ];
  5791. // set vertices to morph target
  5792. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5793. // compute morph normals
  5794. tmpGeo.computeFaceNormals();
  5795. tmpGeo.computeVertexNormals();
  5796. // store morph normals
  5797. var faceNormal, vertexNormals;
  5798. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5799. face = this.faces[ f ];
  5800. faceNormal = morphNormals.faceNormals[ f ];
  5801. vertexNormals = morphNormals.vertexNormals[ f ];
  5802. faceNormal.copy( face.normal );
  5803. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5804. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5805. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5806. }
  5807. }
  5808. // restore original normals
  5809. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5810. face = this.faces[ f ];
  5811. face.normal = face.__originalFaceNormal;
  5812. face.vertexNormals = face.__originalVertexNormals;
  5813. }
  5814. },
  5815. computeBoundingBox: function () {
  5816. if ( this.boundingBox === null ) {
  5817. this.boundingBox = new Box3();
  5818. }
  5819. this.boundingBox.setFromPoints( this.vertices );
  5820. },
  5821. computeBoundingSphere: function () {
  5822. if ( this.boundingSphere === null ) {
  5823. this.boundingSphere = new Sphere();
  5824. }
  5825. this.boundingSphere.setFromPoints( this.vertices );
  5826. },
  5827. merge: function ( geometry, matrix, materialIndexOffset ) {
  5828. if ( ! ( geometry && geometry.isGeometry ) ) {
  5829. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  5830. return;
  5831. }
  5832. var normalMatrix,
  5833. vertexOffset = this.vertices.length,
  5834. vertices1 = this.vertices,
  5835. vertices2 = geometry.vertices,
  5836. faces1 = this.faces,
  5837. faces2 = geometry.faces,
  5838. uvs1 = this.faceVertexUvs[ 0 ],
  5839. uvs2 = geometry.faceVertexUvs[ 0 ],
  5840. colors1 = this.colors,
  5841. colors2 = geometry.colors;
  5842. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  5843. if ( matrix !== undefined ) {
  5844. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5845. }
  5846. // vertices
  5847. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  5848. var vertex = vertices2[ i ];
  5849. var vertexCopy = vertex.clone();
  5850. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  5851. vertices1.push( vertexCopy );
  5852. }
  5853. // colors
  5854. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  5855. colors1.push( colors2[ i ].clone() );
  5856. }
  5857. // faces
  5858. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  5859. var face = faces2[ i ], faceCopy, normal, color,
  5860. faceVertexNormals = face.vertexNormals,
  5861. faceVertexColors = face.vertexColors;
  5862. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  5863. faceCopy.normal.copy( face.normal );
  5864. if ( normalMatrix !== undefined ) {
  5865. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  5866. }
  5867. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  5868. normal = faceVertexNormals[ j ].clone();
  5869. if ( normalMatrix !== undefined ) {
  5870. normal.applyMatrix3( normalMatrix ).normalize();
  5871. }
  5872. faceCopy.vertexNormals.push( normal );
  5873. }
  5874. faceCopy.color.copy( face.color );
  5875. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  5876. color = faceVertexColors[ j ];
  5877. faceCopy.vertexColors.push( color.clone() );
  5878. }
  5879. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  5880. faces1.push( faceCopy );
  5881. }
  5882. // uvs
  5883. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  5884. var uv = uvs2[ i ], uvCopy = [];
  5885. if ( uv === undefined ) {
  5886. continue;
  5887. }
  5888. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  5889. uvCopy.push( uv[ j ].clone() );
  5890. }
  5891. uvs1.push( uvCopy );
  5892. }
  5893. },
  5894. mergeMesh: function ( mesh ) {
  5895. if ( ! ( mesh && mesh.isMesh ) ) {
  5896. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  5897. return;
  5898. }
  5899. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  5900. this.merge( mesh.geometry, mesh.matrix );
  5901. },
  5902. /*
  5903. * Checks for duplicate vertices with hashmap.
  5904. * Duplicated vertices are removed
  5905. * and faces' vertices are updated.
  5906. */
  5907. mergeVertices: function () {
  5908. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  5909. var unique = [], changes = [];
  5910. var v, key;
  5911. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  5912. var precision = Math.pow( 10, precisionPoints );
  5913. var i, il, face;
  5914. var indices, j, jl;
  5915. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  5916. v = this.vertices[ i ];
  5917. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  5918. if ( verticesMap[ key ] === undefined ) {
  5919. verticesMap[ key ] = i;
  5920. unique.push( this.vertices[ i ] );
  5921. changes[ i ] = unique.length - 1;
  5922. } else {
  5923. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  5924. changes[ i ] = changes[ verticesMap[ key ] ];
  5925. }
  5926. }
  5927. // if faces are completely degenerate after merging vertices, we
  5928. // have to remove them from the geometry.
  5929. var faceIndicesToRemove = [];
  5930. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  5931. face = this.faces[ i ];
  5932. face.a = changes[ face.a ];
  5933. face.b = changes[ face.b ];
  5934. face.c = changes[ face.c ];
  5935. indices = [ face.a, face.b, face.c ];
  5936. // if any duplicate vertices are found in a Face3
  5937. // we have to remove the face as nothing can be saved
  5938. for ( var n = 0; n < 3; n ++ ) {
  5939. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  5940. faceIndicesToRemove.push( i );
  5941. break;
  5942. }
  5943. }
  5944. }
  5945. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  5946. var idx = faceIndicesToRemove[ i ];
  5947. this.faces.splice( idx, 1 );
  5948. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  5949. this.faceVertexUvs[ j ].splice( idx, 1 );
  5950. }
  5951. }
  5952. // Use unique set of vertices
  5953. var diff = this.vertices.length - unique.length;
  5954. this.vertices = unique;
  5955. return diff;
  5956. },
  5957. setFromPoints: function ( points ) {
  5958. this.vertices = [];
  5959. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5960. var point = points[ i ];
  5961. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  5962. }
  5963. return this;
  5964. },
  5965. sortFacesByMaterialIndex: function () {
  5966. var faces = this.faces;
  5967. var length = faces.length;
  5968. // tag faces
  5969. for ( var i = 0; i < length; i ++ ) {
  5970. faces[ i ]._id = i;
  5971. }
  5972. // sort faces
  5973. function materialIndexSort( a, b ) {
  5974. return a.materialIndex - b.materialIndex;
  5975. }
  5976. faces.sort( materialIndexSort );
  5977. // sort uvs
  5978. var uvs1 = this.faceVertexUvs[ 0 ];
  5979. var uvs2 = this.faceVertexUvs[ 1 ];
  5980. var newUvs1, newUvs2;
  5981. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  5982. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  5983. for ( var i = 0; i < length; i ++ ) {
  5984. var id = faces[ i ]._id;
  5985. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  5986. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  5987. }
  5988. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  5989. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  5990. },
  5991. toJSON: function () {
  5992. var data = {
  5993. metadata: {
  5994. version: 4.5,
  5995. type: 'Geometry',
  5996. generator: 'Geometry.toJSON'
  5997. }
  5998. };
  5999. // standard Geometry serialization
  6000. data.uuid = this.uuid;
  6001. data.type = this.type;
  6002. if ( this.name !== '' ) data.name = this.name;
  6003. if ( this.parameters !== undefined ) {
  6004. var parameters = this.parameters;
  6005. for ( var key in parameters ) {
  6006. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6007. }
  6008. return data;
  6009. }
  6010. var vertices = [];
  6011. for ( var i = 0; i < this.vertices.length; i ++ ) {
  6012. var vertex = this.vertices[ i ];
  6013. vertices.push( vertex.x, vertex.y, vertex.z );
  6014. }
  6015. var faces = [];
  6016. var normals = [];
  6017. var normalsHash = {};
  6018. var colors = [];
  6019. var colorsHash = {};
  6020. var uvs = [];
  6021. var uvsHash = {};
  6022. for ( var i = 0; i < this.faces.length; i ++ ) {
  6023. var face = this.faces[ i ];
  6024. var hasMaterial = true;
  6025. var hasFaceUv = false; // deprecated
  6026. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  6027. var hasFaceNormal = face.normal.length() > 0;
  6028. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  6029. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  6030. var hasFaceVertexColor = face.vertexColors.length > 0;
  6031. var faceType = 0;
  6032. faceType = setBit( faceType, 0, 0 ); // isQuad
  6033. faceType = setBit( faceType, 1, hasMaterial );
  6034. faceType = setBit( faceType, 2, hasFaceUv );
  6035. faceType = setBit( faceType, 3, hasFaceVertexUv );
  6036. faceType = setBit( faceType, 4, hasFaceNormal );
  6037. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  6038. faceType = setBit( faceType, 6, hasFaceColor );
  6039. faceType = setBit( faceType, 7, hasFaceVertexColor );
  6040. faces.push( faceType );
  6041. faces.push( face.a, face.b, face.c );
  6042. faces.push( face.materialIndex );
  6043. if ( hasFaceVertexUv ) {
  6044. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  6045. faces.push(
  6046. getUvIndex( faceVertexUvs[ 0 ] ),
  6047. getUvIndex( faceVertexUvs[ 1 ] ),
  6048. getUvIndex( faceVertexUvs[ 2 ] )
  6049. );
  6050. }
  6051. if ( hasFaceNormal ) {
  6052. faces.push( getNormalIndex( face.normal ) );
  6053. }
  6054. if ( hasFaceVertexNormal ) {
  6055. var vertexNormals = face.vertexNormals;
  6056. faces.push(
  6057. getNormalIndex( vertexNormals[ 0 ] ),
  6058. getNormalIndex( vertexNormals[ 1 ] ),
  6059. getNormalIndex( vertexNormals[ 2 ] )
  6060. );
  6061. }
  6062. if ( hasFaceColor ) {
  6063. faces.push( getColorIndex( face.color ) );
  6064. }
  6065. if ( hasFaceVertexColor ) {
  6066. var vertexColors = face.vertexColors;
  6067. faces.push(
  6068. getColorIndex( vertexColors[ 0 ] ),
  6069. getColorIndex( vertexColors[ 1 ] ),
  6070. getColorIndex( vertexColors[ 2 ] )
  6071. );
  6072. }
  6073. }
  6074. function setBit( value, position, enabled ) {
  6075. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  6076. }
  6077. function getNormalIndex( normal ) {
  6078. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  6079. if ( normalsHash[ hash ] !== undefined ) {
  6080. return normalsHash[ hash ];
  6081. }
  6082. normalsHash[ hash ] = normals.length / 3;
  6083. normals.push( normal.x, normal.y, normal.z );
  6084. return normalsHash[ hash ];
  6085. }
  6086. function getColorIndex( color ) {
  6087. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  6088. if ( colorsHash[ hash ] !== undefined ) {
  6089. return colorsHash[ hash ];
  6090. }
  6091. colorsHash[ hash ] = colors.length;
  6092. colors.push( color.getHex() );
  6093. return colorsHash[ hash ];
  6094. }
  6095. function getUvIndex( uv ) {
  6096. var hash = uv.x.toString() + uv.y.toString();
  6097. if ( uvsHash[ hash ] !== undefined ) {
  6098. return uvsHash[ hash ];
  6099. }
  6100. uvsHash[ hash ] = uvs.length / 2;
  6101. uvs.push( uv.x, uv.y );
  6102. return uvsHash[ hash ];
  6103. }
  6104. data.data = {};
  6105. data.data.vertices = vertices;
  6106. data.data.normals = normals;
  6107. if ( colors.length > 0 ) data.data.colors = colors;
  6108. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  6109. data.data.faces = faces;
  6110. return data;
  6111. },
  6112. clone: function () {
  6113. /*
  6114. // Handle primitives
  6115. var parameters = this.parameters;
  6116. if ( parameters !== undefined ) {
  6117. var values = [];
  6118. for ( var key in parameters ) {
  6119. values.push( parameters[ key ] );
  6120. }
  6121. var geometry = Object.create( this.constructor.prototype );
  6122. this.constructor.apply( geometry, values );
  6123. return geometry;
  6124. }
  6125. return new this.constructor().copy( this );
  6126. */
  6127. return new Geometry().copy( this );
  6128. },
  6129. copy: function ( source ) {
  6130. var i, il, j, jl, k, kl;
  6131. // reset
  6132. this.vertices = [];
  6133. this.colors = [];
  6134. this.faces = [];
  6135. this.faceVertexUvs = [[]];
  6136. this.morphTargets = [];
  6137. this.morphNormals = [];
  6138. this.skinWeights = [];
  6139. this.skinIndices = [];
  6140. this.lineDistances = [];
  6141. this.boundingBox = null;
  6142. this.boundingSphere = null;
  6143. // name
  6144. this.name = source.name;
  6145. // vertices
  6146. var vertices = source.vertices;
  6147. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  6148. this.vertices.push( vertices[ i ].clone() );
  6149. }
  6150. // colors
  6151. var colors = source.colors;
  6152. for ( i = 0, il = colors.length; i < il; i ++ ) {
  6153. this.colors.push( colors[ i ].clone() );
  6154. }
  6155. // faces
  6156. var faces = source.faces;
  6157. for ( i = 0, il = faces.length; i < il; i ++ ) {
  6158. this.faces.push( faces[ i ].clone() );
  6159. }
  6160. // face vertex uvs
  6161. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  6162. var faceVertexUvs = source.faceVertexUvs[ i ];
  6163. if ( this.faceVertexUvs[ i ] === undefined ) {
  6164. this.faceVertexUvs[ i ] = [];
  6165. }
  6166. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  6167. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  6168. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  6169. var uv = uvs[ k ];
  6170. uvsCopy.push( uv.clone() );
  6171. }
  6172. this.faceVertexUvs[ i ].push( uvsCopy );
  6173. }
  6174. }
  6175. // morph targets
  6176. var morphTargets = source.morphTargets;
  6177. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  6178. var morphTarget = {};
  6179. morphTarget.name = morphTargets[ i ].name;
  6180. // vertices
  6181. if ( morphTargets[ i ].vertices !== undefined ) {
  6182. morphTarget.vertices = [];
  6183. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  6184. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  6185. }
  6186. }
  6187. // normals
  6188. if ( morphTargets[ i ].normals !== undefined ) {
  6189. morphTarget.normals = [];
  6190. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  6191. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  6192. }
  6193. }
  6194. this.morphTargets.push( morphTarget );
  6195. }
  6196. // morph normals
  6197. var morphNormals = source.morphNormals;
  6198. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  6199. var morphNormal = {};
  6200. // vertex normals
  6201. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  6202. morphNormal.vertexNormals = [];
  6203. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  6204. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  6205. var destVertexNormal = {};
  6206. destVertexNormal.a = srcVertexNormal.a.clone();
  6207. destVertexNormal.b = srcVertexNormal.b.clone();
  6208. destVertexNormal.c = srcVertexNormal.c.clone();
  6209. morphNormal.vertexNormals.push( destVertexNormal );
  6210. }
  6211. }
  6212. // face normals
  6213. if ( morphNormals[ i ].faceNormals !== undefined ) {
  6214. morphNormal.faceNormals = [];
  6215. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  6216. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  6217. }
  6218. }
  6219. this.morphNormals.push( morphNormal );
  6220. }
  6221. // skin weights
  6222. var skinWeights = source.skinWeights;
  6223. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  6224. this.skinWeights.push( skinWeights[ i ].clone() );
  6225. }
  6226. // skin indices
  6227. var skinIndices = source.skinIndices;
  6228. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  6229. this.skinIndices.push( skinIndices[ i ].clone() );
  6230. }
  6231. // line distances
  6232. var lineDistances = source.lineDistances;
  6233. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  6234. this.lineDistances.push( lineDistances[ i ] );
  6235. }
  6236. // bounding box
  6237. var boundingBox = source.boundingBox;
  6238. if ( boundingBox !== null ) {
  6239. this.boundingBox = boundingBox.clone();
  6240. }
  6241. // bounding sphere
  6242. var boundingSphere = source.boundingSphere;
  6243. if ( boundingSphere !== null ) {
  6244. this.boundingSphere = boundingSphere.clone();
  6245. }
  6246. // update flags
  6247. this.elementsNeedUpdate = source.elementsNeedUpdate;
  6248. this.verticesNeedUpdate = source.verticesNeedUpdate;
  6249. this.uvsNeedUpdate = source.uvsNeedUpdate;
  6250. this.normalsNeedUpdate = source.normalsNeedUpdate;
  6251. this.colorsNeedUpdate = source.colorsNeedUpdate;
  6252. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  6253. this.groupsNeedUpdate = source.groupsNeedUpdate;
  6254. return this;
  6255. },
  6256. dispose: function () {
  6257. this.dispatchEvent( { type: 'dispose' } );
  6258. }
  6259. } );
  6260. /**
  6261. * @author mrdoob / http://mrdoob.com/
  6262. */
  6263. function BufferAttribute( array, itemSize, normalized ) {
  6264. if ( Array.isArray( array ) ) {
  6265. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6266. }
  6267. this.name = '';
  6268. this.array = array;
  6269. this.itemSize = itemSize;
  6270. this.count = array !== undefined ? array.length / itemSize : 0;
  6271. this.normalized = normalized === true;
  6272. this.dynamic = false;
  6273. this.updateRange = { offset: 0, count: - 1 };
  6274. this.version = 0;
  6275. }
  6276. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  6277. set: function ( value ) {
  6278. if ( value === true ) this.version ++;
  6279. }
  6280. } );
  6281. Object.assign( BufferAttribute.prototype, {
  6282. isBufferAttribute: true,
  6283. onUploadCallback: function () {},
  6284. setArray: function ( array ) {
  6285. if ( Array.isArray( array ) ) {
  6286. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6287. }
  6288. this.count = array !== undefined ? array.length / this.itemSize : 0;
  6289. this.array = array;
  6290. return this;
  6291. },
  6292. setDynamic: function ( value ) {
  6293. this.dynamic = value;
  6294. return this;
  6295. },
  6296. copy: function ( source ) {
  6297. this.name = source.name;
  6298. this.array = new source.array.constructor( source.array );
  6299. this.itemSize = source.itemSize;
  6300. this.count = source.count;
  6301. this.normalized = source.normalized;
  6302. this.dynamic = source.dynamic;
  6303. return this;
  6304. },
  6305. copyAt: function ( index1, attribute, index2 ) {
  6306. index1 *= this.itemSize;
  6307. index2 *= attribute.itemSize;
  6308. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  6309. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  6310. }
  6311. return this;
  6312. },
  6313. copyArray: function ( array ) {
  6314. this.array.set( array );
  6315. return this;
  6316. },
  6317. copyColorsArray: function ( colors ) {
  6318. var array = this.array, offset = 0;
  6319. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  6320. var color = colors[ i ];
  6321. if ( color === undefined ) {
  6322. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  6323. color = new Color();
  6324. }
  6325. array[ offset ++ ] = color.r;
  6326. array[ offset ++ ] = color.g;
  6327. array[ offset ++ ] = color.b;
  6328. }
  6329. return this;
  6330. },
  6331. copyVector2sArray: function ( vectors ) {
  6332. var array = this.array, offset = 0;
  6333. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6334. var vector = vectors[ i ];
  6335. if ( vector === undefined ) {
  6336. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  6337. vector = new Vector2();
  6338. }
  6339. array[ offset ++ ] = vector.x;
  6340. array[ offset ++ ] = vector.y;
  6341. }
  6342. return this;
  6343. },
  6344. copyVector3sArray: function ( vectors ) {
  6345. var array = this.array, offset = 0;
  6346. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6347. var vector = vectors[ i ];
  6348. if ( vector === undefined ) {
  6349. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  6350. vector = new Vector3();
  6351. }
  6352. array[ offset ++ ] = vector.x;
  6353. array[ offset ++ ] = vector.y;
  6354. array[ offset ++ ] = vector.z;
  6355. }
  6356. return this;
  6357. },
  6358. copyVector4sArray: function ( vectors ) {
  6359. var array = this.array, offset = 0;
  6360. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6361. var vector = vectors[ i ];
  6362. if ( vector === undefined ) {
  6363. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  6364. vector = new Vector4();
  6365. }
  6366. array[ offset ++ ] = vector.x;
  6367. array[ offset ++ ] = vector.y;
  6368. array[ offset ++ ] = vector.z;
  6369. array[ offset ++ ] = vector.w;
  6370. }
  6371. return this;
  6372. },
  6373. set: function ( value, offset ) {
  6374. if ( offset === undefined ) offset = 0;
  6375. this.array.set( value, offset );
  6376. return this;
  6377. },
  6378. getX: function ( index ) {
  6379. return this.array[ index * this.itemSize ];
  6380. },
  6381. setX: function ( index, x ) {
  6382. this.array[ index * this.itemSize ] = x;
  6383. return this;
  6384. },
  6385. getY: function ( index ) {
  6386. return this.array[ index * this.itemSize + 1 ];
  6387. },
  6388. setY: function ( index, y ) {
  6389. this.array[ index * this.itemSize + 1 ] = y;
  6390. return this;
  6391. },
  6392. getZ: function ( index ) {
  6393. return this.array[ index * this.itemSize + 2 ];
  6394. },
  6395. setZ: function ( index, z ) {
  6396. this.array[ index * this.itemSize + 2 ] = z;
  6397. return this;
  6398. },
  6399. getW: function ( index ) {
  6400. return this.array[ index * this.itemSize + 3 ];
  6401. },
  6402. setW: function ( index, w ) {
  6403. this.array[ index * this.itemSize + 3 ] = w;
  6404. return this;
  6405. },
  6406. setXY: function ( index, x, y ) {
  6407. index *= this.itemSize;
  6408. this.array[ index + 0 ] = x;
  6409. this.array[ index + 1 ] = y;
  6410. return this;
  6411. },
  6412. setXYZ: function ( index, x, y, z ) {
  6413. index *= this.itemSize;
  6414. this.array[ index + 0 ] = x;
  6415. this.array[ index + 1 ] = y;
  6416. this.array[ index + 2 ] = z;
  6417. return this;
  6418. },
  6419. setXYZW: function ( index, x, y, z, w ) {
  6420. index *= this.itemSize;
  6421. this.array[ index + 0 ] = x;
  6422. this.array[ index + 1 ] = y;
  6423. this.array[ index + 2 ] = z;
  6424. this.array[ index + 3 ] = w;
  6425. return this;
  6426. },
  6427. onUpload: function ( callback ) {
  6428. this.onUploadCallback = callback;
  6429. return this;
  6430. },
  6431. clone: function () {
  6432. return new this.constructor( this.array, this.itemSize ).copy( this );
  6433. }
  6434. } );
  6435. //
  6436. function Int8BufferAttribute( array, itemSize, normalized ) {
  6437. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  6438. }
  6439. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6440. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  6441. function Uint8BufferAttribute( array, itemSize, normalized ) {
  6442. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  6443. }
  6444. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6445. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  6446. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  6447. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  6448. }
  6449. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6450. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  6451. function Int16BufferAttribute( array, itemSize, normalized ) {
  6452. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  6453. }
  6454. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6455. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  6456. function Uint16BufferAttribute( array, itemSize, normalized ) {
  6457. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  6458. }
  6459. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6460. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  6461. function Int32BufferAttribute( array, itemSize, normalized ) {
  6462. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  6463. }
  6464. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6465. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  6466. function Uint32BufferAttribute( array, itemSize, normalized ) {
  6467. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  6468. }
  6469. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6470. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  6471. function Float32BufferAttribute( array, itemSize, normalized ) {
  6472. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  6473. }
  6474. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6475. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  6476. function Float64BufferAttribute( array, itemSize, normalized ) {
  6477. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  6478. }
  6479. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6480. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  6481. /**
  6482. * @author mrdoob / http://mrdoob.com/
  6483. */
  6484. function DirectGeometry() {
  6485. this.vertices = [];
  6486. this.normals = [];
  6487. this.colors = [];
  6488. this.uvs = [];
  6489. this.uvs2 = [];
  6490. this.groups = [];
  6491. this.morphTargets = {};
  6492. this.skinWeights = [];
  6493. this.skinIndices = [];
  6494. // this.lineDistances = [];
  6495. this.boundingBox = null;
  6496. this.boundingSphere = null;
  6497. // update flags
  6498. this.verticesNeedUpdate = false;
  6499. this.normalsNeedUpdate = false;
  6500. this.colorsNeedUpdate = false;
  6501. this.uvsNeedUpdate = false;
  6502. this.groupsNeedUpdate = false;
  6503. }
  6504. Object.assign( DirectGeometry.prototype, {
  6505. computeGroups: function ( geometry ) {
  6506. var group;
  6507. var groups = [];
  6508. var materialIndex = undefined;
  6509. var faces = geometry.faces;
  6510. for ( var i = 0; i < faces.length; i ++ ) {
  6511. var face = faces[ i ];
  6512. // materials
  6513. if ( face.materialIndex !== materialIndex ) {
  6514. materialIndex = face.materialIndex;
  6515. if ( group !== undefined ) {
  6516. group.count = ( i * 3 ) - group.start;
  6517. groups.push( group );
  6518. }
  6519. group = {
  6520. start: i * 3,
  6521. materialIndex: materialIndex
  6522. };
  6523. }
  6524. }
  6525. if ( group !== undefined ) {
  6526. group.count = ( i * 3 ) - group.start;
  6527. groups.push( group );
  6528. }
  6529. this.groups = groups;
  6530. },
  6531. fromGeometry: function ( geometry ) {
  6532. var faces = geometry.faces;
  6533. var vertices = geometry.vertices;
  6534. var faceVertexUvs = geometry.faceVertexUvs;
  6535. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  6536. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  6537. // morphs
  6538. var morphTargets = geometry.morphTargets;
  6539. var morphTargetsLength = morphTargets.length;
  6540. var morphTargetsPosition;
  6541. if ( morphTargetsLength > 0 ) {
  6542. morphTargetsPosition = [];
  6543. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  6544. morphTargetsPosition[ i ] = {
  6545. name: morphTargets[ i ].name,
  6546. data: []
  6547. };
  6548. }
  6549. this.morphTargets.position = morphTargetsPosition;
  6550. }
  6551. var morphNormals = geometry.morphNormals;
  6552. var morphNormalsLength = morphNormals.length;
  6553. var morphTargetsNormal;
  6554. if ( morphNormalsLength > 0 ) {
  6555. morphTargetsNormal = [];
  6556. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  6557. morphTargetsNormal[ i ] = {
  6558. name: morphNormals[ i ].name,
  6559. data: []
  6560. };
  6561. }
  6562. this.morphTargets.normal = morphTargetsNormal;
  6563. }
  6564. // skins
  6565. var skinIndices = geometry.skinIndices;
  6566. var skinWeights = geometry.skinWeights;
  6567. var hasSkinIndices = skinIndices.length === vertices.length;
  6568. var hasSkinWeights = skinWeights.length === vertices.length;
  6569. //
  6570. if ( vertices.length > 0 && faces.length === 0 ) {
  6571. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  6572. }
  6573. for ( var i = 0; i < faces.length; i ++ ) {
  6574. var face = faces[ i ];
  6575. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  6576. var vertexNormals = face.vertexNormals;
  6577. if ( vertexNormals.length === 3 ) {
  6578. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  6579. } else {
  6580. var normal = face.normal;
  6581. this.normals.push( normal, normal, normal );
  6582. }
  6583. var vertexColors = face.vertexColors;
  6584. if ( vertexColors.length === 3 ) {
  6585. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  6586. } else {
  6587. var color = face.color;
  6588. this.colors.push( color, color, color );
  6589. }
  6590. if ( hasFaceVertexUv === true ) {
  6591. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  6592. if ( vertexUvs !== undefined ) {
  6593. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6594. } else {
  6595. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  6596. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6597. }
  6598. }
  6599. if ( hasFaceVertexUv2 === true ) {
  6600. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  6601. if ( vertexUvs !== undefined ) {
  6602. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6603. } else {
  6604. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  6605. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6606. }
  6607. }
  6608. // morphs
  6609. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6610. var morphTarget = morphTargets[ j ].vertices;
  6611. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6612. }
  6613. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  6614. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  6615. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6616. }
  6617. // skins
  6618. if ( hasSkinIndices ) {
  6619. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6620. }
  6621. if ( hasSkinWeights ) {
  6622. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6623. }
  6624. }
  6625. this.computeGroups( geometry );
  6626. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6627. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6628. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6629. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6630. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6631. return this;
  6632. }
  6633. } );
  6634. /**
  6635. * @author mrdoob / http://mrdoob.com/
  6636. */
  6637. function arrayMax( array ) {
  6638. if ( array.length === 0 ) return - Infinity;
  6639. var max = array[ 0 ];
  6640. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6641. if ( array[ i ] > max ) max = array[ i ];
  6642. }
  6643. return max;
  6644. }
  6645. /**
  6646. * @author alteredq / http://alteredqualia.com/
  6647. * @author mrdoob / http://mrdoob.com/
  6648. */
  6649. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6650. function BufferGeometry() {
  6651. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  6652. this.uuid = _Math.generateUUID();
  6653. this.name = '';
  6654. this.type = 'BufferGeometry';
  6655. this.index = null;
  6656. this.attributes = {};
  6657. this.morphAttributes = {};
  6658. this.groups = [];
  6659. this.boundingBox = null;
  6660. this.boundingSphere = null;
  6661. this.drawRange = { start: 0, count: Infinity };
  6662. this.userData = {};
  6663. }
  6664. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6665. constructor: BufferGeometry,
  6666. isBufferGeometry: true,
  6667. getIndex: function () {
  6668. return this.index;
  6669. },
  6670. setIndex: function ( index ) {
  6671. if ( Array.isArray( index ) ) {
  6672. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6673. } else {
  6674. this.index = index;
  6675. }
  6676. },
  6677. addAttribute: function ( name, attribute ) {
  6678. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  6679. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  6680. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  6681. }
  6682. if ( name === 'index' ) {
  6683. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  6684. this.setIndex( attribute );
  6685. return this;
  6686. }
  6687. this.attributes[ name ] = attribute;
  6688. return this;
  6689. },
  6690. getAttribute: function ( name ) {
  6691. return this.attributes[ name ];
  6692. },
  6693. removeAttribute: function ( name ) {
  6694. delete this.attributes[ name ];
  6695. return this;
  6696. },
  6697. addGroup: function ( start, count, materialIndex ) {
  6698. this.groups.push( {
  6699. start: start,
  6700. count: count,
  6701. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6702. } );
  6703. },
  6704. clearGroups: function () {
  6705. this.groups = [];
  6706. },
  6707. setDrawRange: function ( start, count ) {
  6708. this.drawRange.start = start;
  6709. this.drawRange.count = count;
  6710. },
  6711. applyMatrix: function ( matrix ) {
  6712. var position = this.attributes.position;
  6713. if ( position !== undefined ) {
  6714. matrix.applyToBufferAttribute( position );
  6715. position.needsUpdate = true;
  6716. }
  6717. var normal = this.attributes.normal;
  6718. if ( normal !== undefined ) {
  6719. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6720. normalMatrix.applyToBufferAttribute( normal );
  6721. normal.needsUpdate = true;
  6722. }
  6723. var tangent = this.attributes.tangent;
  6724. if ( tangent !== undefined ) {
  6725. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6726. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  6727. normalMatrix.applyToBufferAttribute( tangent );
  6728. tangent.needsUpdate = true;
  6729. }
  6730. if ( this.boundingBox !== null ) {
  6731. this.computeBoundingBox();
  6732. }
  6733. if ( this.boundingSphere !== null ) {
  6734. this.computeBoundingSphere();
  6735. }
  6736. return this;
  6737. },
  6738. rotateX: function () {
  6739. // rotate geometry around world x-axis
  6740. var m1 = new Matrix4();
  6741. return function rotateX( angle ) {
  6742. m1.makeRotationX( angle );
  6743. this.applyMatrix( m1 );
  6744. return this;
  6745. };
  6746. }(),
  6747. rotateY: function () {
  6748. // rotate geometry around world y-axis
  6749. var m1 = new Matrix4();
  6750. return function rotateY( angle ) {
  6751. m1.makeRotationY( angle );
  6752. this.applyMatrix( m1 );
  6753. return this;
  6754. };
  6755. }(),
  6756. rotateZ: function () {
  6757. // rotate geometry around world z-axis
  6758. var m1 = new Matrix4();
  6759. return function rotateZ( angle ) {
  6760. m1.makeRotationZ( angle );
  6761. this.applyMatrix( m1 );
  6762. return this;
  6763. };
  6764. }(),
  6765. translate: function () {
  6766. // translate geometry
  6767. var m1 = new Matrix4();
  6768. return function translate( x, y, z ) {
  6769. m1.makeTranslation( x, y, z );
  6770. this.applyMatrix( m1 );
  6771. return this;
  6772. };
  6773. }(),
  6774. scale: function () {
  6775. // scale geometry
  6776. var m1 = new Matrix4();
  6777. return function scale( x, y, z ) {
  6778. m1.makeScale( x, y, z );
  6779. this.applyMatrix( m1 );
  6780. return this;
  6781. };
  6782. }(),
  6783. lookAt: function () {
  6784. var obj = new Object3D();
  6785. return function lookAt( vector ) {
  6786. obj.lookAt( vector );
  6787. obj.updateMatrix();
  6788. this.applyMatrix( obj.matrix );
  6789. };
  6790. }(),
  6791. center: function () {
  6792. var offset = new Vector3();
  6793. return function center() {
  6794. this.computeBoundingBox();
  6795. this.boundingBox.getCenter( offset ).negate();
  6796. this.translate( offset.x, offset.y, offset.z );
  6797. return this;
  6798. };
  6799. }(),
  6800. setFromObject: function ( object ) {
  6801. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6802. var geometry = object.geometry;
  6803. if ( object.isPoints || object.isLine ) {
  6804. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6805. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6806. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6807. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6808. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6809. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6810. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6811. }
  6812. if ( geometry.boundingSphere !== null ) {
  6813. this.boundingSphere = geometry.boundingSphere.clone();
  6814. }
  6815. if ( geometry.boundingBox !== null ) {
  6816. this.boundingBox = geometry.boundingBox.clone();
  6817. }
  6818. } else if ( object.isMesh ) {
  6819. if ( geometry && geometry.isGeometry ) {
  6820. this.fromGeometry( geometry );
  6821. }
  6822. }
  6823. return this;
  6824. },
  6825. setFromPoints: function ( points ) {
  6826. var position = [];
  6827. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6828. var point = points[ i ];
  6829. position.push( point.x, point.y, point.z || 0 );
  6830. }
  6831. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6832. return this;
  6833. },
  6834. updateFromObject: function ( object ) {
  6835. var geometry = object.geometry;
  6836. if ( object.isMesh ) {
  6837. var direct = geometry.__directGeometry;
  6838. if ( geometry.elementsNeedUpdate === true ) {
  6839. direct = undefined;
  6840. geometry.elementsNeedUpdate = false;
  6841. }
  6842. if ( direct === undefined ) {
  6843. return this.fromGeometry( geometry );
  6844. }
  6845. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6846. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6847. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6848. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6849. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6850. geometry.verticesNeedUpdate = false;
  6851. geometry.normalsNeedUpdate = false;
  6852. geometry.colorsNeedUpdate = false;
  6853. geometry.uvsNeedUpdate = false;
  6854. geometry.groupsNeedUpdate = false;
  6855. geometry = direct;
  6856. }
  6857. var attribute;
  6858. if ( geometry.verticesNeedUpdate === true ) {
  6859. attribute = this.attributes.position;
  6860. if ( attribute !== undefined ) {
  6861. attribute.copyVector3sArray( geometry.vertices );
  6862. attribute.needsUpdate = true;
  6863. }
  6864. geometry.verticesNeedUpdate = false;
  6865. }
  6866. if ( geometry.normalsNeedUpdate === true ) {
  6867. attribute = this.attributes.normal;
  6868. if ( attribute !== undefined ) {
  6869. attribute.copyVector3sArray( geometry.normals );
  6870. attribute.needsUpdate = true;
  6871. }
  6872. geometry.normalsNeedUpdate = false;
  6873. }
  6874. if ( geometry.colorsNeedUpdate === true ) {
  6875. attribute = this.attributes.color;
  6876. if ( attribute !== undefined ) {
  6877. attribute.copyColorsArray( geometry.colors );
  6878. attribute.needsUpdate = true;
  6879. }
  6880. geometry.colorsNeedUpdate = false;
  6881. }
  6882. if ( geometry.uvsNeedUpdate ) {
  6883. attribute = this.attributes.uv;
  6884. if ( attribute !== undefined ) {
  6885. attribute.copyVector2sArray( geometry.uvs );
  6886. attribute.needsUpdate = true;
  6887. }
  6888. geometry.uvsNeedUpdate = false;
  6889. }
  6890. if ( geometry.lineDistancesNeedUpdate ) {
  6891. attribute = this.attributes.lineDistance;
  6892. if ( attribute !== undefined ) {
  6893. attribute.copyArray( geometry.lineDistances );
  6894. attribute.needsUpdate = true;
  6895. }
  6896. geometry.lineDistancesNeedUpdate = false;
  6897. }
  6898. if ( geometry.groupsNeedUpdate ) {
  6899. geometry.computeGroups( object.geometry );
  6900. this.groups = geometry.groups;
  6901. geometry.groupsNeedUpdate = false;
  6902. }
  6903. return this;
  6904. },
  6905. fromGeometry: function ( geometry ) {
  6906. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6907. return this.fromDirectGeometry( geometry.__directGeometry );
  6908. },
  6909. fromDirectGeometry: function ( geometry ) {
  6910. var positions = new Float32Array( geometry.vertices.length * 3 );
  6911. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6912. if ( geometry.normals.length > 0 ) {
  6913. var normals = new Float32Array( geometry.normals.length * 3 );
  6914. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6915. }
  6916. if ( geometry.colors.length > 0 ) {
  6917. var colors = new Float32Array( geometry.colors.length * 3 );
  6918. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6919. }
  6920. if ( geometry.uvs.length > 0 ) {
  6921. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6922. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6923. }
  6924. if ( geometry.uvs2.length > 0 ) {
  6925. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6926. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6927. }
  6928. // groups
  6929. this.groups = geometry.groups;
  6930. // morphs
  6931. for ( var name in geometry.morphTargets ) {
  6932. var array = [];
  6933. var morphTargets = geometry.morphTargets[ name ];
  6934. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6935. var morphTarget = morphTargets[ i ];
  6936. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6937. attribute.name = morphTarget.name;
  6938. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6939. }
  6940. this.morphAttributes[ name ] = array;
  6941. }
  6942. // skinning
  6943. if ( geometry.skinIndices.length > 0 ) {
  6944. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6945. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6946. }
  6947. if ( geometry.skinWeights.length > 0 ) {
  6948. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6949. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6950. }
  6951. //
  6952. if ( geometry.boundingSphere !== null ) {
  6953. this.boundingSphere = geometry.boundingSphere.clone();
  6954. }
  6955. if ( geometry.boundingBox !== null ) {
  6956. this.boundingBox = geometry.boundingBox.clone();
  6957. }
  6958. return this;
  6959. },
  6960. computeBoundingBox: function () {
  6961. if ( this.boundingBox === null ) {
  6962. this.boundingBox = new Box3();
  6963. }
  6964. var position = this.attributes.position;
  6965. if ( position !== undefined ) {
  6966. this.boundingBox.setFromBufferAttribute( position );
  6967. } else {
  6968. this.boundingBox.makeEmpty();
  6969. }
  6970. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6971. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6972. }
  6973. },
  6974. computeBoundingSphere: function () {
  6975. var box = new Box3();
  6976. var vector = new Vector3();
  6977. return function computeBoundingSphere() {
  6978. if ( this.boundingSphere === null ) {
  6979. this.boundingSphere = new Sphere();
  6980. }
  6981. var position = this.attributes.position;
  6982. if ( position ) {
  6983. var center = this.boundingSphere.center;
  6984. box.setFromBufferAttribute( position );
  6985. box.getCenter( center );
  6986. // hoping to find a boundingSphere with a radius smaller than the
  6987. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6988. var maxRadiusSq = 0;
  6989. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6990. vector.x = position.getX( i );
  6991. vector.y = position.getY( i );
  6992. vector.z = position.getZ( i );
  6993. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6994. }
  6995. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6996. if ( isNaN( this.boundingSphere.radius ) ) {
  6997. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6998. }
  6999. }
  7000. };
  7001. }(),
  7002. computeFaceNormals: function () {
  7003. // backwards compatibility
  7004. },
  7005. computeVertexNormals: function () {
  7006. var index = this.index;
  7007. var attributes = this.attributes;
  7008. if ( attributes.position ) {
  7009. var positions = attributes.position.array;
  7010. if ( attributes.normal === undefined ) {
  7011. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  7012. } else {
  7013. // reset existing normals to zero
  7014. var array = attributes.normal.array;
  7015. for ( var i = 0, il = array.length; i < il; i ++ ) {
  7016. array[ i ] = 0;
  7017. }
  7018. }
  7019. var normals = attributes.normal.array;
  7020. var vA, vB, vC;
  7021. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  7022. var cb = new Vector3(), ab = new Vector3();
  7023. // indexed elements
  7024. if ( index ) {
  7025. var indices = index.array;
  7026. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  7027. vA = indices[ i + 0 ] * 3;
  7028. vB = indices[ i + 1 ] * 3;
  7029. vC = indices[ i + 2 ] * 3;
  7030. pA.fromArray( positions, vA );
  7031. pB.fromArray( positions, vB );
  7032. pC.fromArray( positions, vC );
  7033. cb.subVectors( pC, pB );
  7034. ab.subVectors( pA, pB );
  7035. cb.cross( ab );
  7036. normals[ vA ] += cb.x;
  7037. normals[ vA + 1 ] += cb.y;
  7038. normals[ vA + 2 ] += cb.z;
  7039. normals[ vB ] += cb.x;
  7040. normals[ vB + 1 ] += cb.y;
  7041. normals[ vB + 2 ] += cb.z;
  7042. normals[ vC ] += cb.x;
  7043. normals[ vC + 1 ] += cb.y;
  7044. normals[ vC + 2 ] += cb.z;
  7045. }
  7046. } else {
  7047. // non-indexed elements (unconnected triangle soup)
  7048. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  7049. pA.fromArray( positions, i );
  7050. pB.fromArray( positions, i + 3 );
  7051. pC.fromArray( positions, i + 6 );
  7052. cb.subVectors( pC, pB );
  7053. ab.subVectors( pA, pB );
  7054. cb.cross( ab );
  7055. normals[ i ] = cb.x;
  7056. normals[ i + 1 ] = cb.y;
  7057. normals[ i + 2 ] = cb.z;
  7058. normals[ i + 3 ] = cb.x;
  7059. normals[ i + 4 ] = cb.y;
  7060. normals[ i + 5 ] = cb.z;
  7061. normals[ i + 6 ] = cb.x;
  7062. normals[ i + 7 ] = cb.y;
  7063. normals[ i + 8 ] = cb.z;
  7064. }
  7065. }
  7066. this.normalizeNormals();
  7067. attributes.normal.needsUpdate = true;
  7068. }
  7069. },
  7070. merge: function ( geometry, offset ) {
  7071. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  7072. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  7073. return;
  7074. }
  7075. if ( offset === undefined ) {
  7076. offset = 0;
  7077. console.warn(
  7078. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  7079. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  7080. );
  7081. }
  7082. var attributes = this.attributes;
  7083. for ( var key in attributes ) {
  7084. if ( geometry.attributes[ key ] === undefined ) continue;
  7085. var attribute1 = attributes[ key ];
  7086. var attributeArray1 = attribute1.array;
  7087. var attribute2 = geometry.attributes[ key ];
  7088. var attributeArray2 = attribute2.array;
  7089. var attributeSize = attribute2.itemSize;
  7090. for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
  7091. attributeArray1[ j ] = attributeArray2[ i ];
  7092. }
  7093. }
  7094. return this;
  7095. },
  7096. normalizeNormals: function () {
  7097. var vector = new Vector3();
  7098. return function normalizeNormals() {
  7099. var normals = this.attributes.normal;
  7100. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  7101. vector.x = normals.getX( i );
  7102. vector.y = normals.getY( i );
  7103. vector.z = normals.getZ( i );
  7104. vector.normalize();
  7105. normals.setXYZ( i, vector.x, vector.y, vector.z );
  7106. }
  7107. };
  7108. }(),
  7109. toNonIndexed: function () {
  7110. function convertBufferAttribute( attribute, indices ) {
  7111. var array = attribute.array;
  7112. var itemSize = attribute.itemSize;
  7113. var array2 = new array.constructor( indices.length * itemSize );
  7114. var index = 0, index2 = 0;
  7115. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  7116. index = indices[ i ] * itemSize;
  7117. for ( var j = 0; j < itemSize; j ++ ) {
  7118. array2[ index2 ++ ] = array[ index ++ ];
  7119. }
  7120. }
  7121. return new BufferAttribute( array2, itemSize );
  7122. }
  7123. //
  7124. if ( this.index === null ) {
  7125. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  7126. return this;
  7127. }
  7128. var geometry2 = new BufferGeometry();
  7129. var indices = this.index.array;
  7130. var attributes = this.attributes;
  7131. // attributes
  7132. for ( var name in attributes ) {
  7133. var attribute = attributes[ name ];
  7134. var newAttribute = convertBufferAttribute( attribute, indices );
  7135. geometry2.addAttribute( name, newAttribute );
  7136. }
  7137. // morph attributes
  7138. var morphAttributes = this.morphAttributes;
  7139. for ( name in morphAttributes ) {
  7140. var morphArray = [];
  7141. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7142. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  7143. var attribute = morphAttribute[ i ];
  7144. var newAttribute = convertBufferAttribute( attribute, indices );
  7145. morphArray.push( newAttribute );
  7146. }
  7147. geometry2.morphAttributes[ name ] = morphArray;
  7148. }
  7149. // groups
  7150. var groups = this.groups;
  7151. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  7152. var group = groups[ i ];
  7153. geometry2.addGroup( group.start, group.count, group.materialIndex );
  7154. }
  7155. return geometry2;
  7156. },
  7157. toJSON: function () {
  7158. var data = {
  7159. metadata: {
  7160. version: 4.5,
  7161. type: 'BufferGeometry',
  7162. generator: 'BufferGeometry.toJSON'
  7163. }
  7164. };
  7165. // standard BufferGeometry serialization
  7166. data.uuid = this.uuid;
  7167. data.type = this.type;
  7168. if ( this.name !== '' ) data.name = this.name;
  7169. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  7170. if ( this.parameters !== undefined ) {
  7171. var parameters = this.parameters;
  7172. for ( var key in parameters ) {
  7173. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7174. }
  7175. return data;
  7176. }
  7177. data.data = { attributes: {} };
  7178. var index = this.index;
  7179. if ( index !== null ) {
  7180. data.data.index = {
  7181. type: index.array.constructor.name,
  7182. array: Array.prototype.slice.call( index.array )
  7183. };
  7184. }
  7185. var attributes = this.attributes;
  7186. for ( var key in attributes ) {
  7187. var attribute = attributes[ key ];
  7188. var attributeData = {
  7189. itemSize: attribute.itemSize,
  7190. type: attribute.array.constructor.name,
  7191. array: Array.prototype.slice.call( attribute.array ),
  7192. normalized: attribute.normalized
  7193. };
  7194. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  7195. data.data.attributes[ key ] = attributeData;
  7196. }
  7197. var morphAttributes = {};
  7198. var hasMorphAttributes = false;
  7199. for ( var key in this.morphAttributes ) {
  7200. var attributeArray = this.morphAttributes[ key ];
  7201. var array = [];
  7202. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  7203. var attribute = attributeArray[ i ];
  7204. var attributeData = {
  7205. itemSize: attribute.itemSize,
  7206. type: attribute.array.constructor.name,
  7207. array: Array.prototype.slice.call( attribute.array ),
  7208. normalized: attribute.normalized
  7209. };
  7210. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  7211. array.push( attributeData );
  7212. }
  7213. if ( array.length > 0 ) {
  7214. morphAttributes[ key ] = array;
  7215. hasMorphAttributes = true;
  7216. }
  7217. }
  7218. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  7219. var groups = this.groups;
  7220. if ( groups.length > 0 ) {
  7221. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  7222. }
  7223. var boundingSphere = this.boundingSphere;
  7224. if ( boundingSphere !== null ) {
  7225. data.data.boundingSphere = {
  7226. center: boundingSphere.center.toArray(),
  7227. radius: boundingSphere.radius
  7228. };
  7229. }
  7230. return data;
  7231. },
  7232. clone: function () {
  7233. /*
  7234. // Handle primitives
  7235. var parameters = this.parameters;
  7236. if ( parameters !== undefined ) {
  7237. var values = [];
  7238. for ( var key in parameters ) {
  7239. values.push( parameters[ key ] );
  7240. }
  7241. var geometry = Object.create( this.constructor.prototype );
  7242. this.constructor.apply( geometry, values );
  7243. return geometry;
  7244. }
  7245. return new this.constructor().copy( this );
  7246. */
  7247. return new BufferGeometry().copy( this );
  7248. },
  7249. copy: function ( source ) {
  7250. var name, i, l;
  7251. // reset
  7252. this.index = null;
  7253. this.attributes = {};
  7254. this.morphAttributes = {};
  7255. this.groups = [];
  7256. this.boundingBox = null;
  7257. this.boundingSphere = null;
  7258. // name
  7259. this.name = source.name;
  7260. // index
  7261. var index = source.index;
  7262. if ( index !== null ) {
  7263. this.setIndex( index.clone() );
  7264. }
  7265. // attributes
  7266. var attributes = source.attributes;
  7267. for ( name in attributes ) {
  7268. var attribute = attributes[ name ];
  7269. this.addAttribute( name, attribute.clone() );
  7270. }
  7271. // morph attributes
  7272. var morphAttributes = source.morphAttributes;
  7273. for ( name in morphAttributes ) {
  7274. var array = [];
  7275. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7276. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  7277. array.push( morphAttribute[ i ].clone() );
  7278. }
  7279. this.morphAttributes[ name ] = array;
  7280. }
  7281. // groups
  7282. var groups = source.groups;
  7283. for ( i = 0, l = groups.length; i < l; i ++ ) {
  7284. var group = groups[ i ];
  7285. this.addGroup( group.start, group.count, group.materialIndex );
  7286. }
  7287. // bounding box
  7288. var boundingBox = source.boundingBox;
  7289. if ( boundingBox !== null ) {
  7290. this.boundingBox = boundingBox.clone();
  7291. }
  7292. // bounding sphere
  7293. var boundingSphere = source.boundingSphere;
  7294. if ( boundingSphere !== null ) {
  7295. this.boundingSphere = boundingSphere.clone();
  7296. }
  7297. // draw range
  7298. this.drawRange.start = source.drawRange.start;
  7299. this.drawRange.count = source.drawRange.count;
  7300. // user data
  7301. this.userData = source.userData;
  7302. return this;
  7303. },
  7304. dispose: function () {
  7305. this.dispatchEvent( { type: 'dispose' } );
  7306. }
  7307. } );
  7308. /**
  7309. * @author mrdoob / http://mrdoob.com/
  7310. * @author Mugen87 / https://github.com/Mugen87
  7311. */
  7312. // BoxGeometry
  7313. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7314. Geometry.call( this );
  7315. this.type = 'BoxGeometry';
  7316. this.parameters = {
  7317. width: width,
  7318. height: height,
  7319. depth: depth,
  7320. widthSegments: widthSegments,
  7321. heightSegments: heightSegments,
  7322. depthSegments: depthSegments
  7323. };
  7324. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7325. this.mergeVertices();
  7326. }
  7327. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7328. BoxGeometry.prototype.constructor = BoxGeometry;
  7329. // BoxBufferGeometry
  7330. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7331. BufferGeometry.call( this );
  7332. this.type = 'BoxBufferGeometry';
  7333. this.parameters = {
  7334. width: width,
  7335. height: height,
  7336. depth: depth,
  7337. widthSegments: widthSegments,
  7338. heightSegments: heightSegments,
  7339. depthSegments: depthSegments
  7340. };
  7341. var scope = this;
  7342. width = width || 1;
  7343. height = height || 1;
  7344. depth = depth || 1;
  7345. // segments
  7346. widthSegments = Math.floor( widthSegments ) || 1;
  7347. heightSegments = Math.floor( heightSegments ) || 1;
  7348. depthSegments = Math.floor( depthSegments ) || 1;
  7349. // buffers
  7350. var indices = [];
  7351. var vertices = [];
  7352. var normals = [];
  7353. var uvs = [];
  7354. // helper variables
  7355. var numberOfVertices = 0;
  7356. var groupStart = 0;
  7357. // build each side of the box geometry
  7358. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7359. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7360. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7361. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7362. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7363. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7364. // build geometry
  7365. this.setIndex( indices );
  7366. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7367. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7368. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7369. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7370. var segmentWidth = width / gridX;
  7371. var segmentHeight = height / gridY;
  7372. var widthHalf = width / 2;
  7373. var heightHalf = height / 2;
  7374. var depthHalf = depth / 2;
  7375. var gridX1 = gridX + 1;
  7376. var gridY1 = gridY + 1;
  7377. var vertexCounter = 0;
  7378. var groupCount = 0;
  7379. var ix, iy;
  7380. var vector = new Vector3();
  7381. // generate vertices, normals and uvs
  7382. for ( iy = 0; iy < gridY1; iy ++ ) {
  7383. var y = iy * segmentHeight - heightHalf;
  7384. for ( ix = 0; ix < gridX1; ix ++ ) {
  7385. var x = ix * segmentWidth - widthHalf;
  7386. // set values to correct vector component
  7387. vector[ u ] = x * udir;
  7388. vector[ v ] = y * vdir;
  7389. vector[ w ] = depthHalf;
  7390. // now apply vector to vertex buffer
  7391. vertices.push( vector.x, vector.y, vector.z );
  7392. // set values to correct vector component
  7393. vector[ u ] = 0;
  7394. vector[ v ] = 0;
  7395. vector[ w ] = depth > 0 ? 1 : - 1;
  7396. // now apply vector to normal buffer
  7397. normals.push( vector.x, vector.y, vector.z );
  7398. // uvs
  7399. uvs.push( ix / gridX );
  7400. uvs.push( 1 - ( iy / gridY ) );
  7401. // counters
  7402. vertexCounter += 1;
  7403. }
  7404. }
  7405. // indices
  7406. // 1. you need three indices to draw a single face
  7407. // 2. a single segment consists of two faces
  7408. // 3. so we need to generate six (2*3) indices per segment
  7409. for ( iy = 0; iy < gridY; iy ++ ) {
  7410. for ( ix = 0; ix < gridX; ix ++ ) {
  7411. var a = numberOfVertices + ix + gridX1 * iy;
  7412. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7413. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7414. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7415. // faces
  7416. indices.push( a, b, d );
  7417. indices.push( b, c, d );
  7418. // increase counter
  7419. groupCount += 6;
  7420. }
  7421. }
  7422. // add a group to the geometry. this will ensure multi material support
  7423. scope.addGroup( groupStart, groupCount, materialIndex );
  7424. // calculate new start value for groups
  7425. groupStart += groupCount;
  7426. // update total number of vertices
  7427. numberOfVertices += vertexCounter;
  7428. }
  7429. }
  7430. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7431. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7432. /**
  7433. * @author mrdoob / http://mrdoob.com/
  7434. * @author Mugen87 / https://github.com/Mugen87
  7435. */
  7436. // PlaneGeometry
  7437. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  7438. Geometry.call( this );
  7439. this.type = 'PlaneGeometry';
  7440. this.parameters = {
  7441. width: width,
  7442. height: height,
  7443. widthSegments: widthSegments,
  7444. heightSegments: heightSegments
  7445. };
  7446. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  7447. this.mergeVertices();
  7448. }
  7449. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  7450. PlaneGeometry.prototype.constructor = PlaneGeometry;
  7451. // PlaneBufferGeometry
  7452. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  7453. BufferGeometry.call( this );
  7454. this.type = 'PlaneBufferGeometry';
  7455. this.parameters = {
  7456. width: width,
  7457. height: height,
  7458. widthSegments: widthSegments,
  7459. heightSegments: heightSegments
  7460. };
  7461. width = width || 1;
  7462. height = height || 1;
  7463. var width_half = width / 2;
  7464. var height_half = height / 2;
  7465. var gridX = Math.floor( widthSegments ) || 1;
  7466. var gridY = Math.floor( heightSegments ) || 1;
  7467. var gridX1 = gridX + 1;
  7468. var gridY1 = gridY + 1;
  7469. var segment_width = width / gridX;
  7470. var segment_height = height / gridY;
  7471. var ix, iy;
  7472. // buffers
  7473. var indices = [];
  7474. var vertices = [];
  7475. var normals = [];
  7476. var uvs = [];
  7477. // generate vertices, normals and uvs
  7478. for ( iy = 0; iy < gridY1; iy ++ ) {
  7479. var y = iy * segment_height - height_half;
  7480. for ( ix = 0; ix < gridX1; ix ++ ) {
  7481. var x = ix * segment_width - width_half;
  7482. vertices.push( x, - y, 0 );
  7483. normals.push( 0, 0, 1 );
  7484. uvs.push( ix / gridX );
  7485. uvs.push( 1 - ( iy / gridY ) );
  7486. }
  7487. }
  7488. // indices
  7489. for ( iy = 0; iy < gridY; iy ++ ) {
  7490. for ( ix = 0; ix < gridX; ix ++ ) {
  7491. var a = ix + gridX1 * iy;
  7492. var b = ix + gridX1 * ( iy + 1 );
  7493. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  7494. var d = ( ix + 1 ) + gridX1 * iy;
  7495. // faces
  7496. indices.push( a, b, d );
  7497. indices.push( b, c, d );
  7498. }
  7499. }
  7500. // build geometry
  7501. this.setIndex( indices );
  7502. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7503. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7504. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7505. }
  7506. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7507. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  7508. /**
  7509. * @author mrdoob / http://mrdoob.com/
  7510. * @author alteredq / http://alteredqualia.com/
  7511. */
  7512. var materialId = 0;
  7513. function Material() {
  7514. Object.defineProperty( this, 'id', { value: materialId ++ } );
  7515. this.uuid = _Math.generateUUID();
  7516. this.name = '';
  7517. this.type = 'Material';
  7518. this.fog = true;
  7519. this.lights = true;
  7520. this.blending = NormalBlending;
  7521. this.side = FrontSide;
  7522. this.flatShading = false;
  7523. this.vertexTangents = false;
  7524. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  7525. this.opacity = 1;
  7526. this.transparent = false;
  7527. this.blendSrc = SrcAlphaFactor;
  7528. this.blendDst = OneMinusSrcAlphaFactor;
  7529. this.blendEquation = AddEquation;
  7530. this.blendSrcAlpha = null;
  7531. this.blendDstAlpha = null;
  7532. this.blendEquationAlpha = null;
  7533. this.depthFunc = LessEqualDepth;
  7534. this.depthTest = true;
  7535. this.depthWrite = true;
  7536. this.clippingPlanes = null;
  7537. this.clipIntersection = false;
  7538. this.clipShadows = false;
  7539. this.shadowSide = null;
  7540. this.colorWrite = true;
  7541. this.precision = null; // override the renderer's default precision for this material
  7542. this.polygonOffset = false;
  7543. this.polygonOffsetFactor = 0;
  7544. this.polygonOffsetUnits = 0;
  7545. this.dithering = false;
  7546. this.alphaTest = 0;
  7547. this.premultipliedAlpha = false;
  7548. this.visible = true;
  7549. this.userData = {};
  7550. this.needsUpdate = true;
  7551. }
  7552. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7553. constructor: Material,
  7554. isMaterial: true,
  7555. onBeforeCompile: function () {},
  7556. setValues: function ( values ) {
  7557. if ( values === undefined ) return;
  7558. for ( var key in values ) {
  7559. var newValue = values[ key ];
  7560. if ( newValue === undefined ) {
  7561. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7562. continue;
  7563. }
  7564. // for backward compatability if shading is set in the constructor
  7565. if ( key === 'shading' ) {
  7566. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  7567. this.flatShading = ( newValue === FlatShading ) ? true : false;
  7568. continue;
  7569. }
  7570. var currentValue = this[ key ];
  7571. if ( currentValue === undefined ) {
  7572. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  7573. continue;
  7574. }
  7575. if ( currentValue && currentValue.isColor ) {
  7576. currentValue.set( newValue );
  7577. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  7578. currentValue.copy( newValue );
  7579. } else {
  7580. this[ key ] = newValue;
  7581. }
  7582. }
  7583. },
  7584. toJSON: function ( meta ) {
  7585. var isRoot = ( meta === undefined || typeof meta === 'string' );
  7586. if ( isRoot ) {
  7587. meta = {
  7588. textures: {},
  7589. images: {}
  7590. };
  7591. }
  7592. var data = {
  7593. metadata: {
  7594. version: 4.5,
  7595. type: 'Material',
  7596. generator: 'Material.toJSON'
  7597. }
  7598. };
  7599. // standard Material serialization
  7600. data.uuid = this.uuid;
  7601. data.type = this.type;
  7602. if ( this.name !== '' ) data.name = this.name;
  7603. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  7604. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  7605. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  7606. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  7607. if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  7608. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  7609. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  7610. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  7611. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  7612. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  7613. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  7614. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  7615. if ( this.aoMap && this.aoMap.isTexture ) {
  7616. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  7617. data.aoMapIntensity = this.aoMapIntensity;
  7618. }
  7619. if ( this.bumpMap && this.bumpMap.isTexture ) {
  7620. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  7621. data.bumpScale = this.bumpScale;
  7622. }
  7623. if ( this.normalMap && this.normalMap.isTexture ) {
  7624. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  7625. data.normalMapType = this.normalMapType;
  7626. data.normalScale = this.normalScale.toArray();
  7627. }
  7628. if ( this.displacementMap && this.displacementMap.isTexture ) {
  7629. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  7630. data.displacementScale = this.displacementScale;
  7631. data.displacementBias = this.displacementBias;
  7632. }
  7633. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  7634. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  7635. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  7636. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  7637. if ( this.envMap && this.envMap.isTexture ) {
  7638. data.envMap = this.envMap.toJSON( meta ).uuid;
  7639. data.reflectivity = this.reflectivity; // Scale behind envMap
  7640. if ( this.combine !== undefined ) data.combine = this.combine;
  7641. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  7642. }
  7643. if ( this.gradientMap && this.gradientMap.isTexture ) {
  7644. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  7645. }
  7646. if ( this.size !== undefined ) data.size = this.size;
  7647. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  7648. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  7649. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  7650. if ( this.side !== FrontSide ) data.side = this.side;
  7651. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  7652. if ( this.opacity < 1 ) data.opacity = this.opacity;
  7653. if ( this.transparent === true ) data.transparent = this.transparent;
  7654. data.depthFunc = this.depthFunc;
  7655. data.depthTest = this.depthTest;
  7656. data.depthWrite = this.depthWrite;
  7657. // rotation (SpriteMaterial)
  7658. if ( this.rotation !== 0 ) data.rotation = this.rotation;
  7659. if ( this.polygonOffset === true ) data.polygonOffset = true;
  7660. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  7661. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  7662. if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
  7663. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  7664. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  7665. if ( this.scale !== undefined ) data.scale = this.scale;
  7666. if ( this.dithering === true ) data.dithering = true;
  7667. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  7668. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  7669. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  7670. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  7671. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  7672. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  7673. if ( this.morphTargets === true ) data.morphTargets = true;
  7674. if ( this.skinning === true ) data.skinning = true;
  7675. if ( this.visible === false ) data.visible = false;
  7676. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  7677. // TODO: Copied from Object3D.toJSON
  7678. function extractFromCache( cache ) {
  7679. var values = [];
  7680. for ( var key in cache ) {
  7681. var data = cache[ key ];
  7682. delete data.metadata;
  7683. values.push( data );
  7684. }
  7685. return values;
  7686. }
  7687. if ( isRoot ) {
  7688. var textures = extractFromCache( meta.textures );
  7689. var images = extractFromCache( meta.images );
  7690. if ( textures.length > 0 ) data.textures = textures;
  7691. if ( images.length > 0 ) data.images = images;
  7692. }
  7693. return data;
  7694. },
  7695. clone: function () {
  7696. return new this.constructor().copy( this );
  7697. },
  7698. copy: function ( source ) {
  7699. this.name = source.name;
  7700. this.fog = source.fog;
  7701. this.lights = source.lights;
  7702. this.blending = source.blending;
  7703. this.side = source.side;
  7704. this.flatShading = source.flatShading;
  7705. this.vertexColors = source.vertexColors;
  7706. this.opacity = source.opacity;
  7707. this.transparent = source.transparent;
  7708. this.blendSrc = source.blendSrc;
  7709. this.blendDst = source.blendDst;
  7710. this.blendEquation = source.blendEquation;
  7711. this.blendSrcAlpha = source.blendSrcAlpha;
  7712. this.blendDstAlpha = source.blendDstAlpha;
  7713. this.blendEquationAlpha = source.blendEquationAlpha;
  7714. this.depthFunc = source.depthFunc;
  7715. this.depthTest = source.depthTest;
  7716. this.depthWrite = source.depthWrite;
  7717. this.colorWrite = source.colorWrite;
  7718. this.precision = source.precision;
  7719. this.polygonOffset = source.polygonOffset;
  7720. this.polygonOffsetFactor = source.polygonOffsetFactor;
  7721. this.polygonOffsetUnits = source.polygonOffsetUnits;
  7722. this.dithering = source.dithering;
  7723. this.alphaTest = source.alphaTest;
  7724. this.premultipliedAlpha = source.premultipliedAlpha;
  7725. this.visible = source.visible;
  7726. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  7727. this.clipShadows = source.clipShadows;
  7728. this.clipIntersection = source.clipIntersection;
  7729. var srcPlanes = source.clippingPlanes,
  7730. dstPlanes = null;
  7731. if ( srcPlanes !== null ) {
  7732. var n = srcPlanes.length;
  7733. dstPlanes = new Array( n );
  7734. for ( var i = 0; i !== n; ++ i )
  7735. dstPlanes[ i ] = srcPlanes[ i ].clone();
  7736. }
  7737. this.clippingPlanes = dstPlanes;
  7738. this.shadowSide = source.shadowSide;
  7739. return this;
  7740. },
  7741. dispose: function () {
  7742. this.dispatchEvent( { type: 'dispose' } );
  7743. }
  7744. } );
  7745. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7746. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7747. /**
  7748. * @author alteredq / http://alteredqualia.com/
  7749. *
  7750. * parameters = {
  7751. * defines: { "label" : "value" },
  7752. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7753. *
  7754. * fragmentShader: <string>,
  7755. * vertexShader: <string>,
  7756. *
  7757. * wireframe: <boolean>,
  7758. * wireframeLinewidth: <float>,
  7759. *
  7760. * lights: <bool>,
  7761. *
  7762. * skinning: <bool>,
  7763. * morphTargets: <bool>,
  7764. * morphNormals: <bool>
  7765. * }
  7766. */
  7767. function ShaderMaterial( parameters ) {
  7768. Material.call( this );
  7769. this.type = 'ShaderMaterial';
  7770. this.defines = {};
  7771. this.uniforms = {};
  7772. this.vertexShader = default_vertex;
  7773. this.fragmentShader = default_fragment;
  7774. this.linewidth = 1;
  7775. this.wireframe = false;
  7776. this.wireframeLinewidth = 1;
  7777. this.fog = false; // set to use scene fog
  7778. this.lights = false; // set to use scene lights
  7779. this.clipping = false; // set to use user-defined clipping planes
  7780. this.skinning = false; // set to use skinning attribute streams
  7781. this.morphTargets = false; // set to use morph targets
  7782. this.morphNormals = false; // set to use morph normals
  7783. this.extensions = {
  7784. derivatives: false, // set to use derivatives
  7785. fragDepth: false, // set to use fragment depth values
  7786. drawBuffers: false, // set to use draw buffers
  7787. shaderTextureLOD: false // set to use shader texture LOD
  7788. };
  7789. // When rendered geometry doesn't include these attributes but the material does,
  7790. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7791. this.defaultAttributeValues = {
  7792. 'color': [ 1, 1, 1 ],
  7793. 'uv': [ 0, 0 ],
  7794. 'uv2': [ 0, 0 ]
  7795. };
  7796. this.index0AttributeName = undefined;
  7797. this.uniformsNeedUpdate = false;
  7798. if ( parameters !== undefined ) {
  7799. if ( parameters.attributes !== undefined ) {
  7800. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7801. }
  7802. this.setValues( parameters );
  7803. }
  7804. }
  7805. ShaderMaterial.prototype = Object.create( Material.prototype );
  7806. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7807. ShaderMaterial.prototype.isShaderMaterial = true;
  7808. ShaderMaterial.prototype.copy = function ( source ) {
  7809. Material.prototype.copy.call( this, source );
  7810. this.fragmentShader = source.fragmentShader;
  7811. this.vertexShader = source.vertexShader;
  7812. this.uniforms = cloneUniforms( source.uniforms );
  7813. this.defines = Object.assign( {}, source.defines );
  7814. this.wireframe = source.wireframe;
  7815. this.wireframeLinewidth = source.wireframeLinewidth;
  7816. this.lights = source.lights;
  7817. this.clipping = source.clipping;
  7818. this.skinning = source.skinning;
  7819. this.morphTargets = source.morphTargets;
  7820. this.morphNormals = source.morphNormals;
  7821. this.extensions = source.extensions;
  7822. return this;
  7823. };
  7824. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7825. var data = Material.prototype.toJSON.call( this, meta );
  7826. data.uniforms = {};
  7827. for ( var name in this.uniforms ) {
  7828. var uniform = this.uniforms[ name ];
  7829. var value = uniform.value;
  7830. if ( value && value.isTexture ) {
  7831. data.uniforms[ name ] = {
  7832. type: 't',
  7833. value: value.toJSON( meta ).uuid
  7834. };
  7835. } else if ( value && value.isColor ) {
  7836. data.uniforms[ name ] = {
  7837. type: 'c',
  7838. value: value.getHex()
  7839. };
  7840. } else if ( value && value.isVector2 ) {
  7841. data.uniforms[ name ] = {
  7842. type: 'v2',
  7843. value: value.toArray()
  7844. };
  7845. } else if ( value && value.isVector3 ) {
  7846. data.uniforms[ name ] = {
  7847. type: 'v3',
  7848. value: value.toArray()
  7849. };
  7850. } else if ( value && value.isVector4 ) {
  7851. data.uniforms[ name ] = {
  7852. type: 'v4',
  7853. value: value.toArray()
  7854. };
  7855. } else if ( value && value.isMatrix3 ) {
  7856. data.uniforms[ name ] = {
  7857. type: 'm3',
  7858. value: value.toArray()
  7859. };
  7860. } else if ( value && value.isMatrix4 ) {
  7861. data.uniforms[ name ] = {
  7862. type: 'm4',
  7863. value: value.toArray()
  7864. };
  7865. } else {
  7866. data.uniforms[ name ] = {
  7867. value: value
  7868. };
  7869. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7870. }
  7871. }
  7872. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7873. data.vertexShader = this.vertexShader;
  7874. data.fragmentShader = this.fragmentShader;
  7875. var extensions = {};
  7876. for ( var key in this.extensions ) {
  7877. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7878. }
  7879. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7880. return data;
  7881. };
  7882. /**
  7883. * @author bhouston / http://clara.io
  7884. */
  7885. function Ray( origin, direction ) {
  7886. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  7887. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  7888. }
  7889. Object.assign( Ray.prototype, {
  7890. set: function ( origin, direction ) {
  7891. this.origin.copy( origin );
  7892. this.direction.copy( direction );
  7893. return this;
  7894. },
  7895. clone: function () {
  7896. return new this.constructor().copy( this );
  7897. },
  7898. copy: function ( ray ) {
  7899. this.origin.copy( ray.origin );
  7900. this.direction.copy( ray.direction );
  7901. return this;
  7902. },
  7903. at: function ( t, target ) {
  7904. if ( target === undefined ) {
  7905. console.warn( 'THREE.Ray: .at() target is now required' );
  7906. target = new Vector3();
  7907. }
  7908. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  7909. },
  7910. lookAt: function ( v ) {
  7911. this.direction.copy( v ).sub( this.origin ).normalize();
  7912. return this;
  7913. },
  7914. recast: function () {
  7915. var v1 = new Vector3();
  7916. return function recast( t ) {
  7917. this.origin.copy( this.at( t, v1 ) );
  7918. return this;
  7919. };
  7920. }(),
  7921. closestPointToPoint: function ( point, target ) {
  7922. if ( target === undefined ) {
  7923. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  7924. target = new Vector3();
  7925. }
  7926. target.subVectors( point, this.origin );
  7927. var directionDistance = target.dot( this.direction );
  7928. if ( directionDistance < 0 ) {
  7929. return target.copy( this.origin );
  7930. }
  7931. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7932. },
  7933. distanceToPoint: function ( point ) {
  7934. return Math.sqrt( this.distanceSqToPoint( point ) );
  7935. },
  7936. distanceSqToPoint: function () {
  7937. var v1 = new Vector3();
  7938. return function distanceSqToPoint( point ) {
  7939. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  7940. // point behind the ray
  7941. if ( directionDistance < 0 ) {
  7942. return this.origin.distanceToSquared( point );
  7943. }
  7944. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7945. return v1.distanceToSquared( point );
  7946. };
  7947. }(),
  7948. distanceSqToSegment: function () {
  7949. var segCenter = new Vector3();
  7950. var segDir = new Vector3();
  7951. var diff = new Vector3();
  7952. return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  7953. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  7954. // It returns the min distance between the ray and the segment
  7955. // defined by v0 and v1
  7956. // It can also set two optional targets :
  7957. // - The closest point on the ray
  7958. // - The closest point on the segment
  7959. segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  7960. segDir.copy( v1 ).sub( v0 ).normalize();
  7961. diff.copy( this.origin ).sub( segCenter );
  7962. var segExtent = v0.distanceTo( v1 ) * 0.5;
  7963. var a01 = - this.direction.dot( segDir );
  7964. var b0 = diff.dot( this.direction );
  7965. var b1 = - diff.dot( segDir );
  7966. var c = diff.lengthSq();
  7967. var det = Math.abs( 1 - a01 * a01 );
  7968. var s0, s1, sqrDist, extDet;
  7969. if ( det > 0 ) {
  7970. // The ray and segment are not parallel.
  7971. s0 = a01 * b1 - b0;
  7972. s1 = a01 * b0 - b1;
  7973. extDet = segExtent * det;
  7974. if ( s0 >= 0 ) {
  7975. if ( s1 >= - extDet ) {
  7976. if ( s1 <= extDet ) {
  7977. // region 0
  7978. // Minimum at interior points of ray and segment.
  7979. var invDet = 1 / det;
  7980. s0 *= invDet;
  7981. s1 *= invDet;
  7982. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  7983. } else {
  7984. // region 1
  7985. s1 = segExtent;
  7986. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7987. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7988. }
  7989. } else {
  7990. // region 5
  7991. s1 = - segExtent;
  7992. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7993. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7994. }
  7995. } else {
  7996. if ( s1 <= - extDet ) {
  7997. // region 4
  7998. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  7999. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8000. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8001. } else if ( s1 <= extDet ) {
  8002. // region 3
  8003. s0 = 0;
  8004. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8005. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8006. } else {
  8007. // region 2
  8008. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8009. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8010. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8011. }
  8012. }
  8013. } else {
  8014. // Ray and segment are parallel.
  8015. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8016. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8017. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8018. }
  8019. if ( optionalPointOnRay ) {
  8020. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  8021. }
  8022. if ( optionalPointOnSegment ) {
  8023. optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  8024. }
  8025. return sqrDist;
  8026. };
  8027. }(),
  8028. intersectSphere: function () {
  8029. var v1 = new Vector3();
  8030. return function intersectSphere( sphere, target ) {
  8031. v1.subVectors( sphere.center, this.origin );
  8032. var tca = v1.dot( this.direction );
  8033. var d2 = v1.dot( v1 ) - tca * tca;
  8034. var radius2 = sphere.radius * sphere.radius;
  8035. if ( d2 > radius2 ) return null;
  8036. var thc = Math.sqrt( radius2 - d2 );
  8037. // t0 = first intersect point - entrance on front of sphere
  8038. var t0 = tca - thc;
  8039. // t1 = second intersect point - exit point on back of sphere
  8040. var t1 = tca + thc;
  8041. // test to see if both t0 and t1 are behind the ray - if so, return null
  8042. if ( t0 < 0 && t1 < 0 ) return null;
  8043. // test to see if t0 is behind the ray:
  8044. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8045. // in order to always return an intersect point that is in front of the ray.
  8046. if ( t0 < 0 ) return this.at( t1, target );
  8047. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8048. return this.at( t0, target );
  8049. };
  8050. }(),
  8051. intersectsSphere: function ( sphere ) {
  8052. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8053. },
  8054. distanceToPlane: function ( plane ) {
  8055. var denominator = plane.normal.dot( this.direction );
  8056. if ( denominator === 0 ) {
  8057. // line is coplanar, return origin
  8058. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8059. return 0;
  8060. }
  8061. // Null is preferable to undefined since undefined means.... it is undefined
  8062. return null;
  8063. }
  8064. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8065. // Return if the ray never intersects the plane
  8066. return t >= 0 ? t : null;
  8067. },
  8068. intersectPlane: function ( plane, target ) {
  8069. var t = this.distanceToPlane( plane );
  8070. if ( t === null ) {
  8071. return null;
  8072. }
  8073. return this.at( t, target );
  8074. },
  8075. intersectsPlane: function ( plane ) {
  8076. // check if the ray lies on the plane first
  8077. var distToPoint = plane.distanceToPoint( this.origin );
  8078. if ( distToPoint === 0 ) {
  8079. return true;
  8080. }
  8081. var denominator = plane.normal.dot( this.direction );
  8082. if ( denominator * distToPoint < 0 ) {
  8083. return true;
  8084. }
  8085. // ray origin is behind the plane (and is pointing behind it)
  8086. return false;
  8087. },
  8088. intersectBox: function ( box, target ) {
  8089. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  8090. var invdirx = 1 / this.direction.x,
  8091. invdiry = 1 / this.direction.y,
  8092. invdirz = 1 / this.direction.z;
  8093. var origin = this.origin;
  8094. if ( invdirx >= 0 ) {
  8095. tmin = ( box.min.x - origin.x ) * invdirx;
  8096. tmax = ( box.max.x - origin.x ) * invdirx;
  8097. } else {
  8098. tmin = ( box.max.x - origin.x ) * invdirx;
  8099. tmax = ( box.min.x - origin.x ) * invdirx;
  8100. }
  8101. if ( invdiry >= 0 ) {
  8102. tymin = ( box.min.y - origin.y ) * invdiry;
  8103. tymax = ( box.max.y - origin.y ) * invdiry;
  8104. } else {
  8105. tymin = ( box.max.y - origin.y ) * invdiry;
  8106. tymax = ( box.min.y - origin.y ) * invdiry;
  8107. }
  8108. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8109. // These lines also handle the case where tmin or tmax is NaN
  8110. // (result of 0 * Infinity). x !== x returns true if x is NaN
  8111. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  8112. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  8113. if ( invdirz >= 0 ) {
  8114. tzmin = ( box.min.z - origin.z ) * invdirz;
  8115. tzmax = ( box.max.z - origin.z ) * invdirz;
  8116. } else {
  8117. tzmin = ( box.max.z - origin.z ) * invdirz;
  8118. tzmax = ( box.min.z - origin.z ) * invdirz;
  8119. }
  8120. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8121. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8122. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8123. //return point closest to the ray (positive side)
  8124. if ( tmax < 0 ) return null;
  8125. return this.at( tmin >= 0 ? tmin : tmax, target );
  8126. },
  8127. intersectsBox: ( function () {
  8128. var v = new Vector3();
  8129. return function intersectsBox( box ) {
  8130. return this.intersectBox( box, v ) !== null;
  8131. };
  8132. } )(),
  8133. intersectTriangle: function () {
  8134. // Compute the offset origin, edges, and normal.
  8135. var diff = new Vector3();
  8136. var edge1 = new Vector3();
  8137. var edge2 = new Vector3();
  8138. var normal = new Vector3();
  8139. return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  8140. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8141. edge1.subVectors( b, a );
  8142. edge2.subVectors( c, a );
  8143. normal.crossVectors( edge1, edge2 );
  8144. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8145. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8146. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8147. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8148. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8149. var DdN = this.direction.dot( normal );
  8150. var sign;
  8151. if ( DdN > 0 ) {
  8152. if ( backfaceCulling ) return null;
  8153. sign = 1;
  8154. } else if ( DdN < 0 ) {
  8155. sign = - 1;
  8156. DdN = - DdN;
  8157. } else {
  8158. return null;
  8159. }
  8160. diff.subVectors( this.origin, a );
  8161. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  8162. // b1 < 0, no intersection
  8163. if ( DdQxE2 < 0 ) {
  8164. return null;
  8165. }
  8166. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  8167. // b2 < 0, no intersection
  8168. if ( DdE1xQ < 0 ) {
  8169. return null;
  8170. }
  8171. // b1+b2 > 1, no intersection
  8172. if ( DdQxE2 + DdE1xQ > DdN ) {
  8173. return null;
  8174. }
  8175. // Line intersects triangle, check if ray does.
  8176. var QdN = - sign * diff.dot( normal );
  8177. // t < 0, no intersection
  8178. if ( QdN < 0 ) {
  8179. return null;
  8180. }
  8181. // Ray intersects triangle.
  8182. return this.at( QdN / DdN, target );
  8183. };
  8184. }(),
  8185. applyMatrix4: function ( matrix4 ) {
  8186. this.origin.applyMatrix4( matrix4 );
  8187. this.direction.transformDirection( matrix4 );
  8188. return this;
  8189. },
  8190. equals: function ( ray ) {
  8191. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8192. }
  8193. } );
  8194. /**
  8195. * @author bhouston / http://clara.io
  8196. * @author mrdoob / http://mrdoob.com/
  8197. */
  8198. function Triangle( a, b, c ) {
  8199. this.a = ( a !== undefined ) ? a : new Vector3();
  8200. this.b = ( b !== undefined ) ? b : new Vector3();
  8201. this.c = ( c !== undefined ) ? c : new Vector3();
  8202. }
  8203. Object.assign( Triangle, {
  8204. getNormal: function () {
  8205. var v0 = new Vector3();
  8206. return function getNormal( a, b, c, target ) {
  8207. if ( target === undefined ) {
  8208. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  8209. target = new Vector3();
  8210. }
  8211. target.subVectors( c, b );
  8212. v0.subVectors( a, b );
  8213. target.cross( v0 );
  8214. var targetLengthSq = target.lengthSq();
  8215. if ( targetLengthSq > 0 ) {
  8216. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  8217. }
  8218. return target.set( 0, 0, 0 );
  8219. };
  8220. }(),
  8221. // static/instance method to calculate barycentric coordinates
  8222. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  8223. getBarycoord: function () {
  8224. var v0 = new Vector3();
  8225. var v1 = new Vector3();
  8226. var v2 = new Vector3();
  8227. return function getBarycoord( point, a, b, c, target ) {
  8228. v0.subVectors( c, a );
  8229. v1.subVectors( b, a );
  8230. v2.subVectors( point, a );
  8231. var dot00 = v0.dot( v0 );
  8232. var dot01 = v0.dot( v1 );
  8233. var dot02 = v0.dot( v2 );
  8234. var dot11 = v1.dot( v1 );
  8235. var dot12 = v1.dot( v2 );
  8236. var denom = ( dot00 * dot11 - dot01 * dot01 );
  8237. if ( target === undefined ) {
  8238. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  8239. target = new Vector3();
  8240. }
  8241. // collinear or singular triangle
  8242. if ( denom === 0 ) {
  8243. // arbitrary location outside of triangle?
  8244. // not sure if this is the best idea, maybe should be returning undefined
  8245. return target.set( - 2, - 1, - 1 );
  8246. }
  8247. var invDenom = 1 / denom;
  8248. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  8249. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  8250. // barycentric coordinates must always sum to 1
  8251. return target.set( 1 - u - v, v, u );
  8252. };
  8253. }(),
  8254. containsPoint: function () {
  8255. var v1 = new Vector3();
  8256. return function containsPoint( point, a, b, c ) {
  8257. Triangle.getBarycoord( point, a, b, c, v1 );
  8258. return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  8259. };
  8260. }(),
  8261. getUV: function () {
  8262. var barycoord = new Vector3();
  8263. return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  8264. this.getBarycoord( point, p1, p2, p3, barycoord );
  8265. target.set( 0, 0 );
  8266. target.addScaledVector( uv1, barycoord.x );
  8267. target.addScaledVector( uv2, barycoord.y );
  8268. target.addScaledVector( uv3, barycoord.z );
  8269. return target;
  8270. };
  8271. }()
  8272. } );
  8273. Object.assign( Triangle.prototype, {
  8274. set: function ( a, b, c ) {
  8275. this.a.copy( a );
  8276. this.b.copy( b );
  8277. this.c.copy( c );
  8278. return this;
  8279. },
  8280. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  8281. this.a.copy( points[ i0 ] );
  8282. this.b.copy( points[ i1 ] );
  8283. this.c.copy( points[ i2 ] );
  8284. return this;
  8285. },
  8286. clone: function () {
  8287. return new this.constructor().copy( this );
  8288. },
  8289. copy: function ( triangle ) {
  8290. this.a.copy( triangle.a );
  8291. this.b.copy( triangle.b );
  8292. this.c.copy( triangle.c );
  8293. return this;
  8294. },
  8295. getArea: function () {
  8296. var v0 = new Vector3();
  8297. var v1 = new Vector3();
  8298. return function getArea() {
  8299. v0.subVectors( this.c, this.b );
  8300. v1.subVectors( this.a, this.b );
  8301. return v0.cross( v1 ).length() * 0.5;
  8302. };
  8303. }(),
  8304. getMidpoint: function ( target ) {
  8305. if ( target === undefined ) {
  8306. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  8307. target = new Vector3();
  8308. }
  8309. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  8310. },
  8311. getNormal: function ( target ) {
  8312. return Triangle.getNormal( this.a, this.b, this.c, target );
  8313. },
  8314. getPlane: function ( target ) {
  8315. if ( target === undefined ) {
  8316. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  8317. target = new Vector3();
  8318. }
  8319. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  8320. },
  8321. getBarycoord: function ( point, target ) {
  8322. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  8323. },
  8324. containsPoint: function ( point ) {
  8325. return Triangle.containsPoint( point, this.a, this.b, this.c );
  8326. },
  8327. getUV: function ( point, uv1, uv2, uv3, result ) {
  8328. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result );
  8329. },
  8330. intersectsBox: function ( box ) {
  8331. return box.intersectsTriangle( this );
  8332. },
  8333. closestPointToPoint: function () {
  8334. var vab = new Vector3();
  8335. var vac = new Vector3();
  8336. var vbc = new Vector3();
  8337. var vap = new Vector3();
  8338. var vbp = new Vector3();
  8339. var vcp = new Vector3();
  8340. return function closestPointToPoint( p, target ) {
  8341. if ( target === undefined ) {
  8342. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  8343. target = new Vector3();
  8344. }
  8345. var a = this.a, b = this.b, c = this.c;
  8346. var v, w;
  8347. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  8348. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  8349. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  8350. // basically, we're distinguishing which of the voronoi regions of the triangle
  8351. // the point lies in with the minimum amount of redundant computation.
  8352. vab.subVectors( b, a );
  8353. vac.subVectors( c, a );
  8354. vap.subVectors( p, a );
  8355. var d1 = vab.dot( vap );
  8356. var d2 = vac.dot( vap );
  8357. if ( d1 <= 0 && d2 <= 0 ) {
  8358. // vertex region of A; barycentric coords (1, 0, 0)
  8359. return target.copy( a );
  8360. }
  8361. vbp.subVectors( p, b );
  8362. var d3 = vab.dot( vbp );
  8363. var d4 = vac.dot( vbp );
  8364. if ( d3 >= 0 && d4 <= d3 ) {
  8365. // vertex region of B; barycentric coords (0, 1, 0)
  8366. return target.copy( b );
  8367. }
  8368. var vc = d1 * d4 - d3 * d2;
  8369. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  8370. v = d1 / ( d1 - d3 );
  8371. // edge region of AB; barycentric coords (1-v, v, 0)
  8372. return target.copy( a ).addScaledVector( vab, v );
  8373. }
  8374. vcp.subVectors( p, c );
  8375. var d5 = vab.dot( vcp );
  8376. var d6 = vac.dot( vcp );
  8377. if ( d6 >= 0 && d5 <= d6 ) {
  8378. // vertex region of C; barycentric coords (0, 0, 1)
  8379. return target.copy( c );
  8380. }
  8381. var vb = d5 * d2 - d1 * d6;
  8382. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  8383. w = d2 / ( d2 - d6 );
  8384. // edge region of AC; barycentric coords (1-w, 0, w)
  8385. return target.copy( a ).addScaledVector( vac, w );
  8386. }
  8387. var va = d3 * d6 - d5 * d4;
  8388. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  8389. vbc.subVectors( c, b );
  8390. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  8391. // edge region of BC; barycentric coords (0, 1-w, w)
  8392. return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  8393. }
  8394. // face region
  8395. var denom = 1 / ( va + vb + vc );
  8396. // u = va * denom
  8397. v = vb * denom;
  8398. w = vc * denom;
  8399. return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  8400. };
  8401. }(),
  8402. equals: function ( triangle ) {
  8403. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  8404. }
  8405. } );
  8406. /**
  8407. * @author mrdoob / http://mrdoob.com/
  8408. * @author alteredq / http://alteredqualia.com/
  8409. *
  8410. * parameters = {
  8411. * color: <hex>,
  8412. * opacity: <float>,
  8413. * map: new THREE.Texture( <Image> ),
  8414. *
  8415. * lightMap: new THREE.Texture( <Image> ),
  8416. * lightMapIntensity: <float>
  8417. *
  8418. * aoMap: new THREE.Texture( <Image> ),
  8419. * aoMapIntensity: <float>
  8420. *
  8421. * specularMap: new THREE.Texture( <Image> ),
  8422. *
  8423. * alphaMap: new THREE.Texture( <Image> ),
  8424. *
  8425. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  8426. * combine: THREE.Multiply,
  8427. * reflectivity: <float>,
  8428. * refractionRatio: <float>,
  8429. *
  8430. * depthTest: <bool>,
  8431. * depthWrite: <bool>,
  8432. *
  8433. * wireframe: <boolean>,
  8434. * wireframeLinewidth: <float>,
  8435. *
  8436. * skinning: <bool>,
  8437. * morphTargets: <bool>
  8438. * }
  8439. */
  8440. function MeshBasicMaterial( parameters ) {
  8441. Material.call( this );
  8442. this.type = 'MeshBasicMaterial';
  8443. this.color = new Color( 0xffffff ); // emissive
  8444. this.map = null;
  8445. this.lightMap = null;
  8446. this.lightMapIntensity = 1.0;
  8447. this.aoMap = null;
  8448. this.aoMapIntensity = 1.0;
  8449. this.specularMap = null;
  8450. this.alphaMap = null;
  8451. this.envMap = null;
  8452. this.combine = MultiplyOperation;
  8453. this.reflectivity = 1;
  8454. this.refractionRatio = 0.98;
  8455. this.wireframe = false;
  8456. this.wireframeLinewidth = 1;
  8457. this.wireframeLinecap = 'round';
  8458. this.wireframeLinejoin = 'round';
  8459. this.skinning = false;
  8460. this.morphTargets = false;
  8461. this.lights = false;
  8462. this.setValues( parameters );
  8463. }
  8464. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  8465. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  8466. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  8467. MeshBasicMaterial.prototype.copy = function ( source ) {
  8468. Material.prototype.copy.call( this, source );
  8469. this.color.copy( source.color );
  8470. this.map = source.map;
  8471. this.lightMap = source.lightMap;
  8472. this.lightMapIntensity = source.lightMapIntensity;
  8473. this.aoMap = source.aoMap;
  8474. this.aoMapIntensity = source.aoMapIntensity;
  8475. this.specularMap = source.specularMap;
  8476. this.alphaMap = source.alphaMap;
  8477. this.envMap = source.envMap;
  8478. this.combine = source.combine;
  8479. this.reflectivity = source.reflectivity;
  8480. this.refractionRatio = source.refractionRatio;
  8481. this.wireframe = source.wireframe;
  8482. this.wireframeLinewidth = source.wireframeLinewidth;
  8483. this.wireframeLinecap = source.wireframeLinecap;
  8484. this.wireframeLinejoin = source.wireframeLinejoin;
  8485. this.skinning = source.skinning;
  8486. this.morphTargets = source.morphTargets;
  8487. return this;
  8488. };
  8489. /**
  8490. * @author mrdoob / http://mrdoob.com/
  8491. * @author alteredq / http://alteredqualia.com/
  8492. * @author mikael emtinger / http://gomo.se/
  8493. * @author jonobr1 / http://jonobr1.com/
  8494. */
  8495. function Mesh( geometry, material ) {
  8496. Object3D.call( this );
  8497. this.type = 'Mesh';
  8498. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  8499. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8500. this.drawMode = TrianglesDrawMode;
  8501. this.updateMorphTargets();
  8502. }
  8503. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8504. constructor: Mesh,
  8505. isMesh: true,
  8506. setDrawMode: function ( value ) {
  8507. this.drawMode = value;
  8508. },
  8509. copy: function ( source ) {
  8510. Object3D.prototype.copy.call( this, source );
  8511. this.drawMode = source.drawMode;
  8512. if ( source.morphTargetInfluences !== undefined ) {
  8513. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  8514. }
  8515. if ( source.morphTargetDictionary !== undefined ) {
  8516. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  8517. }
  8518. return this;
  8519. },
  8520. updateMorphTargets: function () {
  8521. var geometry = this.geometry;
  8522. var m, ml, name;
  8523. if ( geometry.isBufferGeometry ) {
  8524. var morphAttributes = geometry.morphAttributes;
  8525. var keys = Object.keys( morphAttributes );
  8526. if ( keys.length > 0 ) {
  8527. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  8528. if ( morphAttribute !== undefined ) {
  8529. this.morphTargetInfluences = [];
  8530. this.morphTargetDictionary = {};
  8531. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  8532. name = morphAttribute[ m ].name || String( m );
  8533. this.morphTargetInfluences.push( 0 );
  8534. this.morphTargetDictionary[ name ] = m;
  8535. }
  8536. }
  8537. }
  8538. } else {
  8539. var morphTargets = geometry.morphTargets;
  8540. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  8541. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  8542. }
  8543. }
  8544. },
  8545. raycast: ( function () {
  8546. var inverseMatrix = new Matrix4();
  8547. var ray = new Ray();
  8548. var sphere = new Sphere();
  8549. var vA = new Vector3();
  8550. var vB = new Vector3();
  8551. var vC = new Vector3();
  8552. var tempA = new Vector3();
  8553. var tempB = new Vector3();
  8554. var tempC = new Vector3();
  8555. var uvA = new Vector2();
  8556. var uvB = new Vector2();
  8557. var uvC = new Vector2();
  8558. var intersectionPoint = new Vector3();
  8559. var intersectionPointWorld = new Vector3();
  8560. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  8561. var intersect;
  8562. if ( material.side === BackSide ) {
  8563. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  8564. } else {
  8565. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  8566. }
  8567. if ( intersect === null ) return null;
  8568. intersectionPointWorld.copy( point );
  8569. intersectionPointWorld.applyMatrix4( object.matrixWorld );
  8570. var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  8571. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  8572. return {
  8573. distance: distance,
  8574. point: intersectionPointWorld.clone(),
  8575. object: object
  8576. };
  8577. }
  8578. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) {
  8579. vA.fromBufferAttribute( position, a );
  8580. vB.fromBufferAttribute( position, b );
  8581. vC.fromBufferAttribute( position, c );
  8582. var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  8583. if ( intersection ) {
  8584. if ( uv ) {
  8585. uvA.fromBufferAttribute( uv, a );
  8586. uvB.fromBufferAttribute( uv, b );
  8587. uvC.fromBufferAttribute( uv, c );
  8588. intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  8589. }
  8590. var face = new Face3( a, b, c );
  8591. Triangle.getNormal( vA, vB, vC, face.normal );
  8592. intersection.face = face;
  8593. }
  8594. return intersection;
  8595. }
  8596. return function raycast( raycaster, intersects ) {
  8597. var geometry = this.geometry;
  8598. var material = this.material;
  8599. var matrixWorld = this.matrixWorld;
  8600. if ( material === undefined ) return;
  8601. // Checking boundingSphere distance to ray
  8602. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8603. sphere.copy( geometry.boundingSphere );
  8604. sphere.applyMatrix4( matrixWorld );
  8605. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  8606. //
  8607. inverseMatrix.getInverse( matrixWorld );
  8608. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8609. // Check boundingBox before continuing
  8610. if ( geometry.boundingBox !== null ) {
  8611. if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  8612. }
  8613. var intersection;
  8614. if ( geometry.isBufferGeometry ) {
  8615. var a, b, c;
  8616. var index = geometry.index;
  8617. var position = geometry.attributes.position;
  8618. var uv = geometry.attributes.uv;
  8619. var groups = geometry.groups;
  8620. var drawRange = geometry.drawRange;
  8621. var i, j, il, jl;
  8622. var group, groupMaterial;
  8623. var start, end;
  8624. if ( index !== null ) {
  8625. // indexed buffer geometry
  8626. if ( Array.isArray( material ) ) {
  8627. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8628. group = groups[ i ];
  8629. groupMaterial = material[ group.materialIndex ];
  8630. start = Math.max( group.start, drawRange.start );
  8631. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8632. for ( j = start, jl = end; j < jl; j += 3 ) {
  8633. a = index.getX( j );
  8634. b = index.getX( j + 1 );
  8635. c = index.getX( j + 2 );
  8636. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  8637. if ( intersection ) {
  8638. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  8639. intersection.face.materialIndex = group.materialIndex;
  8640. intersects.push( intersection );
  8641. }
  8642. }
  8643. }
  8644. } else {
  8645. start = Math.max( 0, drawRange.start );
  8646. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  8647. for ( i = start, il = end; i < il; i += 3 ) {
  8648. a = index.getX( i );
  8649. b = index.getX( i + 1 );
  8650. c = index.getX( i + 2 );
  8651. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  8652. if ( intersection ) {
  8653. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  8654. intersects.push( intersection );
  8655. }
  8656. }
  8657. }
  8658. } else if ( position !== undefined ) {
  8659. // non-indexed buffer geometry
  8660. if ( Array.isArray( material ) ) {
  8661. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8662. group = groups[ i ];
  8663. groupMaterial = material[ group.materialIndex ];
  8664. start = Math.max( group.start, drawRange.start );
  8665. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8666. for ( j = start, jl = end; j < jl; j += 3 ) {
  8667. a = j;
  8668. b = j + 1;
  8669. c = j + 2;
  8670. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  8671. if ( intersection ) {
  8672. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  8673. intersection.face.materialIndex = group.materialIndex;
  8674. intersects.push( intersection );
  8675. }
  8676. }
  8677. }
  8678. } else {
  8679. start = Math.max( 0, drawRange.start );
  8680. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  8681. for ( i = start, il = end; i < il; i += 3 ) {
  8682. a = i;
  8683. b = i + 1;
  8684. c = i + 2;
  8685. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  8686. if ( intersection ) {
  8687. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  8688. intersects.push( intersection );
  8689. }
  8690. }
  8691. }
  8692. }
  8693. } else if ( geometry.isGeometry ) {
  8694. var fvA, fvB, fvC;
  8695. var isMultiMaterial = Array.isArray( material );
  8696. var vertices = geometry.vertices;
  8697. var faces = geometry.faces;
  8698. var uvs;
  8699. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  8700. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  8701. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  8702. var face = faces[ f ];
  8703. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  8704. if ( faceMaterial === undefined ) continue;
  8705. fvA = vertices[ face.a ];
  8706. fvB = vertices[ face.b ];
  8707. fvC = vertices[ face.c ];
  8708. if ( faceMaterial.morphTargets === true ) {
  8709. var morphTargets = geometry.morphTargets;
  8710. var morphInfluences = this.morphTargetInfluences;
  8711. vA.set( 0, 0, 0 );
  8712. vB.set( 0, 0, 0 );
  8713. vC.set( 0, 0, 0 );
  8714. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  8715. var influence = morphInfluences[ t ];
  8716. if ( influence === 0 ) continue;
  8717. var targets = morphTargets[ t ].vertices;
  8718. vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
  8719. vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
  8720. vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
  8721. }
  8722. vA.add( fvA );
  8723. vB.add( fvB );
  8724. vC.add( fvC );
  8725. fvA = vA;
  8726. fvB = vB;
  8727. fvC = vC;
  8728. }
  8729. intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  8730. if ( intersection ) {
  8731. if ( uvs && uvs[ f ] ) {
  8732. var uvs_f = uvs[ f ];
  8733. uvA.copy( uvs_f[ 0 ] );
  8734. uvB.copy( uvs_f[ 1 ] );
  8735. uvC.copy( uvs_f[ 2 ] );
  8736. intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  8737. }
  8738. intersection.face = face;
  8739. intersection.faceIndex = f;
  8740. intersects.push( intersection );
  8741. }
  8742. }
  8743. }
  8744. };
  8745. }() ),
  8746. clone: function () {
  8747. return new this.constructor( this.geometry, this.material ).copy( this );
  8748. }
  8749. } );
  8750. /**
  8751. * @author mrdoob / http://mrdoob.com/
  8752. */
  8753. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  8754. var clearColor = new Color( 0x000000 );
  8755. var clearAlpha = 0;
  8756. var planeMesh;
  8757. var boxMesh;
  8758. // Store the current background texture and its `version`
  8759. // so we can recompile the material accordingly.
  8760. var currentBackground = null;
  8761. var currentBackgroundVersion = 0;
  8762. function render( renderList, scene, camera, forceClear ) {
  8763. var background = scene.background;
  8764. // Ignore background in AR
  8765. // TODO: Reconsider this.
  8766. var vr = renderer.vr;
  8767. var session = vr.getSession && vr.getSession();
  8768. if ( session && session.environmentBlendMode === 'additive' ) {
  8769. background = null;
  8770. }
  8771. if ( background === null ) {
  8772. setClear( clearColor, clearAlpha );
  8773. currentBackground = null;
  8774. currentBackgroundVersion = 0;
  8775. } else if ( background && background.isColor ) {
  8776. setClear( background, 1 );
  8777. forceClear = true;
  8778. currentBackground = null;
  8779. currentBackgroundVersion = 0;
  8780. }
  8781. if ( renderer.autoClear || forceClear ) {
  8782. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  8783. }
  8784. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  8785. if ( boxMesh === undefined ) {
  8786. boxMesh = new Mesh(
  8787. new BoxBufferGeometry( 1, 1, 1 ),
  8788. new ShaderMaterial( {
  8789. type: 'BackgroundCubeMaterial',
  8790. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  8791. vertexShader: ShaderLib.cube.vertexShader,
  8792. fragmentShader: ShaderLib.cube.fragmentShader,
  8793. side: BackSide,
  8794. depthTest: false,
  8795. depthWrite: false,
  8796. fog: false
  8797. } )
  8798. );
  8799. boxMesh.geometry.removeAttribute( 'normal' );
  8800. boxMesh.geometry.removeAttribute( 'uv' );
  8801. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  8802. this.matrixWorld.copyPosition( camera.matrixWorld );
  8803. };
  8804. // enable code injection for non-built-in material
  8805. Object.defineProperty( boxMesh.material, 'map', {
  8806. get: function () {
  8807. return this.uniforms.tCube.value;
  8808. }
  8809. } );
  8810. objects.update( boxMesh );
  8811. }
  8812. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  8813. boxMesh.material.uniforms.tCube.value = texture;
  8814. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  8815. if ( currentBackground !== background ||
  8816. currentBackgroundVersion !== texture.version ) {
  8817. boxMesh.material.needsUpdate = true;
  8818. currentBackground = background;
  8819. currentBackgroundVersion = texture.version;
  8820. }
  8821. // push to the pre-sorted opaque render list
  8822. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  8823. } else if ( background && background.isTexture ) {
  8824. if ( planeMesh === undefined ) {
  8825. planeMesh = new Mesh(
  8826. new PlaneBufferGeometry( 2, 2 ),
  8827. new ShaderMaterial( {
  8828. type: 'BackgroundMaterial',
  8829. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  8830. vertexShader: ShaderLib.background.vertexShader,
  8831. fragmentShader: ShaderLib.background.fragmentShader,
  8832. side: FrontSide,
  8833. depthTest: false,
  8834. depthWrite: false,
  8835. fog: false
  8836. } )
  8837. );
  8838. planeMesh.geometry.removeAttribute( 'normal' );
  8839. // enable code injection for non-built-in material
  8840. Object.defineProperty( planeMesh.material, 'map', {
  8841. get: function () {
  8842. return this.uniforms.t2D.value;
  8843. }
  8844. } );
  8845. objects.update( planeMesh );
  8846. }
  8847. planeMesh.material.uniforms.t2D.value = background;
  8848. if ( background.matrixAutoUpdate === true ) {
  8849. background.updateMatrix();
  8850. }
  8851. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  8852. if ( currentBackground !== background ||
  8853. currentBackgroundVersion !== background.version ) {
  8854. planeMesh.material.needsUpdate = true;
  8855. currentBackground = background;
  8856. currentBackgroundVersion = background.version;
  8857. }
  8858. // push to the pre-sorted opaque render list
  8859. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  8860. }
  8861. }
  8862. function setClear( color, alpha ) {
  8863. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  8864. }
  8865. return {
  8866. getClearColor: function () {
  8867. return clearColor;
  8868. },
  8869. setClearColor: function ( color, alpha ) {
  8870. clearColor.set( color );
  8871. clearAlpha = alpha !== undefined ? alpha : 1;
  8872. setClear( clearColor, clearAlpha );
  8873. },
  8874. getClearAlpha: function () {
  8875. return clearAlpha;
  8876. },
  8877. setClearAlpha: function ( alpha ) {
  8878. clearAlpha = alpha;
  8879. setClear( clearColor, clearAlpha );
  8880. },
  8881. render: render
  8882. };
  8883. }
  8884. /**
  8885. * @author mrdoob / http://mrdoob.com/
  8886. */
  8887. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  8888. var mode;
  8889. function setMode( value ) {
  8890. mode = value;
  8891. }
  8892. function render( start, count ) {
  8893. gl.drawArrays( mode, start, count );
  8894. info.update( count, mode );
  8895. }
  8896. function renderInstances( geometry, start, count ) {
  8897. var extension;
  8898. if ( capabilities.isWebGL2 ) {
  8899. extension = gl;
  8900. } else {
  8901. extension = extensions.get( 'ANGLE_instanced_arrays' );
  8902. if ( extension === null ) {
  8903. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  8904. return;
  8905. }
  8906. }
  8907. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  8908. info.update( count, mode, geometry.maxInstancedCount );
  8909. }
  8910. //
  8911. this.setMode = setMode;
  8912. this.render = render;
  8913. this.renderInstances = renderInstances;
  8914. }
  8915. /**
  8916. * @author mrdoob / http://mrdoob.com/
  8917. */
  8918. function WebGLCapabilities( gl, extensions, parameters ) {
  8919. var maxAnisotropy;
  8920. function getMaxAnisotropy() {
  8921. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  8922. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  8923. if ( extension !== null ) {
  8924. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  8925. } else {
  8926. maxAnisotropy = 0;
  8927. }
  8928. return maxAnisotropy;
  8929. }
  8930. function getMaxPrecision( precision ) {
  8931. if ( precision === 'highp' ) {
  8932. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  8933. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  8934. return 'highp';
  8935. }
  8936. precision = 'mediump';
  8937. }
  8938. if ( precision === 'mediump' ) {
  8939. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  8940. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  8941. return 'mediump';
  8942. }
  8943. }
  8944. return 'lowp';
  8945. }
  8946. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  8947. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  8948. var maxPrecision = getMaxPrecision( precision );
  8949. if ( maxPrecision !== precision ) {
  8950. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  8951. precision = maxPrecision;
  8952. }
  8953. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  8954. var maxTextures = gl.getParameter( 34930 );
  8955. var maxVertexTextures = gl.getParameter( 35660 );
  8956. var maxTextureSize = gl.getParameter( 3379 );
  8957. var maxCubemapSize = gl.getParameter( 34076 );
  8958. var maxAttributes = gl.getParameter( 34921 );
  8959. var maxVertexUniforms = gl.getParameter( 36347 );
  8960. var maxVaryings = gl.getParameter( 36348 );
  8961. var maxFragmentUniforms = gl.getParameter( 36349 );
  8962. var vertexTextures = maxVertexTextures > 0;
  8963. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  8964. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  8965. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  8966. return {
  8967. isWebGL2: isWebGL2,
  8968. getMaxAnisotropy: getMaxAnisotropy,
  8969. getMaxPrecision: getMaxPrecision,
  8970. precision: precision,
  8971. logarithmicDepthBuffer: logarithmicDepthBuffer,
  8972. maxTextures: maxTextures,
  8973. maxVertexTextures: maxVertexTextures,
  8974. maxTextureSize: maxTextureSize,
  8975. maxCubemapSize: maxCubemapSize,
  8976. maxAttributes: maxAttributes,
  8977. maxVertexUniforms: maxVertexUniforms,
  8978. maxVaryings: maxVaryings,
  8979. maxFragmentUniforms: maxFragmentUniforms,
  8980. vertexTextures: vertexTextures,
  8981. floatFragmentTextures: floatFragmentTextures,
  8982. floatVertexTextures: floatVertexTextures,
  8983. maxSamples: maxSamples
  8984. };
  8985. }
  8986. /**
  8987. * @author tschw
  8988. */
  8989. function WebGLClipping() {
  8990. var scope = this,
  8991. globalState = null,
  8992. numGlobalPlanes = 0,
  8993. localClippingEnabled = false,
  8994. renderingShadows = false,
  8995. plane = new Plane(),
  8996. viewNormalMatrix = new Matrix3(),
  8997. uniform = { value: null, needsUpdate: false };
  8998. this.uniform = uniform;
  8999. this.numPlanes = 0;
  9000. this.numIntersection = 0;
  9001. this.init = function ( planes, enableLocalClipping, camera ) {
  9002. var enabled =
  9003. planes.length !== 0 ||
  9004. enableLocalClipping ||
  9005. // enable state of previous frame - the clipping code has to
  9006. // run another frame in order to reset the state:
  9007. numGlobalPlanes !== 0 ||
  9008. localClippingEnabled;
  9009. localClippingEnabled = enableLocalClipping;
  9010. globalState = projectPlanes( planes, camera, 0 );
  9011. numGlobalPlanes = planes.length;
  9012. return enabled;
  9013. };
  9014. this.beginShadows = function () {
  9015. renderingShadows = true;
  9016. projectPlanes( null );
  9017. };
  9018. this.endShadows = function () {
  9019. renderingShadows = false;
  9020. resetGlobalState();
  9021. };
  9022. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9023. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9024. // there's no local clipping
  9025. if ( renderingShadows ) {
  9026. // there's no global clipping
  9027. projectPlanes( null );
  9028. } else {
  9029. resetGlobalState();
  9030. }
  9031. } else {
  9032. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9033. lGlobal = nGlobal * 4,
  9034. dstArray = cache.clippingState || null;
  9035. uniform.value = dstArray; // ensure unique state
  9036. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9037. for ( var i = 0; i !== lGlobal; ++ i ) {
  9038. dstArray[ i ] = globalState[ i ];
  9039. }
  9040. cache.clippingState = dstArray;
  9041. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9042. this.numPlanes += nGlobal;
  9043. }
  9044. };
  9045. function resetGlobalState() {
  9046. if ( uniform.value !== globalState ) {
  9047. uniform.value = globalState;
  9048. uniform.needsUpdate = numGlobalPlanes > 0;
  9049. }
  9050. scope.numPlanes = numGlobalPlanes;
  9051. scope.numIntersection = 0;
  9052. }
  9053. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9054. var nPlanes = planes !== null ? planes.length : 0,
  9055. dstArray = null;
  9056. if ( nPlanes !== 0 ) {
  9057. dstArray = uniform.value;
  9058. if ( skipTransform !== true || dstArray === null ) {
  9059. var flatSize = dstOffset + nPlanes * 4,
  9060. viewMatrix = camera.matrixWorldInverse;
  9061. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9062. if ( dstArray === null || dstArray.length < flatSize ) {
  9063. dstArray = new Float32Array( flatSize );
  9064. }
  9065. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9066. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9067. plane.normal.toArray( dstArray, i4 );
  9068. dstArray[ i4 + 3 ] = plane.constant;
  9069. }
  9070. }
  9071. uniform.value = dstArray;
  9072. uniform.needsUpdate = true;
  9073. }
  9074. scope.numPlanes = nPlanes;
  9075. return dstArray;
  9076. }
  9077. }
  9078. /**
  9079. * @author mrdoob / http://mrdoob.com/
  9080. */
  9081. function WebGLExtensions( gl ) {
  9082. var extensions = {};
  9083. return {
  9084. get: function ( name ) {
  9085. if ( extensions[ name ] !== undefined ) {
  9086. return extensions[ name ];
  9087. }
  9088. var extension;
  9089. switch ( name ) {
  9090. case 'WEBGL_depth_texture':
  9091. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9092. break;
  9093. case 'EXT_texture_filter_anisotropic':
  9094. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9095. break;
  9096. case 'WEBGL_compressed_texture_s3tc':
  9097. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9098. break;
  9099. case 'WEBGL_compressed_texture_pvrtc':
  9100. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9101. break;
  9102. default:
  9103. extension = gl.getExtension( name );
  9104. }
  9105. if ( extension === null ) {
  9106. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9107. }
  9108. extensions[ name ] = extension;
  9109. return extension;
  9110. }
  9111. };
  9112. }
  9113. /**
  9114. * @author mrdoob / http://mrdoob.com/
  9115. */
  9116. function WebGLGeometries( gl, attributes, info ) {
  9117. var geometries = {};
  9118. var wireframeAttributes = {};
  9119. function onGeometryDispose( event ) {
  9120. var geometry = event.target;
  9121. var buffergeometry = geometries[ geometry.id ];
  9122. if ( buffergeometry.index !== null ) {
  9123. attributes.remove( buffergeometry.index );
  9124. }
  9125. for ( var name in buffergeometry.attributes ) {
  9126. attributes.remove( buffergeometry.attributes[ name ] );
  9127. }
  9128. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9129. delete geometries[ geometry.id ];
  9130. var attribute = wireframeAttributes[ buffergeometry.id ];
  9131. if ( attribute ) {
  9132. attributes.remove( attribute );
  9133. delete wireframeAttributes[ buffergeometry.id ];
  9134. }
  9135. //
  9136. info.memory.geometries --;
  9137. }
  9138. function get( object, geometry ) {
  9139. var buffergeometry = geometries[ geometry.id ];
  9140. if ( buffergeometry ) return buffergeometry;
  9141. geometry.addEventListener( 'dispose', onGeometryDispose );
  9142. if ( geometry.isBufferGeometry ) {
  9143. buffergeometry = geometry;
  9144. } else if ( geometry.isGeometry ) {
  9145. if ( geometry._bufferGeometry === undefined ) {
  9146. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9147. }
  9148. buffergeometry = geometry._bufferGeometry;
  9149. }
  9150. geometries[ geometry.id ] = buffergeometry;
  9151. info.memory.geometries ++;
  9152. return buffergeometry;
  9153. }
  9154. function update( geometry ) {
  9155. var index = geometry.index;
  9156. var geometryAttributes = geometry.attributes;
  9157. if ( index !== null ) {
  9158. attributes.update( index, 34963 );
  9159. }
  9160. for ( var name in geometryAttributes ) {
  9161. attributes.update( geometryAttributes[ name ], 34962 );
  9162. }
  9163. // morph targets
  9164. var morphAttributes = geometry.morphAttributes;
  9165. for ( var name in morphAttributes ) {
  9166. var array = morphAttributes[ name ];
  9167. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9168. attributes.update( array[ i ], 34962 );
  9169. }
  9170. }
  9171. }
  9172. function getWireframeAttribute( geometry ) {
  9173. var attribute = wireframeAttributes[ geometry.id ];
  9174. if ( attribute ) return attribute;
  9175. var indices = [];
  9176. var geometryIndex = geometry.index;
  9177. var geometryAttributes = geometry.attributes;
  9178. // console.time( 'wireframe' );
  9179. if ( geometryIndex !== null ) {
  9180. var array = geometryIndex.array;
  9181. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9182. var a = array[ i + 0 ];
  9183. var b = array[ i + 1 ];
  9184. var c = array[ i + 2 ];
  9185. indices.push( a, b, b, c, c, a );
  9186. }
  9187. } else {
  9188. var array = geometryAttributes.position.array;
  9189. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9190. var a = i + 0;
  9191. var b = i + 1;
  9192. var c = i + 2;
  9193. indices.push( a, b, b, c, c, a );
  9194. }
  9195. }
  9196. // console.timeEnd( 'wireframe' );
  9197. attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9198. attributes.update( attribute, 34963 );
  9199. wireframeAttributes[ geometry.id ] = attribute;
  9200. return attribute;
  9201. }
  9202. return {
  9203. get: get,
  9204. update: update,
  9205. getWireframeAttribute: getWireframeAttribute
  9206. };
  9207. }
  9208. /**
  9209. * @author mrdoob / http://mrdoob.com/
  9210. */
  9211. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9212. var mode;
  9213. function setMode( value ) {
  9214. mode = value;
  9215. }
  9216. var type, bytesPerElement;
  9217. function setIndex( value ) {
  9218. type = value.type;
  9219. bytesPerElement = value.bytesPerElement;
  9220. }
  9221. function render( start, count ) {
  9222. gl.drawElements( mode, count, type, start * bytesPerElement );
  9223. info.update( count, mode );
  9224. }
  9225. function renderInstances( geometry, start, count ) {
  9226. var extension;
  9227. if ( capabilities.isWebGL2 ) {
  9228. extension = gl;
  9229. } else {
  9230. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9231. if ( extension === null ) {
  9232. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9233. return;
  9234. }
  9235. }
  9236. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9237. info.update( count, mode, geometry.maxInstancedCount );
  9238. }
  9239. //
  9240. this.setMode = setMode;
  9241. this.setIndex = setIndex;
  9242. this.render = render;
  9243. this.renderInstances = renderInstances;
  9244. }
  9245. /**
  9246. * @author Mugen87 / https://github.com/Mugen87
  9247. */
  9248. function WebGLInfo( gl ) {
  9249. var memory = {
  9250. geometries: 0,
  9251. textures: 0
  9252. };
  9253. var render = {
  9254. frame: 0,
  9255. calls: 0,
  9256. triangles: 0,
  9257. points: 0,
  9258. lines: 0
  9259. };
  9260. function update( count, mode, instanceCount ) {
  9261. instanceCount = instanceCount || 1;
  9262. render.calls ++;
  9263. switch ( mode ) {
  9264. case 4:
  9265. render.triangles += instanceCount * ( count / 3 );
  9266. break;
  9267. case 5:
  9268. case 6:
  9269. render.triangles += instanceCount * ( count - 2 );
  9270. break;
  9271. case 1:
  9272. render.lines += instanceCount * ( count / 2 );
  9273. break;
  9274. case 3:
  9275. render.lines += instanceCount * ( count - 1 );
  9276. break;
  9277. case 2:
  9278. render.lines += instanceCount * count;
  9279. break;
  9280. case 0:
  9281. render.points += instanceCount * count;
  9282. break;
  9283. default:
  9284. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9285. break;
  9286. }
  9287. }
  9288. function reset() {
  9289. render.frame ++;
  9290. render.calls = 0;
  9291. render.triangles = 0;
  9292. render.points = 0;
  9293. render.lines = 0;
  9294. }
  9295. return {
  9296. memory: memory,
  9297. render: render,
  9298. programs: null,
  9299. autoReset: true,
  9300. reset: reset,
  9301. update: update
  9302. };
  9303. }
  9304. /**
  9305. * @author mrdoob / http://mrdoob.com/
  9306. */
  9307. function absNumericalSort( a, b ) {
  9308. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9309. }
  9310. function WebGLMorphtargets( gl ) {
  9311. var influencesList = {};
  9312. var morphInfluences = new Float32Array( 8 );
  9313. function update( object, geometry, material, program ) {
  9314. var objectInfluences = object.morphTargetInfluences;
  9315. var length = objectInfluences.length;
  9316. var influences = influencesList[ geometry.id ];
  9317. if ( influences === undefined ) {
  9318. // initialise list
  9319. influences = [];
  9320. for ( var i = 0; i < length; i ++ ) {
  9321. influences[ i ] = [ i, 0 ];
  9322. }
  9323. influencesList[ geometry.id ] = influences;
  9324. }
  9325. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9326. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9327. // Remove current morphAttributes
  9328. for ( var i = 0; i < length; i ++ ) {
  9329. var influence = influences[ i ];
  9330. if ( influence[ 1 ] !== 0 ) {
  9331. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9332. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9333. }
  9334. }
  9335. // Collect influences
  9336. for ( var i = 0; i < length; i ++ ) {
  9337. var influence = influences[ i ];
  9338. influence[ 0 ] = i;
  9339. influence[ 1 ] = objectInfluences[ i ];
  9340. }
  9341. influences.sort( absNumericalSort );
  9342. // Add morphAttributes
  9343. for ( var i = 0; i < 8; i ++ ) {
  9344. var influence = influences[ i ];
  9345. if ( influence ) {
  9346. var index = influence[ 0 ];
  9347. var value = influence[ 1 ];
  9348. if ( value ) {
  9349. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9350. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9351. morphInfluences[ i ] = value;
  9352. continue;
  9353. }
  9354. }
  9355. morphInfluences[ i ] = 0;
  9356. }
  9357. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9358. }
  9359. return {
  9360. update: update
  9361. };
  9362. }
  9363. /**
  9364. * @author mrdoob / http://mrdoob.com/
  9365. */
  9366. function WebGLObjects( geometries, info ) {
  9367. var updateList = {};
  9368. function update( object ) {
  9369. var frame = info.render.frame;
  9370. var geometry = object.geometry;
  9371. var buffergeometry = geometries.get( object, geometry );
  9372. // Update once per frame
  9373. if ( updateList[ buffergeometry.id ] !== frame ) {
  9374. if ( geometry.isGeometry ) {
  9375. buffergeometry.updateFromObject( object );
  9376. }
  9377. geometries.update( buffergeometry );
  9378. updateList[ buffergeometry.id ] = frame;
  9379. }
  9380. return buffergeometry;
  9381. }
  9382. function dispose() {
  9383. updateList = {};
  9384. }
  9385. return {
  9386. update: update,
  9387. dispose: dispose
  9388. };
  9389. }
  9390. /**
  9391. * @author mrdoob / http://mrdoob.com/
  9392. */
  9393. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9394. images = images !== undefined ? images : [];
  9395. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9396. format = format !== undefined ? format : RGBFormat;
  9397. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9398. this.flipY = false;
  9399. }
  9400. CubeTexture.prototype = Object.create( Texture.prototype );
  9401. CubeTexture.prototype.constructor = CubeTexture;
  9402. CubeTexture.prototype.isCubeTexture = true;
  9403. Object.defineProperty( CubeTexture.prototype, 'images', {
  9404. get: function () {
  9405. return this.image;
  9406. },
  9407. set: function ( value ) {
  9408. this.image = value;
  9409. }
  9410. } );
  9411. /**
  9412. * @author Takahiro https://github.com/takahirox
  9413. */
  9414. function DataTexture2DArray( data, width, height, depth ) {
  9415. Texture.call( this, null );
  9416. this.image = { data: data, width: width, height: height, depth: depth };
  9417. this.magFilter = NearestFilter;
  9418. this.minFilter = NearestFilter;
  9419. this.wrapR = ClampToEdgeWrapping;
  9420. this.generateMipmaps = false;
  9421. this.flipY = false;
  9422. }
  9423. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9424. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9425. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9426. /**
  9427. * @author Artur Trzesiok
  9428. */
  9429. function DataTexture3D( data, width, height, depth ) {
  9430. // We're going to add .setXXX() methods for setting properties later.
  9431. // Users can still set in DataTexture3D directly.
  9432. //
  9433. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9434. // texture.anisotropy = 16;
  9435. //
  9436. // See #14839
  9437. Texture.call( this, null );
  9438. this.image = { data: data, width: width, height: height, depth: depth };
  9439. this.magFilter = NearestFilter;
  9440. this.minFilter = NearestFilter;
  9441. this.wrapR = ClampToEdgeWrapping;
  9442. this.generateMipmaps = false;
  9443. this.flipY = false;
  9444. }
  9445. DataTexture3D.prototype = Object.create( Texture.prototype );
  9446. DataTexture3D.prototype.constructor = DataTexture3D;
  9447. DataTexture3D.prototype.isDataTexture3D = true;
  9448. /**
  9449. * @author tschw
  9450. * @author Mugen87 / https://github.com/Mugen87
  9451. * @author mrdoob / http://mrdoob.com/
  9452. *
  9453. * Uniforms of a program.
  9454. * Those form a tree structure with a special top-level container for the root,
  9455. * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
  9456. *
  9457. *
  9458. * Properties of inner nodes including the top-level container:
  9459. *
  9460. * .seq - array of nested uniforms
  9461. * .map - nested uniforms by name
  9462. *
  9463. *
  9464. * Methods of all nodes except the top-level container:
  9465. *
  9466. * .setValue( gl, value, [renderer] )
  9467. *
  9468. * uploads a uniform value(s)
  9469. * the 'renderer' parameter is needed for sampler uniforms
  9470. *
  9471. *
  9472. * Static methods of the top-level container (renderer factorizations):
  9473. *
  9474. * .upload( gl, seq, values, renderer )
  9475. *
  9476. * sets uniforms in 'seq' to 'values[id].value'
  9477. *
  9478. * .seqWithValue( seq, values ) : filteredSeq
  9479. *
  9480. * filters 'seq' entries with corresponding entry in values
  9481. *
  9482. *
  9483. * Methods of the top-level container (renderer factorizations):
  9484. *
  9485. * .setValue( gl, name, value )
  9486. *
  9487. * sets uniform with name 'name' to 'value'
  9488. *
  9489. * .set( gl, obj, prop )
  9490. *
  9491. * sets uniform from object and property with same name than uniform
  9492. *
  9493. * .setOptional( gl, obj, prop )
  9494. *
  9495. * like .set for an optional property of the object
  9496. *
  9497. */
  9498. var emptyTexture = new Texture();
  9499. var emptyTexture2dArray = new DataTexture2DArray();
  9500. var emptyTexture3d = new DataTexture3D();
  9501. var emptyCubeTexture = new CubeTexture();
  9502. // --- Base for inner nodes (including the root) ---
  9503. function UniformContainer() {
  9504. this.seq = [];
  9505. this.map = {};
  9506. }
  9507. // --- Utilities ---
  9508. // Array Caches (provide typed arrays for temporary by size)
  9509. var arrayCacheF32 = [];
  9510. var arrayCacheI32 = [];
  9511. // Float32Array caches used for uploading Matrix uniforms
  9512. var mat4array = new Float32Array( 16 );
  9513. var mat3array = new Float32Array( 9 );
  9514. var mat2array = new Float32Array( 4 );
  9515. // Flattening for arrays of vectors and matrices
  9516. function flatten( array, nBlocks, blockSize ) {
  9517. var firstElem = array[ 0 ];
  9518. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9519. // unoptimized: ! isNaN( firstElem )
  9520. // see http://jacksondunstan.com/articles/983
  9521. var n = nBlocks * blockSize,
  9522. r = arrayCacheF32[ n ];
  9523. if ( r === undefined ) {
  9524. r = new Float32Array( n );
  9525. arrayCacheF32[ n ] = r;
  9526. }
  9527. if ( nBlocks !== 0 ) {
  9528. firstElem.toArray( r, 0 );
  9529. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9530. offset += blockSize;
  9531. array[ i ].toArray( r, offset );
  9532. }
  9533. }
  9534. return r;
  9535. }
  9536. function arraysEqual( a, b ) {
  9537. if ( a.length !== b.length ) return false;
  9538. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9539. if ( a[ i ] !== b[ i ] ) return false;
  9540. }
  9541. return true;
  9542. }
  9543. function copyArray( a, b ) {
  9544. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9545. a[ i ] = b[ i ];
  9546. }
  9547. }
  9548. // Texture unit allocation
  9549. function allocTexUnits( renderer, n ) {
  9550. var r = arrayCacheI32[ n ];
  9551. if ( r === undefined ) {
  9552. r = new Int32Array( n );
  9553. arrayCacheI32[ n ] = r;
  9554. }
  9555. for ( var i = 0; i !== n; ++ i )
  9556. r[ i ] = renderer.allocTextureUnit();
  9557. return r;
  9558. }
  9559. // --- Setters ---
  9560. // Note: Defining these methods externally, because they come in a bunch
  9561. // and this way their names minify.
  9562. // Single scalar
  9563. function setValue1f( gl, v ) {
  9564. var cache = this.cache;
  9565. if ( cache[ 0 ] === v ) return;
  9566. gl.uniform1f( this.addr, v );
  9567. cache[ 0 ] = v;
  9568. }
  9569. function setValue1i( gl, v ) {
  9570. var cache = this.cache;
  9571. if ( cache[ 0 ] === v ) return;
  9572. gl.uniform1i( this.addr, v );
  9573. cache[ 0 ] = v;
  9574. }
  9575. // Single float vector (from flat array or THREE.VectorN)
  9576. function setValue2fv( gl, v ) {
  9577. var cache = this.cache;
  9578. if ( v.x !== undefined ) {
  9579. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9580. gl.uniform2f( this.addr, v.x, v.y );
  9581. cache[ 0 ] = v.x;
  9582. cache[ 1 ] = v.y;
  9583. }
  9584. } else {
  9585. if ( arraysEqual( cache, v ) ) return;
  9586. gl.uniform2fv( this.addr, v );
  9587. copyArray( cache, v );
  9588. }
  9589. }
  9590. function setValue3fv( gl, v ) {
  9591. var cache = this.cache;
  9592. if ( v.x !== undefined ) {
  9593. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9594. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9595. cache[ 0 ] = v.x;
  9596. cache[ 1 ] = v.y;
  9597. cache[ 2 ] = v.z;
  9598. }
  9599. } else if ( v.r !== undefined ) {
  9600. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9601. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9602. cache[ 0 ] = v.r;
  9603. cache[ 1 ] = v.g;
  9604. cache[ 2 ] = v.b;
  9605. }
  9606. } else {
  9607. if ( arraysEqual( cache, v ) ) return;
  9608. gl.uniform3fv( this.addr, v );
  9609. copyArray( cache, v );
  9610. }
  9611. }
  9612. function setValue4fv( gl, v ) {
  9613. var cache = this.cache;
  9614. if ( v.x !== undefined ) {
  9615. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9616. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9617. cache[ 0 ] = v.x;
  9618. cache[ 1 ] = v.y;
  9619. cache[ 2 ] = v.z;
  9620. cache[ 3 ] = v.w;
  9621. }
  9622. } else {
  9623. if ( arraysEqual( cache, v ) ) return;
  9624. gl.uniform4fv( this.addr, v );
  9625. copyArray( cache, v );
  9626. }
  9627. }
  9628. // Single matrix (from flat array or MatrixN)
  9629. function setValue2fm( gl, v ) {
  9630. var cache = this.cache;
  9631. var elements = v.elements;
  9632. if ( elements === undefined ) {
  9633. if ( arraysEqual( cache, v ) ) return;
  9634. gl.uniformMatrix2fv( this.addr, false, v );
  9635. copyArray( cache, v );
  9636. } else {
  9637. if ( arraysEqual( cache, elements ) ) return;
  9638. mat2array.set( elements );
  9639. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9640. copyArray( cache, elements );
  9641. }
  9642. }
  9643. function setValue3fm( gl, v ) {
  9644. var cache = this.cache;
  9645. var elements = v.elements;
  9646. if ( elements === undefined ) {
  9647. if ( arraysEqual( cache, v ) ) return;
  9648. gl.uniformMatrix3fv( this.addr, false, v );
  9649. copyArray( cache, v );
  9650. } else {
  9651. if ( arraysEqual( cache, elements ) ) return;
  9652. mat3array.set( elements );
  9653. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9654. copyArray( cache, elements );
  9655. }
  9656. }
  9657. function setValue4fm( gl, v ) {
  9658. var cache = this.cache;
  9659. var elements = v.elements;
  9660. if ( elements === undefined ) {
  9661. if ( arraysEqual( cache, v ) ) return;
  9662. gl.uniformMatrix4fv( this.addr, false, v );
  9663. copyArray( cache, v );
  9664. } else {
  9665. if ( arraysEqual( cache, elements ) ) return;
  9666. mat4array.set( elements );
  9667. gl.uniformMatrix4fv( this.addr, false, mat4array );
  9668. copyArray( cache, elements );
  9669. }
  9670. }
  9671. // Single texture (2D / Cube)
  9672. function setValueT1( gl, v, renderer ) {
  9673. var cache = this.cache;
  9674. var unit = renderer.allocTextureUnit();
  9675. if ( cache[ 0 ] !== unit ) {
  9676. gl.uniform1i( this.addr, unit );
  9677. cache[ 0 ] = unit;
  9678. }
  9679. renderer.setTexture2D( v || emptyTexture, unit );
  9680. }
  9681. function setValueT2DArray1( gl, v, renderer ) {
  9682. var cache = this.cache;
  9683. var unit = renderer.allocTextureUnit();
  9684. if ( cache[ 0 ] !== unit ) {
  9685. gl.uniform1i( this.addr, unit );
  9686. cache[ 0 ] = unit;
  9687. }
  9688. renderer.setTexture2DArray( v || emptyTexture2dArray, unit );
  9689. }
  9690. function setValueT3D1( gl, v, renderer ) {
  9691. var cache = this.cache;
  9692. var unit = renderer.allocTextureUnit();
  9693. if ( cache[ 0 ] !== unit ) {
  9694. gl.uniform1i( this.addr, unit );
  9695. cache[ 0 ] = unit;
  9696. }
  9697. renderer.setTexture3D( v || emptyTexture3d, unit );
  9698. }
  9699. function setValueT6( gl, v, renderer ) {
  9700. var cache = this.cache;
  9701. var unit = renderer.allocTextureUnit();
  9702. if ( cache[ 0 ] !== unit ) {
  9703. gl.uniform1i( this.addr, unit );
  9704. cache[ 0 ] = unit;
  9705. }
  9706. renderer.setTextureCube( v || emptyCubeTexture, unit );
  9707. }
  9708. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  9709. function setValue2iv( gl, v ) {
  9710. var cache = this.cache;
  9711. if ( arraysEqual( cache, v ) ) return;
  9712. gl.uniform2iv( this.addr, v );
  9713. copyArray( cache, v );
  9714. }
  9715. function setValue3iv( gl, v ) {
  9716. var cache = this.cache;
  9717. if ( arraysEqual( cache, v ) ) return;
  9718. gl.uniform3iv( this.addr, v );
  9719. copyArray( cache, v );
  9720. }
  9721. function setValue4iv( gl, v ) {
  9722. var cache = this.cache;
  9723. if ( arraysEqual( cache, v ) ) return;
  9724. gl.uniform4iv( this.addr, v );
  9725. copyArray( cache, v );
  9726. }
  9727. // Helper to pick the right setter for the singular case
  9728. function getSingularSetter( type ) {
  9729. switch ( type ) {
  9730. case 0x1406: return setValue1f; // FLOAT
  9731. case 0x8b50: return setValue2fv; // _VEC2
  9732. case 0x8b51: return setValue3fv; // _VEC3
  9733. case 0x8b52: return setValue4fv; // _VEC4
  9734. case 0x8b5a: return setValue2fm; // _MAT2
  9735. case 0x8b5b: return setValue3fm; // _MAT3
  9736. case 0x8b5c: return setValue4fm; // _MAT4
  9737. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  9738. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  9739. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  9740. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  9741. case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
  9742. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9743. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9744. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9745. }
  9746. }
  9747. // Array of scalars
  9748. function setValue1fv( gl, v ) {
  9749. var cache = this.cache;
  9750. if ( arraysEqual( cache, v ) ) return;
  9751. gl.uniform1fv( this.addr, v );
  9752. copyArray( cache, v );
  9753. }
  9754. function setValue1iv( gl, v ) {
  9755. var cache = this.cache;
  9756. if ( arraysEqual( cache, v ) ) return;
  9757. gl.uniform1iv( this.addr, v );
  9758. copyArray( cache, v );
  9759. }
  9760. // Array of vectors (flat or from THREE classes)
  9761. function setValueV2a( gl, v ) {
  9762. var cache = this.cache;
  9763. var data = flatten( v, this.size, 2 );
  9764. if ( arraysEqual( cache, data ) ) return;
  9765. gl.uniform2fv( this.addr, data );
  9766. this.updateCache( data );
  9767. }
  9768. function setValueV3a( gl, v ) {
  9769. var cache = this.cache;
  9770. var data = flatten( v, this.size, 3 );
  9771. if ( arraysEqual( cache, data ) ) return;
  9772. gl.uniform3fv( this.addr, data );
  9773. this.updateCache( data );
  9774. }
  9775. function setValueV4a( gl, v ) {
  9776. var cache = this.cache;
  9777. var data = flatten( v, this.size, 4 );
  9778. if ( arraysEqual( cache, data ) ) return;
  9779. gl.uniform4fv( this.addr, data );
  9780. this.updateCache( data );
  9781. }
  9782. // Array of matrices (flat or from THREE clases)
  9783. function setValueM2a( gl, v ) {
  9784. var cache = this.cache;
  9785. var data = flatten( v, this.size, 4 );
  9786. if ( arraysEqual( cache, data ) ) return;
  9787. gl.uniformMatrix2fv( this.addr, false, data );
  9788. this.updateCache( data );
  9789. }
  9790. function setValueM3a( gl, v ) {
  9791. var cache = this.cache;
  9792. var data = flatten( v, this.size, 9 );
  9793. if ( arraysEqual( cache, data ) ) return;
  9794. gl.uniformMatrix3fv( this.addr, false, data );
  9795. this.updateCache( data );
  9796. }
  9797. function setValueM4a( gl, v ) {
  9798. var cache = this.cache;
  9799. var data = flatten( v, this.size, 16 );
  9800. if ( arraysEqual( cache, data ) ) return;
  9801. gl.uniformMatrix4fv( this.addr, false, data );
  9802. this.updateCache( data );
  9803. }
  9804. // Array of textures (2D / Cube)
  9805. function setValueT1a( gl, v, renderer ) {
  9806. var cache = this.cache;
  9807. var n = v.length;
  9808. var units = allocTexUnits( renderer, n );
  9809. if ( arraysEqual( cache, units ) === false ) {
  9810. gl.uniform1iv( this.addr, units );
  9811. copyArray( cache, units );
  9812. }
  9813. for ( var i = 0; i !== n; ++ i ) {
  9814. renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
  9815. }
  9816. }
  9817. function setValueT6a( gl, v, renderer ) {
  9818. var cache = this.cache;
  9819. var n = v.length;
  9820. var units = allocTexUnits( renderer, n );
  9821. if ( arraysEqual( cache, units ) === false ) {
  9822. gl.uniform1iv( this.addr, units );
  9823. copyArray( cache, units );
  9824. }
  9825. for ( var i = 0; i !== n; ++ i ) {
  9826. renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  9827. }
  9828. }
  9829. // Helper to pick the right setter for a pure (bottom-level) array
  9830. function getPureArraySetter( type ) {
  9831. switch ( type ) {
  9832. case 0x1406: return setValue1fv; // FLOAT
  9833. case 0x8b50: return setValueV2a; // _VEC2
  9834. case 0x8b51: return setValueV3a; // _VEC3
  9835. case 0x8b52: return setValueV4a; // _VEC4
  9836. case 0x8b5a: return setValueM2a; // _MAT2
  9837. case 0x8b5b: return setValueM3a; // _MAT3
  9838. case 0x8b5c: return setValueM4a; // _MAT4
  9839. case 0x8b5e: return setValueT1a; // SAMPLER_2D
  9840. case 0x8b60: return setValueT6a; // SAMPLER_CUBE
  9841. case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
  9842. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9843. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9844. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9845. }
  9846. }
  9847. // --- Uniform Classes ---
  9848. function SingleUniform( id, activeInfo, addr ) {
  9849. this.id = id;
  9850. this.addr = addr;
  9851. this.cache = [];
  9852. this.setValue = getSingularSetter( activeInfo.type );
  9853. // this.path = activeInfo.name; // DEBUG
  9854. }
  9855. function PureArrayUniform( id, activeInfo, addr ) {
  9856. this.id = id;
  9857. this.addr = addr;
  9858. this.cache = [];
  9859. this.size = activeInfo.size;
  9860. this.setValue = getPureArraySetter( activeInfo.type );
  9861. // this.path = activeInfo.name; // DEBUG
  9862. }
  9863. PureArrayUniform.prototype.updateCache = function ( data ) {
  9864. var cache = this.cache;
  9865. if ( data instanceof Float32Array && cache.length !== data.length ) {
  9866. this.cache = new Float32Array( data.length );
  9867. }
  9868. copyArray( cache, data );
  9869. };
  9870. function StructuredUniform( id ) {
  9871. this.id = id;
  9872. UniformContainer.call( this ); // mix-in
  9873. }
  9874. StructuredUniform.prototype.setValue = function ( gl, value, renderer ) {
  9875. var seq = this.seq;
  9876. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9877. var u = seq[ i ];
  9878. u.setValue( gl, value[ u.id ], renderer );
  9879. }
  9880. };
  9881. // --- Top-level ---
  9882. // Parser - builds up the property tree from the path strings
  9883. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  9884. // extracts
  9885. // - the identifier (member name or array index)
  9886. // - followed by an optional right bracket (found when array index)
  9887. // - followed by an optional left bracket or dot (type of subscript)
  9888. //
  9889. // Note: These portions can be read in a non-overlapping fashion and
  9890. // allow straightforward parsing of the hierarchy that WebGL encodes
  9891. // in the uniform names.
  9892. function addUniform( container, uniformObject ) {
  9893. container.seq.push( uniformObject );
  9894. container.map[ uniformObject.id ] = uniformObject;
  9895. }
  9896. function parseUniform( activeInfo, addr, container ) {
  9897. var path = activeInfo.name,
  9898. pathLength = path.length;
  9899. // reset RegExp object, because of the early exit of a previous run
  9900. RePathPart.lastIndex = 0;
  9901. while ( true ) {
  9902. var match = RePathPart.exec( path ),
  9903. matchEnd = RePathPart.lastIndex,
  9904. id = match[ 1 ],
  9905. idIsIndex = match[ 2 ] === ']',
  9906. subscript = match[ 3 ];
  9907. if ( idIsIndex ) id = id | 0; // convert to integer
  9908. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  9909. // bare name or "pure" bottom-level array "[0]" suffix
  9910. addUniform( container, subscript === undefined ?
  9911. new SingleUniform( id, activeInfo, addr ) :
  9912. new PureArrayUniform( id, activeInfo, addr ) );
  9913. break;
  9914. } else {
  9915. // step into inner node / create it in case it doesn't exist
  9916. var map = container.map, next = map[ id ];
  9917. if ( next === undefined ) {
  9918. next = new StructuredUniform( id );
  9919. addUniform( container, next );
  9920. }
  9921. container = next;
  9922. }
  9923. }
  9924. }
  9925. // Root Container
  9926. function WebGLUniforms( gl, program, renderer ) {
  9927. UniformContainer.call( this );
  9928. this.renderer = renderer;
  9929. var n = gl.getProgramParameter( program, 35718 );
  9930. for ( var i = 0; i < n; ++ i ) {
  9931. var info = gl.getActiveUniform( program, i ),
  9932. addr = gl.getUniformLocation( program, info.name );
  9933. parseUniform( info, addr, this );
  9934. }
  9935. }
  9936. WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
  9937. var u = this.map[ name ];
  9938. if ( u !== undefined ) u.setValue( gl, value, this.renderer );
  9939. };
  9940. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  9941. var v = object[ name ];
  9942. if ( v !== undefined ) this.setValue( gl, name, v );
  9943. };
  9944. // Static interface
  9945. WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
  9946. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9947. var u = seq[ i ],
  9948. v = values[ u.id ];
  9949. if ( v.needsUpdate !== false ) {
  9950. // note: always updating when .needsUpdate is undefined
  9951. u.setValue( gl, v.value, renderer );
  9952. }
  9953. }
  9954. };
  9955. WebGLUniforms.seqWithValue = function ( seq, values ) {
  9956. var r = [];
  9957. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9958. var u = seq[ i ];
  9959. if ( u.id in values ) r.push( u );
  9960. }
  9961. return r;
  9962. };
  9963. /**
  9964. * @author mrdoob / http://mrdoob.com/
  9965. */
  9966. function addLineNumbers( string ) {
  9967. var lines = string.split( '\n' );
  9968. for ( var i = 0; i < lines.length; i ++ ) {
  9969. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  9970. }
  9971. return lines.join( '\n' );
  9972. }
  9973. function WebGLShader( gl, type, string ) {
  9974. var shader = gl.createShader( type );
  9975. gl.shaderSource( shader, string );
  9976. gl.compileShader( shader );
  9977. if ( gl.getShaderParameter( shader, 35713 ) === false ) {
  9978. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  9979. }
  9980. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  9981. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === 35633 ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
  9982. }
  9983. // --enable-privileged-webgl-extension
  9984. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  9985. return shader;
  9986. }
  9987. /**
  9988. * @author mrdoob / http://mrdoob.com/
  9989. */
  9990. var programIdCount = 0;
  9991. function getEncodingComponents( encoding ) {
  9992. switch ( encoding ) {
  9993. case LinearEncoding:
  9994. return [ 'Linear', '( value )' ];
  9995. case sRGBEncoding:
  9996. return [ 'sRGB', '( value )' ];
  9997. case RGBEEncoding:
  9998. return [ 'RGBE', '( value )' ];
  9999. case RGBM7Encoding:
  10000. return [ 'RGBM', '( value, 7.0 )' ];
  10001. case RGBM16Encoding:
  10002. return [ 'RGBM', '( value, 16.0 )' ];
  10003. case RGBDEncoding:
  10004. return [ 'RGBD', '( value, 256.0 )' ];
  10005. case GammaEncoding:
  10006. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10007. default:
  10008. throw new Error( 'unsupported encoding: ' + encoding );
  10009. }
  10010. }
  10011. function getTexelDecodingFunction( functionName, encoding ) {
  10012. var components = getEncodingComponents( encoding );
  10013. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10014. }
  10015. function getTexelEncodingFunction( functionName, encoding ) {
  10016. var components = getEncodingComponents( encoding );
  10017. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10018. }
  10019. function getToneMappingFunction( functionName, toneMapping ) {
  10020. var toneMappingName;
  10021. switch ( toneMapping ) {
  10022. case LinearToneMapping:
  10023. toneMappingName = 'Linear';
  10024. break;
  10025. case ReinhardToneMapping:
  10026. toneMappingName = 'Reinhard';
  10027. break;
  10028. case Uncharted2ToneMapping:
  10029. toneMappingName = 'Uncharted2';
  10030. break;
  10031. case CineonToneMapping:
  10032. toneMappingName = 'OptimizedCineon';
  10033. break;
  10034. case ACESFilmicToneMapping:
  10035. toneMappingName = 'ACESFilmic';
  10036. break;
  10037. default:
  10038. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10039. }
  10040. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10041. }
  10042. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10043. extensions = extensions || {};
  10044. var chunks = [
  10045. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10046. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10047. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10048. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10049. ];
  10050. return chunks.filter( filterEmptyLine ).join( '\n' );
  10051. }
  10052. function generateDefines( defines ) {
  10053. var chunks = [];
  10054. for ( var name in defines ) {
  10055. var value = defines[ name ];
  10056. if ( value === false ) continue;
  10057. chunks.push( '#define ' + name + ' ' + value );
  10058. }
  10059. return chunks.join( '\n' );
  10060. }
  10061. function fetchAttributeLocations( gl, program ) {
  10062. var attributes = {};
  10063. var n = gl.getProgramParameter( program, 35721 );
  10064. for ( var i = 0; i < n; i ++ ) {
  10065. var info = gl.getActiveAttrib( program, i );
  10066. var name = info.name;
  10067. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10068. attributes[ name ] = gl.getAttribLocation( program, name );
  10069. }
  10070. return attributes;
  10071. }
  10072. function filterEmptyLine( string ) {
  10073. return string !== '';
  10074. }
  10075. function replaceLightNums( string, parameters ) {
  10076. return string
  10077. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10078. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10079. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10080. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10081. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  10082. }
  10083. function replaceClippingPlaneNums( string, parameters ) {
  10084. return string
  10085. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10086. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10087. }
  10088. function parseIncludes( string ) {
  10089. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10090. function replace( match, include ) {
  10091. var replace = ShaderChunk[ include ];
  10092. if ( replace === undefined ) {
  10093. throw new Error( 'Can not resolve #include <' + include + '>' );
  10094. }
  10095. return parseIncludes( replace );
  10096. }
  10097. return string.replace( pattern, replace );
  10098. }
  10099. function unrollLoops( string ) {
  10100. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10101. function replace( match, start, end, snippet ) {
  10102. var unroll = '';
  10103. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10104. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  10105. }
  10106. return unroll;
  10107. }
  10108. return string.replace( pattern, replace );
  10109. }
  10110. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10111. var gl = renderer.context;
  10112. var defines = material.defines;
  10113. var vertexShader = shader.vertexShader;
  10114. var fragmentShader = shader.fragmentShader;
  10115. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10116. if ( parameters.shadowMapType === PCFShadowMap ) {
  10117. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10118. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10119. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10120. }
  10121. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10122. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10123. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10124. if ( parameters.envMap ) {
  10125. switch ( material.envMap.mapping ) {
  10126. case CubeReflectionMapping:
  10127. case CubeRefractionMapping:
  10128. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10129. break;
  10130. case CubeUVReflectionMapping:
  10131. case CubeUVRefractionMapping:
  10132. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10133. break;
  10134. case EquirectangularReflectionMapping:
  10135. case EquirectangularRefractionMapping:
  10136. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10137. break;
  10138. case SphericalReflectionMapping:
  10139. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10140. break;
  10141. }
  10142. switch ( material.envMap.mapping ) {
  10143. case CubeRefractionMapping:
  10144. case EquirectangularRefractionMapping:
  10145. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10146. break;
  10147. }
  10148. switch ( material.combine ) {
  10149. case MultiplyOperation:
  10150. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10151. break;
  10152. case MixOperation:
  10153. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10154. break;
  10155. case AddOperation:
  10156. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10157. break;
  10158. }
  10159. }
  10160. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10161. // console.log( 'building new program ' );
  10162. //
  10163. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10164. var customDefines = generateDefines( defines );
  10165. //
  10166. var program = gl.createProgram();
  10167. var prefixVertex, prefixFragment;
  10168. if ( material.isRawShaderMaterial ) {
  10169. prefixVertex = [
  10170. customDefines
  10171. ].filter( filterEmptyLine ).join( '\n' );
  10172. if ( prefixVertex.length > 0 ) {
  10173. prefixVertex += '\n';
  10174. }
  10175. prefixFragment = [
  10176. customExtensions,
  10177. customDefines
  10178. ].filter( filterEmptyLine ).join( '\n' );
  10179. if ( prefixFragment.length > 0 ) {
  10180. prefixFragment += '\n';
  10181. }
  10182. } else {
  10183. prefixVertex = [
  10184. 'precision ' + parameters.precision + ' float;',
  10185. 'precision ' + parameters.precision + ' int;',
  10186. '#define SHADER_NAME ' + shader.name,
  10187. customDefines,
  10188. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10189. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10190. '#define MAX_BONES ' + parameters.maxBones,
  10191. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10192. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10193. parameters.map ? '#define USE_MAP' : '',
  10194. parameters.envMap ? '#define USE_ENVMAP' : '',
  10195. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10196. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10197. parameters.aoMap ? '#define USE_AOMAP' : '',
  10198. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10199. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10200. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10201. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10202. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10203. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10204. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10205. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10206. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10207. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10208. parameters.vertexColors ? '#define USE_COLOR' : '',
  10209. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10210. parameters.skinning ? '#define USE_SKINNING' : '',
  10211. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10212. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10213. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10214. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10215. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10216. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10217. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10218. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10219. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10220. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10221. 'uniform mat4 modelMatrix;',
  10222. 'uniform mat4 modelViewMatrix;',
  10223. 'uniform mat4 projectionMatrix;',
  10224. 'uniform mat4 viewMatrix;',
  10225. 'uniform mat3 normalMatrix;',
  10226. 'uniform vec3 cameraPosition;',
  10227. 'attribute vec3 position;',
  10228. 'attribute vec3 normal;',
  10229. 'attribute vec2 uv;',
  10230. '#ifdef USE_TANGENT',
  10231. ' attribute vec4 tangent;',
  10232. '#endif',
  10233. '#ifdef USE_COLOR',
  10234. ' attribute vec3 color;',
  10235. '#endif',
  10236. '#ifdef USE_MORPHTARGETS',
  10237. ' attribute vec3 morphTarget0;',
  10238. ' attribute vec3 morphTarget1;',
  10239. ' attribute vec3 morphTarget2;',
  10240. ' attribute vec3 morphTarget3;',
  10241. ' #ifdef USE_MORPHNORMALS',
  10242. ' attribute vec3 morphNormal0;',
  10243. ' attribute vec3 morphNormal1;',
  10244. ' attribute vec3 morphNormal2;',
  10245. ' attribute vec3 morphNormal3;',
  10246. ' #else',
  10247. ' attribute vec3 morphTarget4;',
  10248. ' attribute vec3 morphTarget5;',
  10249. ' attribute vec3 morphTarget6;',
  10250. ' attribute vec3 morphTarget7;',
  10251. ' #endif',
  10252. '#endif',
  10253. '#ifdef USE_SKINNING',
  10254. ' attribute vec4 skinIndex;',
  10255. ' attribute vec4 skinWeight;',
  10256. '#endif',
  10257. '\n'
  10258. ].filter( filterEmptyLine ).join( '\n' );
  10259. prefixFragment = [
  10260. customExtensions,
  10261. 'precision ' + parameters.precision + ' float;',
  10262. 'precision ' + parameters.precision + ' int;',
  10263. '#define SHADER_NAME ' + shader.name,
  10264. customDefines,
  10265. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10266. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10267. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10268. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10269. parameters.map ? '#define USE_MAP' : '',
  10270. parameters.matcap ? '#define USE_MATCAP' : '',
  10271. parameters.envMap ? '#define USE_ENVMAP' : '',
  10272. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10273. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10274. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10275. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10276. parameters.aoMap ? '#define USE_AOMAP' : '',
  10277. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10278. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10279. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10280. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10281. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10282. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10283. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10284. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10285. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10286. parameters.vertexColors ? '#define USE_COLOR' : '',
  10287. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10288. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10289. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10290. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10291. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10292. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10293. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10294. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10295. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10296. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10297. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10298. 'uniform mat4 viewMatrix;',
  10299. 'uniform vec3 cameraPosition;',
  10300. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10301. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10302. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10303. parameters.dithering ? '#define DITHERING' : '',
  10304. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10305. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10306. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10307. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10308. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10309. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10310. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10311. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10312. '\n'
  10313. ].filter( filterEmptyLine ).join( '\n' );
  10314. }
  10315. vertexShader = parseIncludes( vertexShader );
  10316. vertexShader = replaceLightNums( vertexShader, parameters );
  10317. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10318. fragmentShader = parseIncludes( fragmentShader );
  10319. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10320. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10321. vertexShader = unrollLoops( vertexShader );
  10322. fragmentShader = unrollLoops( fragmentShader );
  10323. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10324. var isGLSL3ShaderMaterial = false;
  10325. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10326. if ( material.isShaderMaterial &&
  10327. vertexShader.match( versionRegex ) !== null &&
  10328. fragmentShader.match( versionRegex ) !== null ) {
  10329. isGLSL3ShaderMaterial = true;
  10330. vertexShader = vertexShader.replace( versionRegex, '' );
  10331. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10332. }
  10333. // GLSL 3.0 conversion
  10334. prefixVertex = [
  10335. '#version 300 es\n',
  10336. '#define attribute in',
  10337. '#define varying out',
  10338. '#define texture2D texture'
  10339. ].join( '\n' ) + '\n' + prefixVertex;
  10340. prefixFragment = [
  10341. '#version 300 es\n',
  10342. '#define varying in',
  10343. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10344. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10345. '#define gl_FragDepthEXT gl_FragDepth',
  10346. '#define texture2D texture',
  10347. '#define textureCube texture',
  10348. '#define texture2DProj textureProj',
  10349. '#define texture2DLodEXT textureLod',
  10350. '#define texture2DProjLodEXT textureProjLod',
  10351. '#define textureCubeLodEXT textureLod',
  10352. '#define texture2DGradEXT textureGrad',
  10353. '#define texture2DProjGradEXT textureProjGrad',
  10354. '#define textureCubeGradEXT textureGrad'
  10355. ].join( '\n' ) + '\n' + prefixFragment;
  10356. }
  10357. var vertexGlsl = prefixVertex + vertexShader;
  10358. var fragmentGlsl = prefixFragment + fragmentShader;
  10359. // console.log( '*VERTEX*', vertexGlsl );
  10360. // console.log( '*FRAGMENT*', fragmentGlsl );
  10361. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10362. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10363. gl.attachShader( program, glVertexShader );
  10364. gl.attachShader( program, glFragmentShader );
  10365. // Force a particular attribute to index 0.
  10366. if ( material.index0AttributeName !== undefined ) {
  10367. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10368. } else if ( parameters.morphTargets === true ) {
  10369. // programs with morphTargets displace position out of attribute 0
  10370. gl.bindAttribLocation( program, 0, 'position' );
  10371. }
  10372. gl.linkProgram( program );
  10373. var programLog = gl.getProgramInfoLog( program ).trim();
  10374. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10375. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10376. var runnable = true;
  10377. var haveDiagnostics = true;
  10378. // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  10379. // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  10380. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10381. runnable = false;
  10382. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  10383. } else if ( programLog !== '' ) {
  10384. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10385. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10386. haveDiagnostics = false;
  10387. }
  10388. if ( haveDiagnostics ) {
  10389. this.diagnostics = {
  10390. runnable: runnable,
  10391. material: material,
  10392. programLog: programLog,
  10393. vertexShader: {
  10394. log: vertexLog,
  10395. prefix: prefixVertex
  10396. },
  10397. fragmentShader: {
  10398. log: fragmentLog,
  10399. prefix: prefixFragment
  10400. }
  10401. };
  10402. }
  10403. // clean up
  10404. gl.deleteShader( glVertexShader );
  10405. gl.deleteShader( glFragmentShader );
  10406. // set up caching for uniform locations
  10407. var cachedUniforms;
  10408. this.getUniforms = function () {
  10409. if ( cachedUniforms === undefined ) {
  10410. cachedUniforms = new WebGLUniforms( gl, program, renderer );
  10411. }
  10412. return cachedUniforms;
  10413. };
  10414. // set up caching for attribute locations
  10415. var cachedAttributes;
  10416. this.getAttributes = function () {
  10417. if ( cachedAttributes === undefined ) {
  10418. cachedAttributes = fetchAttributeLocations( gl, program );
  10419. }
  10420. return cachedAttributes;
  10421. };
  10422. // free resource
  10423. this.destroy = function () {
  10424. gl.deleteProgram( program );
  10425. this.program = undefined;
  10426. };
  10427. // DEPRECATED
  10428. Object.defineProperties( this, {
  10429. uniforms: {
  10430. get: function () {
  10431. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  10432. return this.getUniforms();
  10433. }
  10434. },
  10435. attributes: {
  10436. get: function () {
  10437. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  10438. return this.getAttributes();
  10439. }
  10440. }
  10441. } );
  10442. //
  10443. this.name = shader.name;
  10444. this.id = programIdCount ++;
  10445. this.code = code;
  10446. this.usedTimes = 1;
  10447. this.program = program;
  10448. this.vertexShader = glVertexShader;
  10449. this.fragmentShader = glFragmentShader;
  10450. return this;
  10451. }
  10452. /**
  10453. * @author mrdoob / http://mrdoob.com/
  10454. */
  10455. function WebGLPrograms( renderer, extensions, capabilities ) {
  10456. var programs = [];
  10457. var shaderIDs = {
  10458. MeshDepthMaterial: 'depth',
  10459. MeshDistanceMaterial: 'distanceRGBA',
  10460. MeshNormalMaterial: 'normal',
  10461. MeshBasicMaterial: 'basic',
  10462. MeshLambertMaterial: 'lambert',
  10463. MeshPhongMaterial: 'phong',
  10464. MeshToonMaterial: 'phong',
  10465. MeshStandardMaterial: 'physical',
  10466. MeshPhysicalMaterial: 'physical',
  10467. MeshMatcapMaterial: 'matcap',
  10468. LineBasicMaterial: 'basic',
  10469. LineDashedMaterial: 'dashed',
  10470. PointsMaterial: 'points',
  10471. ShadowMaterial: 'shadow',
  10472. SpriteMaterial: 'sprite'
  10473. };
  10474. var parameterNames = [
  10475. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10476. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  10477. "roughnessMap", "metalnessMap", "gradientMap",
  10478. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
  10479. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10480. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10481. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10482. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10483. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10484. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10485. ];
  10486. function allocateBones( object ) {
  10487. var skeleton = object.skeleton;
  10488. var bones = skeleton.bones;
  10489. if ( capabilities.floatVertexTextures ) {
  10490. return 1024;
  10491. } else {
  10492. // default for when object is not specified
  10493. // ( for example when prebuilding shader to be used with multiple objects )
  10494. //
  10495. // - leave some extra space for other uniforms
  10496. // - limit here is ANGLE's 254 max uniform vectors
  10497. // (up to 54 should be safe)
  10498. var nVertexUniforms = capabilities.maxVertexUniforms;
  10499. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10500. var maxBones = Math.min( nVertexMatrices, bones.length );
  10501. if ( maxBones < bones.length ) {
  10502. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10503. return 0;
  10504. }
  10505. return maxBones;
  10506. }
  10507. }
  10508. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10509. var encoding;
  10510. if ( ! map ) {
  10511. encoding = LinearEncoding;
  10512. } else if ( map.isTexture ) {
  10513. encoding = map.encoding;
  10514. } else if ( map.isWebGLRenderTarget ) {
  10515. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10516. encoding = map.texture.encoding;
  10517. }
  10518. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10519. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10520. encoding = GammaEncoding;
  10521. }
  10522. return encoding;
  10523. }
  10524. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10525. var shaderID = shaderIDs[ material.type ];
  10526. // heuristics to create shader parameters according to lights in the scene
  10527. // (not to blow over maxLights budget)
  10528. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10529. var precision = capabilities.precision;
  10530. if ( material.precision !== null ) {
  10531. precision = capabilities.getMaxPrecision( material.precision );
  10532. if ( precision !== material.precision ) {
  10533. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10534. }
  10535. }
  10536. var currentRenderTarget = renderer.getRenderTarget();
  10537. var parameters = {
  10538. shaderID: shaderID,
  10539. precision: precision,
  10540. supportsVertexTextures: capabilities.vertexTextures,
  10541. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10542. map: !! material.map,
  10543. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10544. matcap: !! material.matcap,
  10545. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10546. envMap: !! material.envMap,
  10547. envMapMode: material.envMap && material.envMap.mapping,
  10548. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10549. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10550. lightMap: !! material.lightMap,
  10551. aoMap: !! material.aoMap,
  10552. emissiveMap: !! material.emissiveMap,
  10553. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10554. bumpMap: !! material.bumpMap,
  10555. normalMap: !! material.normalMap,
  10556. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10557. displacementMap: !! material.displacementMap,
  10558. roughnessMap: !! material.roughnessMap,
  10559. metalnessMap: !! material.metalnessMap,
  10560. specularMap: !! material.specularMap,
  10561. alphaMap: !! material.alphaMap,
  10562. gradientMap: !! material.gradientMap,
  10563. combine: material.combine,
  10564. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10565. vertexColors: material.vertexColors,
  10566. fog: !! fog,
  10567. useFog: material.fog,
  10568. fogExp: ( fog && fog.isFogExp2 ),
  10569. flatShading: material.flatShading,
  10570. sizeAttenuation: material.sizeAttenuation,
  10571. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10572. skinning: material.skinning && maxBones > 0,
  10573. maxBones: maxBones,
  10574. useVertexTexture: capabilities.floatVertexTextures,
  10575. morphTargets: material.morphTargets,
  10576. morphNormals: material.morphNormals,
  10577. maxMorphTargets: renderer.maxMorphTargets,
  10578. maxMorphNormals: renderer.maxMorphNormals,
  10579. numDirLights: lights.directional.length,
  10580. numPointLights: lights.point.length,
  10581. numSpotLights: lights.spot.length,
  10582. numRectAreaLights: lights.rectArea.length,
  10583. numHemiLights: lights.hemi.length,
  10584. numClippingPlanes: nClipPlanes,
  10585. numClipIntersection: nClipIntersection,
  10586. dithering: material.dithering,
  10587. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10588. shadowMapType: renderer.shadowMap.type,
  10589. toneMapping: renderer.toneMapping,
  10590. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10591. premultipliedAlpha: material.premultipliedAlpha,
  10592. alphaTest: material.alphaTest,
  10593. doubleSided: material.side === DoubleSide,
  10594. flipSided: material.side === BackSide,
  10595. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10596. };
  10597. return parameters;
  10598. };
  10599. this.getProgramCode = function ( material, parameters ) {
  10600. var array = [];
  10601. if ( parameters.shaderID ) {
  10602. array.push( parameters.shaderID );
  10603. } else {
  10604. array.push( material.fragmentShader );
  10605. array.push( material.vertexShader );
  10606. }
  10607. if ( material.defines !== undefined ) {
  10608. for ( var name in material.defines ) {
  10609. array.push( name );
  10610. array.push( material.defines[ name ] );
  10611. }
  10612. }
  10613. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10614. array.push( parameters[ parameterNames[ i ] ] );
  10615. }
  10616. array.push( material.onBeforeCompile.toString() );
  10617. array.push( renderer.gammaOutput );
  10618. array.push( renderer.gammaFactor );
  10619. return array.join();
  10620. };
  10621. this.acquireProgram = function ( material, shader, parameters, code ) {
  10622. var program;
  10623. // Check if code has been already compiled
  10624. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10625. var programInfo = programs[ p ];
  10626. if ( programInfo.code === code ) {
  10627. program = programInfo;
  10628. ++ program.usedTimes;
  10629. break;
  10630. }
  10631. }
  10632. if ( program === undefined ) {
  10633. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10634. programs.push( program );
  10635. }
  10636. return program;
  10637. };
  10638. this.releaseProgram = function ( program ) {
  10639. if ( -- program.usedTimes === 0 ) {
  10640. // Remove from unordered set
  10641. var i = programs.indexOf( program );
  10642. programs[ i ] = programs[ programs.length - 1 ];
  10643. programs.pop();
  10644. // Free WebGL resources
  10645. program.destroy();
  10646. }
  10647. };
  10648. // Exposed for resource monitoring & error feedback via renderer.info:
  10649. this.programs = programs;
  10650. }
  10651. /**
  10652. * @author fordacious / fordacious.github.io
  10653. */
  10654. function WebGLProperties() {
  10655. var properties = new WeakMap();
  10656. function get( object ) {
  10657. var map = properties.get( object );
  10658. if ( map === undefined ) {
  10659. map = {};
  10660. properties.set( object, map );
  10661. }
  10662. return map;
  10663. }
  10664. function remove( object ) {
  10665. properties.delete( object );
  10666. }
  10667. function update( object, key, value ) {
  10668. properties.get( object )[ key ] = value;
  10669. }
  10670. function dispose() {
  10671. properties = new WeakMap();
  10672. }
  10673. return {
  10674. get: get,
  10675. remove: remove,
  10676. update: update,
  10677. dispose: dispose
  10678. };
  10679. }
  10680. /**
  10681. * @author mrdoob / http://mrdoob.com/
  10682. */
  10683. function painterSortStable( a, b ) {
  10684. if ( a.groupOrder !== b.groupOrder ) {
  10685. return a.groupOrder - b.groupOrder;
  10686. } else if ( a.renderOrder !== b.renderOrder ) {
  10687. return a.renderOrder - b.renderOrder;
  10688. } else if ( a.program && b.program && a.program !== b.program ) {
  10689. return a.program.id - b.program.id;
  10690. } else if ( a.material.id !== b.material.id ) {
  10691. return a.material.id - b.material.id;
  10692. } else if ( a.z !== b.z ) {
  10693. return a.z - b.z;
  10694. } else {
  10695. return a.id - b.id;
  10696. }
  10697. }
  10698. function reversePainterSortStable( a, b ) {
  10699. if ( a.groupOrder !== b.groupOrder ) {
  10700. return a.groupOrder - b.groupOrder;
  10701. } else if ( a.renderOrder !== b.renderOrder ) {
  10702. return a.renderOrder - b.renderOrder;
  10703. } else if ( a.z !== b.z ) {
  10704. return b.z - a.z;
  10705. } else {
  10706. return a.id - b.id;
  10707. }
  10708. }
  10709. function WebGLRenderList() {
  10710. var renderItems = [];
  10711. var renderItemsIndex = 0;
  10712. var opaque = [];
  10713. var transparent = [];
  10714. function init() {
  10715. renderItemsIndex = 0;
  10716. opaque.length = 0;
  10717. transparent.length = 0;
  10718. }
  10719. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  10720. var renderItem = renderItems[ renderItemsIndex ];
  10721. if ( renderItem === undefined ) {
  10722. renderItem = {
  10723. id: object.id,
  10724. object: object,
  10725. geometry: geometry,
  10726. material: material,
  10727. program: material.program,
  10728. groupOrder: groupOrder,
  10729. renderOrder: object.renderOrder,
  10730. z: z,
  10731. group: group
  10732. };
  10733. renderItems[ renderItemsIndex ] = renderItem;
  10734. } else {
  10735. renderItem.id = object.id;
  10736. renderItem.object = object;
  10737. renderItem.geometry = geometry;
  10738. renderItem.material = material;
  10739. renderItem.program = material.program;
  10740. renderItem.groupOrder = groupOrder;
  10741. renderItem.renderOrder = object.renderOrder;
  10742. renderItem.z = z;
  10743. renderItem.group = group;
  10744. }
  10745. renderItemsIndex ++;
  10746. return renderItem;
  10747. }
  10748. function push( object, geometry, material, groupOrder, z, group ) {
  10749. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10750. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  10751. }
  10752. function unshift( object, geometry, material, groupOrder, z, group ) {
  10753. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  10754. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  10755. }
  10756. function sort() {
  10757. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  10758. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  10759. }
  10760. return {
  10761. opaque: opaque,
  10762. transparent: transparent,
  10763. init: init,
  10764. push: push,
  10765. unshift: unshift,
  10766. sort: sort
  10767. };
  10768. }
  10769. function WebGLRenderLists() {
  10770. var lists = {};
  10771. function onSceneDispose( event ) {
  10772. var scene = event.target;
  10773. scene.removeEventListener( 'dispose', onSceneDispose );
  10774. delete lists[ scene.id ];
  10775. }
  10776. function get( scene, camera ) {
  10777. var cameras = lists[ scene.id ];
  10778. var list;
  10779. if ( cameras === undefined ) {
  10780. list = new WebGLRenderList();
  10781. lists[ scene.id ] = {};
  10782. lists[ scene.id ][ camera.id ] = list;
  10783. scene.addEventListener( 'dispose', onSceneDispose );
  10784. } else {
  10785. list = cameras[ camera.id ];
  10786. if ( list === undefined ) {
  10787. list = new WebGLRenderList();
  10788. cameras[ camera.id ] = list;
  10789. }
  10790. }
  10791. return list;
  10792. }
  10793. function dispose() {
  10794. lists = {};
  10795. }
  10796. return {
  10797. get: get,
  10798. dispose: dispose
  10799. };
  10800. }
  10801. /**
  10802. * @author mrdoob / http://mrdoob.com/
  10803. */
  10804. function UniformsCache() {
  10805. var lights = {};
  10806. return {
  10807. get: function ( light ) {
  10808. if ( lights[ light.id ] !== undefined ) {
  10809. return lights[ light.id ];
  10810. }
  10811. var uniforms;
  10812. switch ( light.type ) {
  10813. case 'DirectionalLight':
  10814. uniforms = {
  10815. direction: new Vector3(),
  10816. color: new Color(),
  10817. shadow: false,
  10818. shadowBias: 0,
  10819. shadowRadius: 1,
  10820. shadowMapSize: new Vector2()
  10821. };
  10822. break;
  10823. case 'SpotLight':
  10824. uniforms = {
  10825. position: new Vector3(),
  10826. direction: new Vector3(),
  10827. color: new Color(),
  10828. distance: 0,
  10829. coneCos: 0,
  10830. penumbraCos: 0,
  10831. decay: 0,
  10832. shadow: false,
  10833. shadowBias: 0,
  10834. shadowRadius: 1,
  10835. shadowMapSize: new Vector2()
  10836. };
  10837. break;
  10838. case 'PointLight':
  10839. uniforms = {
  10840. position: new Vector3(),
  10841. color: new Color(),
  10842. distance: 0,
  10843. decay: 0,
  10844. shadow: false,
  10845. shadowBias: 0,
  10846. shadowRadius: 1,
  10847. shadowMapSize: new Vector2(),
  10848. shadowCameraNear: 1,
  10849. shadowCameraFar: 1000
  10850. };
  10851. break;
  10852. case 'HemisphereLight':
  10853. uniforms = {
  10854. direction: new Vector3(),
  10855. skyColor: new Color(),
  10856. groundColor: new Color()
  10857. };
  10858. break;
  10859. case 'RectAreaLight':
  10860. uniforms = {
  10861. color: new Color(),
  10862. position: new Vector3(),
  10863. halfWidth: new Vector3(),
  10864. halfHeight: new Vector3()
  10865. // TODO (abelnation): set RectAreaLight shadow uniforms
  10866. };
  10867. break;
  10868. }
  10869. lights[ light.id ] = uniforms;
  10870. return uniforms;
  10871. }
  10872. };
  10873. }
  10874. var count = 0;
  10875. function WebGLLights() {
  10876. var cache = new UniformsCache();
  10877. var state = {
  10878. id: count ++,
  10879. hash: {
  10880. stateID: - 1,
  10881. directionalLength: - 1,
  10882. pointLength: - 1,
  10883. spotLength: - 1,
  10884. rectAreaLength: - 1,
  10885. hemiLength: - 1,
  10886. shadowsLength: - 1
  10887. },
  10888. ambient: [ 0, 0, 0 ],
  10889. directional: [],
  10890. directionalShadowMap: [],
  10891. directionalShadowMatrix: [],
  10892. spot: [],
  10893. spotShadowMap: [],
  10894. spotShadowMatrix: [],
  10895. rectArea: [],
  10896. point: [],
  10897. pointShadowMap: [],
  10898. pointShadowMatrix: [],
  10899. hemi: []
  10900. };
  10901. var vector3 = new Vector3();
  10902. var matrix4 = new Matrix4();
  10903. var matrix42 = new Matrix4();
  10904. function setup( lights, shadows, camera ) {
  10905. var r = 0, g = 0, b = 0;
  10906. var directionalLength = 0;
  10907. var pointLength = 0;
  10908. var spotLength = 0;
  10909. var rectAreaLength = 0;
  10910. var hemiLength = 0;
  10911. var viewMatrix = camera.matrixWorldInverse;
  10912. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  10913. var light = lights[ i ];
  10914. var color = light.color;
  10915. var intensity = light.intensity;
  10916. var distance = light.distance;
  10917. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  10918. if ( light.isAmbientLight ) {
  10919. r += color.r * intensity;
  10920. g += color.g * intensity;
  10921. b += color.b * intensity;
  10922. } else if ( light.isDirectionalLight ) {
  10923. var uniforms = cache.get( light );
  10924. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  10925. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10926. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10927. uniforms.direction.sub( vector3 );
  10928. uniforms.direction.transformDirection( viewMatrix );
  10929. uniforms.shadow = light.castShadow;
  10930. if ( light.castShadow ) {
  10931. var shadow = light.shadow;
  10932. uniforms.shadowBias = shadow.bias;
  10933. uniforms.shadowRadius = shadow.radius;
  10934. uniforms.shadowMapSize = shadow.mapSize;
  10935. }
  10936. state.directionalShadowMap[ directionalLength ] = shadowMap;
  10937. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  10938. state.directional[ directionalLength ] = uniforms;
  10939. directionalLength ++;
  10940. } else if ( light.isSpotLight ) {
  10941. var uniforms = cache.get( light );
  10942. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10943. uniforms.position.applyMatrix4( viewMatrix );
  10944. uniforms.color.copy( color ).multiplyScalar( intensity );
  10945. uniforms.distance = distance;
  10946. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10947. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10948. uniforms.direction.sub( vector3 );
  10949. uniforms.direction.transformDirection( viewMatrix );
  10950. uniforms.coneCos = Math.cos( light.angle );
  10951. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  10952. uniforms.decay = light.decay;
  10953. uniforms.shadow = light.castShadow;
  10954. if ( light.castShadow ) {
  10955. var shadow = light.shadow;
  10956. uniforms.shadowBias = shadow.bias;
  10957. uniforms.shadowRadius = shadow.radius;
  10958. uniforms.shadowMapSize = shadow.mapSize;
  10959. }
  10960. state.spotShadowMap[ spotLength ] = shadowMap;
  10961. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  10962. state.spot[ spotLength ] = uniforms;
  10963. spotLength ++;
  10964. } else if ( light.isRectAreaLight ) {
  10965. var uniforms = cache.get( light );
  10966. // (a) intensity is the total visible light emitted
  10967. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  10968. // (b) intensity is the brightness of the light
  10969. uniforms.color.copy( color ).multiplyScalar( intensity );
  10970. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10971. uniforms.position.applyMatrix4( viewMatrix );
  10972. // extract local rotation of light to derive width/height half vectors
  10973. matrix42.identity();
  10974. matrix4.copy( light.matrixWorld );
  10975. matrix4.premultiply( viewMatrix );
  10976. matrix42.extractRotation( matrix4 );
  10977. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  10978. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  10979. uniforms.halfWidth.applyMatrix4( matrix42 );
  10980. uniforms.halfHeight.applyMatrix4( matrix42 );
  10981. // TODO (abelnation): RectAreaLight distance?
  10982. // uniforms.distance = distance;
  10983. state.rectArea[ rectAreaLength ] = uniforms;
  10984. rectAreaLength ++;
  10985. } else if ( light.isPointLight ) {
  10986. var uniforms = cache.get( light );
  10987. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10988. uniforms.position.applyMatrix4( viewMatrix );
  10989. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  10990. uniforms.distance = light.distance;
  10991. uniforms.decay = light.decay;
  10992. uniforms.shadow = light.castShadow;
  10993. if ( light.castShadow ) {
  10994. var shadow = light.shadow;
  10995. uniforms.shadowBias = shadow.bias;
  10996. uniforms.shadowRadius = shadow.radius;
  10997. uniforms.shadowMapSize = shadow.mapSize;
  10998. uniforms.shadowCameraNear = shadow.camera.near;
  10999. uniforms.shadowCameraFar = shadow.camera.far;
  11000. }
  11001. state.pointShadowMap[ pointLength ] = shadowMap;
  11002. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11003. state.point[ pointLength ] = uniforms;
  11004. pointLength ++;
  11005. } else if ( light.isHemisphereLight ) {
  11006. var uniforms = cache.get( light );
  11007. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11008. uniforms.direction.transformDirection( viewMatrix );
  11009. uniforms.direction.normalize();
  11010. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11011. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11012. state.hemi[ hemiLength ] = uniforms;
  11013. hemiLength ++;
  11014. }
  11015. }
  11016. state.ambient[ 0 ] = r;
  11017. state.ambient[ 1 ] = g;
  11018. state.ambient[ 2 ] = b;
  11019. state.directional.length = directionalLength;
  11020. state.spot.length = spotLength;
  11021. state.rectArea.length = rectAreaLength;
  11022. state.point.length = pointLength;
  11023. state.hemi.length = hemiLength;
  11024. state.hash.stateID = state.id;
  11025. state.hash.directionalLength = directionalLength;
  11026. state.hash.pointLength = pointLength;
  11027. state.hash.spotLength = spotLength;
  11028. state.hash.rectAreaLength = rectAreaLength;
  11029. state.hash.hemiLength = hemiLength;
  11030. state.hash.shadowsLength = shadows.length;
  11031. }
  11032. return {
  11033. setup: setup,
  11034. state: state
  11035. };
  11036. }
  11037. /**
  11038. * @author Mugen87 / https://github.com/Mugen87
  11039. */
  11040. function WebGLRenderState() {
  11041. var lights = new WebGLLights();
  11042. var lightsArray = [];
  11043. var shadowsArray = [];
  11044. function init() {
  11045. lightsArray.length = 0;
  11046. shadowsArray.length = 0;
  11047. }
  11048. function pushLight( light ) {
  11049. lightsArray.push( light );
  11050. }
  11051. function pushShadow( shadowLight ) {
  11052. shadowsArray.push( shadowLight );
  11053. }
  11054. function setupLights( camera ) {
  11055. lights.setup( lightsArray, shadowsArray, camera );
  11056. }
  11057. var state = {
  11058. lightsArray: lightsArray,
  11059. shadowsArray: shadowsArray,
  11060. lights: lights
  11061. };
  11062. return {
  11063. init: init,
  11064. state: state,
  11065. setupLights: setupLights,
  11066. pushLight: pushLight,
  11067. pushShadow: pushShadow
  11068. };
  11069. }
  11070. function WebGLRenderStates() {
  11071. var renderStates = {};
  11072. function onSceneDispose( event ) {
  11073. var scene = event.target;
  11074. scene.removeEventListener( 'dispose', onSceneDispose );
  11075. delete renderStates[ scene.id ];
  11076. }
  11077. function get( scene, camera ) {
  11078. var renderState;
  11079. if ( renderStates[ scene.id ] === undefined ) {
  11080. renderState = new WebGLRenderState();
  11081. renderStates[ scene.id ] = {};
  11082. renderStates[ scene.id ][ camera.id ] = renderState;
  11083. scene.addEventListener( 'dispose', onSceneDispose );
  11084. } else {
  11085. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  11086. renderState = new WebGLRenderState();
  11087. renderStates[ scene.id ][ camera.id ] = renderState;
  11088. } else {
  11089. renderState = renderStates[ scene.id ][ camera.id ];
  11090. }
  11091. }
  11092. return renderState;
  11093. }
  11094. function dispose() {
  11095. renderStates = {};
  11096. }
  11097. return {
  11098. get: get,
  11099. dispose: dispose
  11100. };
  11101. }
  11102. /**
  11103. * @author mrdoob / http://mrdoob.com/
  11104. * @author alteredq / http://alteredqualia.com/
  11105. * @author bhouston / https://clara.io
  11106. * @author WestLangley / http://github.com/WestLangley
  11107. *
  11108. * parameters = {
  11109. *
  11110. * opacity: <float>,
  11111. *
  11112. * map: new THREE.Texture( <Image> ),
  11113. *
  11114. * alphaMap: new THREE.Texture( <Image> ),
  11115. *
  11116. * displacementMap: new THREE.Texture( <Image> ),
  11117. * displacementScale: <float>,
  11118. * displacementBias: <float>,
  11119. *
  11120. * wireframe: <boolean>,
  11121. * wireframeLinewidth: <float>
  11122. * }
  11123. */
  11124. function MeshDepthMaterial( parameters ) {
  11125. Material.call( this );
  11126. this.type = 'MeshDepthMaterial';
  11127. this.depthPacking = BasicDepthPacking;
  11128. this.skinning = false;
  11129. this.morphTargets = false;
  11130. this.map = null;
  11131. this.alphaMap = null;
  11132. this.displacementMap = null;
  11133. this.displacementScale = 1;
  11134. this.displacementBias = 0;
  11135. this.wireframe = false;
  11136. this.wireframeLinewidth = 1;
  11137. this.fog = false;
  11138. this.lights = false;
  11139. this.setValues( parameters );
  11140. }
  11141. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11142. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11143. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11144. MeshDepthMaterial.prototype.copy = function ( source ) {
  11145. Material.prototype.copy.call( this, source );
  11146. this.depthPacking = source.depthPacking;
  11147. this.skinning = source.skinning;
  11148. this.morphTargets = source.morphTargets;
  11149. this.map = source.map;
  11150. this.alphaMap = source.alphaMap;
  11151. this.displacementMap = source.displacementMap;
  11152. this.displacementScale = source.displacementScale;
  11153. this.displacementBias = source.displacementBias;
  11154. this.wireframe = source.wireframe;
  11155. this.wireframeLinewidth = source.wireframeLinewidth;
  11156. return this;
  11157. };
  11158. /**
  11159. * @author WestLangley / http://github.com/WestLangley
  11160. *
  11161. * parameters = {
  11162. *
  11163. * referencePosition: <float>,
  11164. * nearDistance: <float>,
  11165. * farDistance: <float>,
  11166. *
  11167. * skinning: <bool>,
  11168. * morphTargets: <bool>,
  11169. *
  11170. * map: new THREE.Texture( <Image> ),
  11171. *
  11172. * alphaMap: new THREE.Texture( <Image> ),
  11173. *
  11174. * displacementMap: new THREE.Texture( <Image> ),
  11175. * displacementScale: <float>,
  11176. * displacementBias: <float>
  11177. *
  11178. * }
  11179. */
  11180. function MeshDistanceMaterial( parameters ) {
  11181. Material.call( this );
  11182. this.type = 'MeshDistanceMaterial';
  11183. this.referencePosition = new Vector3();
  11184. this.nearDistance = 1;
  11185. this.farDistance = 1000;
  11186. this.skinning = false;
  11187. this.morphTargets = false;
  11188. this.map = null;
  11189. this.alphaMap = null;
  11190. this.displacementMap = null;
  11191. this.displacementScale = 1;
  11192. this.displacementBias = 0;
  11193. this.fog = false;
  11194. this.lights = false;
  11195. this.setValues( parameters );
  11196. }
  11197. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11198. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11199. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11200. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11201. Material.prototype.copy.call( this, source );
  11202. this.referencePosition.copy( source.referencePosition );
  11203. this.nearDistance = source.nearDistance;
  11204. this.farDistance = source.farDistance;
  11205. this.skinning = source.skinning;
  11206. this.morphTargets = source.morphTargets;
  11207. this.map = source.map;
  11208. this.alphaMap = source.alphaMap;
  11209. this.displacementMap = source.displacementMap;
  11210. this.displacementScale = source.displacementScale;
  11211. this.displacementBias = source.displacementBias;
  11212. return this;
  11213. };
  11214. /**
  11215. * @author alteredq / http://alteredqualia.com/
  11216. * @author mrdoob / http://mrdoob.com/
  11217. */
  11218. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11219. var _frustum = new Frustum(),
  11220. _projScreenMatrix = new Matrix4(),
  11221. _shadowMapSize = new Vector2(),
  11222. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11223. _lookTarget = new Vector3(),
  11224. _lightPositionWorld = new Vector3(),
  11225. _MorphingFlag = 1,
  11226. _SkinningFlag = 2,
  11227. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11228. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11229. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11230. _materialCache = {};
  11231. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11232. var cubeDirections = [
  11233. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11234. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11235. ];
  11236. var cubeUps = [
  11237. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11238. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11239. ];
  11240. var cube2DViewPorts = [
  11241. new Vector4(), new Vector4(), new Vector4(),
  11242. new Vector4(), new Vector4(), new Vector4()
  11243. ];
  11244. // init
  11245. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11246. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11247. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11248. var depthMaterial = new MeshDepthMaterial( {
  11249. depthPacking: RGBADepthPacking,
  11250. morphTargets: useMorphing,
  11251. skinning: useSkinning
  11252. } );
  11253. _depthMaterials[ i ] = depthMaterial;
  11254. //
  11255. var distanceMaterial = new MeshDistanceMaterial( {
  11256. morphTargets: useMorphing,
  11257. skinning: useSkinning
  11258. } );
  11259. _distanceMaterials[ i ] = distanceMaterial;
  11260. }
  11261. //
  11262. var scope = this;
  11263. this.enabled = false;
  11264. this.autoUpdate = true;
  11265. this.needsUpdate = false;
  11266. this.type = PCFShadowMap;
  11267. this.render = function ( lights, scene, camera ) {
  11268. if ( scope.enabled === false ) return;
  11269. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11270. if ( lights.length === 0 ) return;
  11271. var currentRenderTarget = _renderer.getRenderTarget();
  11272. var _state = _renderer.state;
  11273. // Set GL state for depth map.
  11274. _state.setBlending( NoBlending );
  11275. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11276. _state.buffers.depth.setTest( true );
  11277. _state.setScissorTest( false );
  11278. // render depth map
  11279. var faceCount;
  11280. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11281. var light = lights[ i ];
  11282. var shadow = light.shadow;
  11283. var isPointLight = light && light.isPointLight;
  11284. if ( shadow === undefined ) {
  11285. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11286. continue;
  11287. }
  11288. var shadowCamera = shadow.camera;
  11289. _shadowMapSize.copy( shadow.mapSize );
  11290. _shadowMapSize.min( _maxShadowMapSize );
  11291. if ( isPointLight ) {
  11292. var vpWidth = _shadowMapSize.x;
  11293. var vpHeight = _shadowMapSize.y;
  11294. // These viewports map a cube-map onto a 2D texture with the
  11295. // following orientation:
  11296. //
  11297. // xzXZ
  11298. // y Y
  11299. //
  11300. // X - Positive x direction
  11301. // x - Negative x direction
  11302. // Y - Positive y direction
  11303. // y - Negative y direction
  11304. // Z - Positive z direction
  11305. // z - Negative z direction
  11306. // positive X
  11307. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11308. // negative X
  11309. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11310. // positive Z
  11311. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11312. // negative Z
  11313. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11314. // positive Y
  11315. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11316. // negative Y
  11317. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11318. _shadowMapSize.x *= 4.0;
  11319. _shadowMapSize.y *= 2.0;
  11320. }
  11321. if ( shadow.map === null ) {
  11322. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11323. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11324. shadow.map.texture.name = light.name + ".shadowMap";
  11325. shadowCamera.updateProjectionMatrix();
  11326. }
  11327. if ( shadow.isSpotLightShadow ) {
  11328. shadow.update( light );
  11329. }
  11330. var shadowMap = shadow.map;
  11331. var shadowMatrix = shadow.matrix;
  11332. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11333. shadowCamera.position.copy( _lightPositionWorld );
  11334. if ( isPointLight ) {
  11335. faceCount = 6;
  11336. // for point lights we set the shadow matrix to be a translation-only matrix
  11337. // equal to inverse of the light's position
  11338. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11339. } else {
  11340. faceCount = 1;
  11341. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11342. shadowCamera.lookAt( _lookTarget );
  11343. shadowCamera.updateMatrixWorld();
  11344. // compute shadow matrix
  11345. shadowMatrix.set(
  11346. 0.5, 0.0, 0.0, 0.5,
  11347. 0.0, 0.5, 0.0, 0.5,
  11348. 0.0, 0.0, 0.5, 0.5,
  11349. 0.0, 0.0, 0.0, 1.0
  11350. );
  11351. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11352. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11353. }
  11354. _renderer.setRenderTarget( shadowMap );
  11355. _renderer.clear();
  11356. // render shadow map for each cube face (if omni-directional) or
  11357. // run a single pass if not
  11358. for ( var face = 0; face < faceCount; face ++ ) {
  11359. if ( isPointLight ) {
  11360. _lookTarget.copy( shadowCamera.position );
  11361. _lookTarget.add( cubeDirections[ face ] );
  11362. shadowCamera.up.copy( cubeUps[ face ] );
  11363. shadowCamera.lookAt( _lookTarget );
  11364. shadowCamera.updateMatrixWorld();
  11365. var vpDimensions = cube2DViewPorts[ face ];
  11366. _state.viewport( vpDimensions );
  11367. }
  11368. // update camera matrices and frustum
  11369. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11370. _frustum.setFromMatrix( _projScreenMatrix );
  11371. // set object matrices & frustum culling
  11372. renderObject( scene, camera, shadowCamera, isPointLight );
  11373. }
  11374. }
  11375. scope.needsUpdate = false;
  11376. _renderer.setRenderTarget( currentRenderTarget );
  11377. };
  11378. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11379. var geometry = object.geometry;
  11380. var result = null;
  11381. var materialVariants = _depthMaterials;
  11382. var customMaterial = object.customDepthMaterial;
  11383. if ( isPointLight ) {
  11384. materialVariants = _distanceMaterials;
  11385. customMaterial = object.customDistanceMaterial;
  11386. }
  11387. if ( ! customMaterial ) {
  11388. var useMorphing = false;
  11389. if ( material.morphTargets ) {
  11390. if ( geometry && geometry.isBufferGeometry ) {
  11391. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11392. } else if ( geometry && geometry.isGeometry ) {
  11393. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11394. }
  11395. }
  11396. if ( object.isSkinnedMesh && material.skinning === false ) {
  11397. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11398. }
  11399. var useSkinning = object.isSkinnedMesh && material.skinning;
  11400. var variantIndex = 0;
  11401. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11402. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11403. result = materialVariants[ variantIndex ];
  11404. } else {
  11405. result = customMaterial;
  11406. }
  11407. if ( _renderer.localClippingEnabled &&
  11408. material.clipShadows === true &&
  11409. material.clippingPlanes.length !== 0 ) {
  11410. // in this case we need a unique material instance reflecting the
  11411. // appropriate state
  11412. var keyA = result.uuid, keyB = material.uuid;
  11413. var materialsForVariant = _materialCache[ keyA ];
  11414. if ( materialsForVariant === undefined ) {
  11415. materialsForVariant = {};
  11416. _materialCache[ keyA ] = materialsForVariant;
  11417. }
  11418. var cachedMaterial = materialsForVariant[ keyB ];
  11419. if ( cachedMaterial === undefined ) {
  11420. cachedMaterial = result.clone();
  11421. materialsForVariant[ keyB ] = cachedMaterial;
  11422. }
  11423. result = cachedMaterial;
  11424. }
  11425. result.visible = material.visible;
  11426. result.wireframe = material.wireframe;
  11427. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11428. result.clipShadows = material.clipShadows;
  11429. result.clippingPlanes = material.clippingPlanes;
  11430. result.clipIntersection = material.clipIntersection;
  11431. result.wireframeLinewidth = material.wireframeLinewidth;
  11432. result.linewidth = material.linewidth;
  11433. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11434. result.referencePosition.copy( lightPositionWorld );
  11435. result.nearDistance = shadowCameraNear;
  11436. result.farDistance = shadowCameraFar;
  11437. }
  11438. return result;
  11439. }
  11440. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11441. if ( object.visible === false ) return;
  11442. var visible = object.layers.test( camera.layers );
  11443. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11444. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11445. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11446. var geometry = _objects.update( object );
  11447. var material = object.material;
  11448. if ( Array.isArray( material ) ) {
  11449. var groups = geometry.groups;
  11450. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11451. var group = groups[ k ];
  11452. var groupMaterial = material[ group.materialIndex ];
  11453. if ( groupMaterial && groupMaterial.visible ) {
  11454. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11455. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11456. }
  11457. }
  11458. } else if ( material.visible ) {
  11459. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11460. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11461. }
  11462. }
  11463. }
  11464. var children = object.children;
  11465. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11466. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11467. }
  11468. }
  11469. }
  11470. /**
  11471. * @author mrdoob / http://mrdoob.com/
  11472. */
  11473. function WebGLState( gl, extensions, utils, capabilities ) {
  11474. function ColorBuffer() {
  11475. var locked = false;
  11476. var color = new Vector4();
  11477. var currentColorMask = null;
  11478. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11479. return {
  11480. setMask: function ( colorMask ) {
  11481. if ( currentColorMask !== colorMask && ! locked ) {
  11482. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11483. currentColorMask = colorMask;
  11484. }
  11485. },
  11486. setLocked: function ( lock ) {
  11487. locked = lock;
  11488. },
  11489. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11490. if ( premultipliedAlpha === true ) {
  11491. r *= a; g *= a; b *= a;
  11492. }
  11493. color.set( r, g, b, a );
  11494. if ( currentColorClear.equals( color ) === false ) {
  11495. gl.clearColor( r, g, b, a );
  11496. currentColorClear.copy( color );
  11497. }
  11498. },
  11499. reset: function () {
  11500. locked = false;
  11501. currentColorMask = null;
  11502. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11503. }
  11504. };
  11505. }
  11506. function DepthBuffer() {
  11507. var locked = false;
  11508. var currentDepthMask = null;
  11509. var currentDepthFunc = null;
  11510. var currentDepthClear = null;
  11511. return {
  11512. setTest: function ( depthTest ) {
  11513. if ( depthTest ) {
  11514. enable( 2929 );
  11515. } else {
  11516. disable( 2929 );
  11517. }
  11518. },
  11519. setMask: function ( depthMask ) {
  11520. if ( currentDepthMask !== depthMask && ! locked ) {
  11521. gl.depthMask( depthMask );
  11522. currentDepthMask = depthMask;
  11523. }
  11524. },
  11525. setFunc: function ( depthFunc ) {
  11526. if ( currentDepthFunc !== depthFunc ) {
  11527. if ( depthFunc ) {
  11528. switch ( depthFunc ) {
  11529. case NeverDepth:
  11530. gl.depthFunc( 512 );
  11531. break;
  11532. case AlwaysDepth:
  11533. gl.depthFunc( 519 );
  11534. break;
  11535. case LessDepth:
  11536. gl.depthFunc( 513 );
  11537. break;
  11538. case LessEqualDepth:
  11539. gl.depthFunc( 515 );
  11540. break;
  11541. case EqualDepth:
  11542. gl.depthFunc( 514 );
  11543. break;
  11544. case GreaterEqualDepth:
  11545. gl.depthFunc( 518 );
  11546. break;
  11547. case GreaterDepth:
  11548. gl.depthFunc( 516 );
  11549. break;
  11550. case NotEqualDepth:
  11551. gl.depthFunc( 517 );
  11552. break;
  11553. default:
  11554. gl.depthFunc( 515 );
  11555. }
  11556. } else {
  11557. gl.depthFunc( 515 );
  11558. }
  11559. currentDepthFunc = depthFunc;
  11560. }
  11561. },
  11562. setLocked: function ( lock ) {
  11563. locked = lock;
  11564. },
  11565. setClear: function ( depth ) {
  11566. if ( currentDepthClear !== depth ) {
  11567. gl.clearDepth( depth );
  11568. currentDepthClear = depth;
  11569. }
  11570. },
  11571. reset: function () {
  11572. locked = false;
  11573. currentDepthMask = null;
  11574. currentDepthFunc = null;
  11575. currentDepthClear = null;
  11576. }
  11577. };
  11578. }
  11579. function StencilBuffer() {
  11580. var locked = false;
  11581. var currentStencilMask = null;
  11582. var currentStencilFunc = null;
  11583. var currentStencilRef = null;
  11584. var currentStencilFuncMask = null;
  11585. var currentStencilFail = null;
  11586. var currentStencilZFail = null;
  11587. var currentStencilZPass = null;
  11588. var currentStencilClear = null;
  11589. return {
  11590. setTest: function ( stencilTest ) {
  11591. if ( stencilTest ) {
  11592. enable( 2960 );
  11593. } else {
  11594. disable( 2960 );
  11595. }
  11596. },
  11597. setMask: function ( stencilMask ) {
  11598. if ( currentStencilMask !== stencilMask && ! locked ) {
  11599. gl.stencilMask( stencilMask );
  11600. currentStencilMask = stencilMask;
  11601. }
  11602. },
  11603. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11604. if ( currentStencilFunc !== stencilFunc ||
  11605. currentStencilRef !== stencilRef ||
  11606. currentStencilFuncMask !== stencilMask ) {
  11607. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11608. currentStencilFunc = stencilFunc;
  11609. currentStencilRef = stencilRef;
  11610. currentStencilFuncMask = stencilMask;
  11611. }
  11612. },
  11613. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11614. if ( currentStencilFail !== stencilFail ||
  11615. currentStencilZFail !== stencilZFail ||
  11616. currentStencilZPass !== stencilZPass ) {
  11617. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  11618. currentStencilFail = stencilFail;
  11619. currentStencilZFail = stencilZFail;
  11620. currentStencilZPass = stencilZPass;
  11621. }
  11622. },
  11623. setLocked: function ( lock ) {
  11624. locked = lock;
  11625. },
  11626. setClear: function ( stencil ) {
  11627. if ( currentStencilClear !== stencil ) {
  11628. gl.clearStencil( stencil );
  11629. currentStencilClear = stencil;
  11630. }
  11631. },
  11632. reset: function () {
  11633. locked = false;
  11634. currentStencilMask = null;
  11635. currentStencilFunc = null;
  11636. currentStencilRef = null;
  11637. currentStencilFuncMask = null;
  11638. currentStencilFail = null;
  11639. currentStencilZFail = null;
  11640. currentStencilZPass = null;
  11641. currentStencilClear = null;
  11642. }
  11643. };
  11644. }
  11645. //
  11646. var colorBuffer = new ColorBuffer();
  11647. var depthBuffer = new DepthBuffer();
  11648. var stencilBuffer = new StencilBuffer();
  11649. var maxVertexAttributes = gl.getParameter( 34921 );
  11650. var newAttributes = new Uint8Array( maxVertexAttributes );
  11651. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  11652. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  11653. var enabledCapabilities = {};
  11654. var compressedTextureFormats = null;
  11655. var currentProgram = null;
  11656. var currentBlendingEnabled = null;
  11657. var currentBlending = null;
  11658. var currentBlendEquation = null;
  11659. var currentBlendSrc = null;
  11660. var currentBlendDst = null;
  11661. var currentBlendEquationAlpha = null;
  11662. var currentBlendSrcAlpha = null;
  11663. var currentBlendDstAlpha = null;
  11664. var currentPremultipledAlpha = false;
  11665. var currentFlipSided = null;
  11666. var currentCullFace = null;
  11667. var currentLineWidth = null;
  11668. var currentPolygonOffsetFactor = null;
  11669. var currentPolygonOffsetUnits = null;
  11670. var maxTextures = gl.getParameter( 35661 );
  11671. var lineWidthAvailable = false;
  11672. var version = 0;
  11673. var glVersion = gl.getParameter( 7938 );
  11674. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  11675. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  11676. lineWidthAvailable = ( version >= 1.0 );
  11677. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  11678. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  11679. lineWidthAvailable = ( version >= 2.0 );
  11680. }
  11681. var currentTextureSlot = null;
  11682. var currentBoundTextures = {};
  11683. var currentScissor = new Vector4();
  11684. var currentViewport = new Vector4();
  11685. function createTexture( type, target, count ) {
  11686. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  11687. var texture = gl.createTexture();
  11688. gl.bindTexture( type, texture );
  11689. gl.texParameteri( type, 10241, 9728 );
  11690. gl.texParameteri( type, 10240, 9728 );
  11691. for ( var i = 0; i < count; i ++ ) {
  11692. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  11693. }
  11694. return texture;
  11695. }
  11696. var emptyTextures = {};
  11697. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  11698. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  11699. // init
  11700. colorBuffer.setClear( 0, 0, 0, 1 );
  11701. depthBuffer.setClear( 1 );
  11702. stencilBuffer.setClear( 0 );
  11703. enable( 2929 );
  11704. depthBuffer.setFunc( LessEqualDepth );
  11705. setFlipSided( false );
  11706. setCullFace( CullFaceBack );
  11707. enable( 2884 );
  11708. setBlending( NoBlending );
  11709. //
  11710. function initAttributes() {
  11711. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  11712. newAttributes[ i ] = 0;
  11713. }
  11714. }
  11715. function enableAttribute( attribute ) {
  11716. enableAttributeAndDivisor( attribute, 0 );
  11717. }
  11718. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  11719. newAttributes[ attribute ] = 1;
  11720. if ( enabledAttributes[ attribute ] === 0 ) {
  11721. gl.enableVertexAttribArray( attribute );
  11722. enabledAttributes[ attribute ] = 1;
  11723. }
  11724. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  11725. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  11726. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  11727. attributeDivisors[ attribute ] = meshPerAttribute;
  11728. }
  11729. }
  11730. function disableUnusedAttributes() {
  11731. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  11732. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  11733. gl.disableVertexAttribArray( i );
  11734. enabledAttributes[ i ] = 0;
  11735. }
  11736. }
  11737. }
  11738. function enable( id ) {
  11739. if ( enabledCapabilities[ id ] !== true ) {
  11740. gl.enable( id );
  11741. enabledCapabilities[ id ] = true;
  11742. }
  11743. }
  11744. function disable( id ) {
  11745. if ( enabledCapabilities[ id ] !== false ) {
  11746. gl.disable( id );
  11747. enabledCapabilities[ id ] = false;
  11748. }
  11749. }
  11750. function getCompressedTextureFormats() {
  11751. if ( compressedTextureFormats === null ) {
  11752. compressedTextureFormats = [];
  11753. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  11754. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  11755. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  11756. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  11757. var formats = gl.getParameter( 34467 );
  11758. for ( var i = 0; i < formats.length; i ++ ) {
  11759. compressedTextureFormats.push( formats[ i ] );
  11760. }
  11761. }
  11762. }
  11763. return compressedTextureFormats;
  11764. }
  11765. function useProgram( program ) {
  11766. if ( currentProgram !== program ) {
  11767. gl.useProgram( program );
  11768. currentProgram = program;
  11769. return true;
  11770. }
  11771. return false;
  11772. }
  11773. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  11774. if ( blending === NoBlending ) {
  11775. if ( currentBlendingEnabled ) {
  11776. disable( 3042 );
  11777. currentBlendingEnabled = false;
  11778. }
  11779. return;
  11780. }
  11781. if ( ! currentBlendingEnabled ) {
  11782. enable( 3042 );
  11783. currentBlendingEnabled = true;
  11784. }
  11785. if ( blending !== CustomBlending ) {
  11786. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  11787. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  11788. gl.blendEquation( 32774 );
  11789. currentBlendEquation = AddEquation;
  11790. currentBlendEquationAlpha = AddEquation;
  11791. }
  11792. if ( premultipliedAlpha ) {
  11793. switch ( blending ) {
  11794. case NormalBlending:
  11795. gl.blendFuncSeparate( 1, 771, 1, 771 );
  11796. break;
  11797. case AdditiveBlending:
  11798. gl.blendFunc( 1, 1 );
  11799. break;
  11800. case SubtractiveBlending:
  11801. gl.blendFuncSeparate( 0, 0, 769, 771 );
  11802. break;
  11803. case MultiplyBlending:
  11804. gl.blendFuncSeparate( 0, 768, 0, 770 );
  11805. break;
  11806. default:
  11807. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11808. break;
  11809. }
  11810. } else {
  11811. switch ( blending ) {
  11812. case NormalBlending:
  11813. gl.blendFuncSeparate( 770, 771, 1, 771 );
  11814. break;
  11815. case AdditiveBlending:
  11816. gl.blendFunc( 770, 1 );
  11817. break;
  11818. case SubtractiveBlending:
  11819. gl.blendFunc( 0, 769 );
  11820. break;
  11821. case MultiplyBlending:
  11822. gl.blendFunc( 0, 768 );
  11823. break;
  11824. default:
  11825. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11826. break;
  11827. }
  11828. }
  11829. currentBlendSrc = null;
  11830. currentBlendDst = null;
  11831. currentBlendSrcAlpha = null;
  11832. currentBlendDstAlpha = null;
  11833. currentBlending = blending;
  11834. currentPremultipledAlpha = premultipliedAlpha;
  11835. }
  11836. return;
  11837. }
  11838. // custom blending
  11839. blendEquationAlpha = blendEquationAlpha || blendEquation;
  11840. blendSrcAlpha = blendSrcAlpha || blendSrc;
  11841. blendDstAlpha = blendDstAlpha || blendDst;
  11842. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  11843. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  11844. currentBlendEquation = blendEquation;
  11845. currentBlendEquationAlpha = blendEquationAlpha;
  11846. }
  11847. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  11848. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  11849. currentBlendSrc = blendSrc;
  11850. currentBlendDst = blendDst;
  11851. currentBlendSrcAlpha = blendSrcAlpha;
  11852. currentBlendDstAlpha = blendDstAlpha;
  11853. }
  11854. currentBlending = blending;
  11855. currentPremultipledAlpha = null;
  11856. }
  11857. function setMaterial( material, frontFaceCW ) {
  11858. material.side === DoubleSide
  11859. ? disable( 2884 )
  11860. : enable( 2884 );
  11861. var flipSided = ( material.side === BackSide );
  11862. if ( frontFaceCW ) flipSided = ! flipSided;
  11863. setFlipSided( flipSided );
  11864. ( material.blending === NormalBlending && material.transparent === false )
  11865. ? setBlending( NoBlending )
  11866. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  11867. depthBuffer.setFunc( material.depthFunc );
  11868. depthBuffer.setTest( material.depthTest );
  11869. depthBuffer.setMask( material.depthWrite );
  11870. colorBuffer.setMask( material.colorWrite );
  11871. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  11872. }
  11873. //
  11874. function setFlipSided( flipSided ) {
  11875. if ( currentFlipSided !== flipSided ) {
  11876. if ( flipSided ) {
  11877. gl.frontFace( 2304 );
  11878. } else {
  11879. gl.frontFace( 2305 );
  11880. }
  11881. currentFlipSided = flipSided;
  11882. }
  11883. }
  11884. function setCullFace( cullFace ) {
  11885. if ( cullFace !== CullFaceNone ) {
  11886. enable( 2884 );
  11887. if ( cullFace !== currentCullFace ) {
  11888. if ( cullFace === CullFaceBack ) {
  11889. gl.cullFace( 1029 );
  11890. } else if ( cullFace === CullFaceFront ) {
  11891. gl.cullFace( 1028 );
  11892. } else {
  11893. gl.cullFace( 1032 );
  11894. }
  11895. }
  11896. } else {
  11897. disable( 2884 );
  11898. }
  11899. currentCullFace = cullFace;
  11900. }
  11901. function setLineWidth( width ) {
  11902. if ( width !== currentLineWidth ) {
  11903. if ( lineWidthAvailable ) gl.lineWidth( width );
  11904. currentLineWidth = width;
  11905. }
  11906. }
  11907. function setPolygonOffset( polygonOffset, factor, units ) {
  11908. if ( polygonOffset ) {
  11909. enable( 32823 );
  11910. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  11911. gl.polygonOffset( factor, units );
  11912. currentPolygonOffsetFactor = factor;
  11913. currentPolygonOffsetUnits = units;
  11914. }
  11915. } else {
  11916. disable( 32823 );
  11917. }
  11918. }
  11919. function setScissorTest( scissorTest ) {
  11920. if ( scissorTest ) {
  11921. enable( 3089 );
  11922. } else {
  11923. disable( 3089 );
  11924. }
  11925. }
  11926. // texture
  11927. function activeTexture( webglSlot ) {
  11928. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  11929. if ( currentTextureSlot !== webglSlot ) {
  11930. gl.activeTexture( webglSlot );
  11931. currentTextureSlot = webglSlot;
  11932. }
  11933. }
  11934. function bindTexture( webglType, webglTexture ) {
  11935. if ( currentTextureSlot === null ) {
  11936. activeTexture();
  11937. }
  11938. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  11939. if ( boundTexture === undefined ) {
  11940. boundTexture = { type: undefined, texture: undefined };
  11941. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  11942. }
  11943. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  11944. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  11945. boundTexture.type = webglType;
  11946. boundTexture.texture = webglTexture;
  11947. }
  11948. }
  11949. function compressedTexImage2D() {
  11950. try {
  11951. gl.compressedTexImage2D.apply( gl, arguments );
  11952. } catch ( error ) {
  11953. console.error( 'THREE.WebGLState:', error );
  11954. }
  11955. }
  11956. function texImage2D() {
  11957. try {
  11958. gl.texImage2D.apply( gl, arguments );
  11959. } catch ( error ) {
  11960. console.error( 'THREE.WebGLState:', error );
  11961. }
  11962. }
  11963. function texImage3D() {
  11964. try {
  11965. gl.texImage3D.apply( gl, arguments );
  11966. } catch ( error ) {
  11967. console.error( 'THREE.WebGLState:', error );
  11968. }
  11969. }
  11970. //
  11971. function scissor( scissor ) {
  11972. if ( currentScissor.equals( scissor ) === false ) {
  11973. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  11974. currentScissor.copy( scissor );
  11975. }
  11976. }
  11977. function viewport( viewport ) {
  11978. if ( currentViewport.equals( viewport ) === false ) {
  11979. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  11980. currentViewport.copy( viewport );
  11981. }
  11982. }
  11983. //
  11984. function reset() {
  11985. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  11986. if ( enabledAttributes[ i ] === 1 ) {
  11987. gl.disableVertexAttribArray( i );
  11988. enabledAttributes[ i ] = 0;
  11989. }
  11990. }
  11991. enabledCapabilities = {};
  11992. compressedTextureFormats = null;
  11993. currentTextureSlot = null;
  11994. currentBoundTextures = {};
  11995. currentProgram = null;
  11996. currentBlending = null;
  11997. currentFlipSided = null;
  11998. currentCullFace = null;
  11999. colorBuffer.reset();
  12000. depthBuffer.reset();
  12001. stencilBuffer.reset();
  12002. }
  12003. return {
  12004. buffers: {
  12005. color: colorBuffer,
  12006. depth: depthBuffer,
  12007. stencil: stencilBuffer
  12008. },
  12009. initAttributes: initAttributes,
  12010. enableAttribute: enableAttribute,
  12011. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12012. disableUnusedAttributes: disableUnusedAttributes,
  12013. enable: enable,
  12014. disable: disable,
  12015. getCompressedTextureFormats: getCompressedTextureFormats,
  12016. useProgram: useProgram,
  12017. setBlending: setBlending,
  12018. setMaterial: setMaterial,
  12019. setFlipSided: setFlipSided,
  12020. setCullFace: setCullFace,
  12021. setLineWidth: setLineWidth,
  12022. setPolygonOffset: setPolygonOffset,
  12023. setScissorTest: setScissorTest,
  12024. activeTexture: activeTexture,
  12025. bindTexture: bindTexture,
  12026. compressedTexImage2D: compressedTexImage2D,
  12027. texImage2D: texImage2D,
  12028. texImage3D: texImage3D,
  12029. scissor: scissor,
  12030. viewport: viewport,
  12031. reset: reset
  12032. };
  12033. }
  12034. /**
  12035. * @author mrdoob / http://mrdoob.com/
  12036. */
  12037. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12038. var _videoTextures = {};
  12039. var _canvas;
  12040. //
  12041. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12042. function createCanvas( width, height ) {
  12043. // Use OffscreenCanvas when available. Specially needed in web workers
  12044. return useOffscreenCanvas ?
  12045. new OffscreenCanvas( width, height ) :
  12046. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12047. }
  12048. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12049. var scale = 1;
  12050. // handle case if texture exceeds max size
  12051. if ( image.width > maxSize || image.height > maxSize ) {
  12052. scale = maxSize / Math.max( image.width, image.height );
  12053. }
  12054. // only perform resize if necessary
  12055. if ( scale < 1 || needsPowerOfTwo === true ) {
  12056. // only perform resize for certain image types
  12057. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12058. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12059. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12060. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12061. var width = floor( scale * image.width );
  12062. var height = floor( scale * image.height );
  12063. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12064. // cube textures can't reuse the same canvas
  12065. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12066. canvas.width = width;
  12067. canvas.height = height;
  12068. var context = canvas.getContext( '2d' );
  12069. context.drawImage( image, 0, 0, width, height );
  12070. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12071. return canvas;
  12072. } else {
  12073. if ( 'data' in image ) {
  12074. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12075. }
  12076. return image;
  12077. }
  12078. }
  12079. return image;
  12080. }
  12081. function isPowerOfTwo( image ) {
  12082. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12083. }
  12084. function textureNeedsPowerOfTwo( texture ) {
  12085. if ( capabilities.isWebGL2 ) return false;
  12086. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12087. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12088. }
  12089. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12090. return texture.generateMipmaps && supportsMips &&
  12091. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12092. }
  12093. function generateMipmap( target, texture, width, height ) {
  12094. _gl.generateMipmap( target );
  12095. var textureProperties = properties.get( texture );
  12096. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12097. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12098. }
  12099. function getInternalFormat( glFormat, glType ) {
  12100. if ( ! capabilities.isWebGL2 ) return glFormat;
  12101. var internalFormat = glFormat;
  12102. if ( glFormat === 6403 ) {
  12103. if ( glType === 5126 ) internalFormat = 33326;
  12104. if ( glType === 5131 ) internalFormat = 33325;
  12105. if ( glType === 5121 ) internalFormat = 33321;
  12106. }
  12107. if ( glFormat === 6407 ) {
  12108. if ( glType === 5126 ) internalFormat = 34837;
  12109. if ( glType === 5131 ) internalFormat = 34843;
  12110. if ( glType === 5121 ) internalFormat = 32849;
  12111. }
  12112. if ( glFormat === 6408 ) {
  12113. if ( glType === 5126 ) internalFormat = 34836;
  12114. if ( glType === 5131 ) internalFormat = 34842;
  12115. if ( glType === 5121 ) internalFormat = 32856;
  12116. }
  12117. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12118. internalFormat === 34842 || internalFormat === 34836 ) {
  12119. extensions.get( 'EXT_color_buffer_float' );
  12120. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12121. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12122. }
  12123. return internalFormat;
  12124. }
  12125. // Fallback filters for non-power-of-2 textures
  12126. function filterFallback( f ) {
  12127. if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  12128. return 9728;
  12129. }
  12130. return 9729;
  12131. }
  12132. //
  12133. function onTextureDispose( event ) {
  12134. var texture = event.target;
  12135. texture.removeEventListener( 'dispose', onTextureDispose );
  12136. deallocateTexture( texture );
  12137. if ( texture.isVideoTexture ) {
  12138. delete _videoTextures[ texture.id ];
  12139. }
  12140. info.memory.textures --;
  12141. }
  12142. function onRenderTargetDispose( event ) {
  12143. var renderTarget = event.target;
  12144. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12145. deallocateRenderTarget( renderTarget );
  12146. info.memory.textures --;
  12147. }
  12148. //
  12149. function deallocateTexture( texture ) {
  12150. var textureProperties = properties.get( texture );
  12151. if ( textureProperties.__webglInit === undefined ) return;
  12152. _gl.deleteTexture( textureProperties.__webglTexture );
  12153. properties.remove( texture );
  12154. }
  12155. function deallocateRenderTarget( renderTarget ) {
  12156. var renderTargetProperties = properties.get( renderTarget );
  12157. var textureProperties = properties.get( renderTarget.texture );
  12158. if ( ! renderTarget ) return;
  12159. if ( textureProperties.__webglTexture !== undefined ) {
  12160. _gl.deleteTexture( textureProperties.__webglTexture );
  12161. }
  12162. if ( renderTarget.depthTexture ) {
  12163. renderTarget.depthTexture.dispose();
  12164. }
  12165. if ( renderTarget.isWebGLRenderTargetCube ) {
  12166. for ( var i = 0; i < 6; i ++ ) {
  12167. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12168. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12169. }
  12170. } else {
  12171. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12172. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12173. }
  12174. properties.remove( renderTarget.texture );
  12175. properties.remove( renderTarget );
  12176. }
  12177. //
  12178. function setTexture2D( texture, slot ) {
  12179. var textureProperties = properties.get( texture );
  12180. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12181. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12182. var image = texture.image;
  12183. if ( image === undefined ) {
  12184. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12185. } else if ( image.complete === false ) {
  12186. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12187. } else {
  12188. uploadTexture( textureProperties, texture, slot );
  12189. return;
  12190. }
  12191. }
  12192. state.activeTexture( 33984 + slot );
  12193. state.bindTexture( 3553, textureProperties.__webglTexture );
  12194. }
  12195. function setTexture2DArray( texture, slot ) {
  12196. var textureProperties = properties.get( texture );
  12197. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12198. uploadTexture( textureProperties, texture, slot );
  12199. return;
  12200. }
  12201. state.activeTexture( 33984 + slot );
  12202. state.bindTexture( 35866, textureProperties.__webglTexture );
  12203. }
  12204. function setTexture3D( texture, slot ) {
  12205. var textureProperties = properties.get( texture );
  12206. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12207. uploadTexture( textureProperties, texture, slot );
  12208. return;
  12209. }
  12210. state.activeTexture( 33984 + slot );
  12211. state.bindTexture( 32879, textureProperties.__webglTexture );
  12212. }
  12213. function setTextureCube( texture, slot ) {
  12214. var textureProperties = properties.get( texture );
  12215. if ( texture.image.length === 6 ) {
  12216. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12217. initTexture( textureProperties, texture );
  12218. state.activeTexture( 33984 + slot );
  12219. state.bindTexture( 34067, textureProperties.__webglTexture );
  12220. _gl.pixelStorei( 37440, texture.flipY );
  12221. var isCompressed = ( texture && texture.isCompressedTexture );
  12222. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12223. var cubeImage = [];
  12224. for ( var i = 0; i < 6; i ++ ) {
  12225. if ( ! isCompressed && ! isDataTexture ) {
  12226. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12227. } else {
  12228. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12229. }
  12230. }
  12231. var image = cubeImage[ 0 ],
  12232. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12233. glFormat = utils.convert( texture.format ),
  12234. glType = utils.convert( texture.type ),
  12235. glInternalFormat = getInternalFormat( glFormat, glType );
  12236. setTextureParameters( 34067, texture, supportsMips );
  12237. for ( var i = 0; i < 6; i ++ ) {
  12238. if ( ! isCompressed ) {
  12239. if ( isDataTexture ) {
  12240. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12241. } else {
  12242. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12243. }
  12244. } else {
  12245. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  12246. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12247. mipmap = mipmaps[ j ];
  12248. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12249. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12250. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12251. } else {
  12252. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12253. }
  12254. } else {
  12255. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12256. }
  12257. }
  12258. }
  12259. }
  12260. if ( ! isCompressed ) {
  12261. textureProperties.__maxMipLevel = 0;
  12262. } else {
  12263. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12264. }
  12265. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12266. // We assume images for cube map have the same size.
  12267. generateMipmap( 34067, texture, image.width, image.height );
  12268. }
  12269. textureProperties.__version = texture.version;
  12270. if ( texture.onUpdate ) texture.onUpdate( texture );
  12271. } else {
  12272. state.activeTexture( 33984 + slot );
  12273. state.bindTexture( 34067, textureProperties.__webglTexture );
  12274. }
  12275. }
  12276. }
  12277. function setTextureCubeDynamic( texture, slot ) {
  12278. state.activeTexture( 33984 + slot );
  12279. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12280. }
  12281. function setTextureParameters( textureType, texture, supportsMips ) {
  12282. var extension;
  12283. if ( supportsMips ) {
  12284. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12285. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12286. if ( textureType === 32879 || textureType === 35866 ) {
  12287. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12288. }
  12289. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12290. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12291. } else {
  12292. _gl.texParameteri( textureType, 10242, 33071 );
  12293. _gl.texParameteri( textureType, 10243, 33071 );
  12294. if ( textureType === 32879 || textureType === 35866 ) {
  12295. _gl.texParameteri( textureType, 32882, 33071 );
  12296. }
  12297. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12298. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12299. }
  12300. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12301. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12302. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12303. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12304. }
  12305. }
  12306. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12307. if ( extension ) {
  12308. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12309. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12310. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12311. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12312. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12313. }
  12314. }
  12315. }
  12316. function initTexture( textureProperties, texture ) {
  12317. if ( textureProperties.__webglInit === undefined ) {
  12318. textureProperties.__webglInit = true;
  12319. texture.addEventListener( 'dispose', onTextureDispose );
  12320. textureProperties.__webglTexture = _gl.createTexture();
  12321. info.memory.textures ++;
  12322. }
  12323. }
  12324. function uploadTexture( textureProperties, texture, slot ) {
  12325. var textureType = 3553;
  12326. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12327. if ( texture.isDataTexture3D ) textureType = 32879;
  12328. initTexture( textureProperties, texture );
  12329. state.activeTexture( 33984 + slot );
  12330. state.bindTexture( textureType, textureProperties.__webglTexture );
  12331. _gl.pixelStorei( 37440, texture.flipY );
  12332. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12333. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12334. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12335. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12336. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12337. glFormat = utils.convert( texture.format ),
  12338. glType = utils.convert( texture.type ),
  12339. glInternalFormat = getInternalFormat( glFormat, glType );
  12340. setTextureParameters( textureType, texture, supportsMips );
  12341. var mipmap, mipmaps = texture.mipmaps;
  12342. if ( texture.isDepthTexture ) {
  12343. // populate depth texture with dummy data
  12344. glInternalFormat = 6402;
  12345. if ( texture.type === FloatType ) {
  12346. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12347. glInternalFormat = 36012;
  12348. } else if ( capabilities.isWebGL2 ) {
  12349. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12350. glInternalFormat = 33189;
  12351. }
  12352. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12353. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12354. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12355. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12356. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12357. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12358. texture.type = UnsignedShortType;
  12359. glType = utils.convert( texture.type );
  12360. }
  12361. }
  12362. // Depth stencil textures need the DEPTH_STENCIL internal format
  12363. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12364. if ( texture.format === DepthStencilFormat ) {
  12365. glInternalFormat = 34041;
  12366. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12367. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12368. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12369. if ( texture.type !== UnsignedInt248Type ) {
  12370. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12371. texture.type = UnsignedInt248Type;
  12372. glType = utils.convert( texture.type );
  12373. }
  12374. }
  12375. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12376. } else if ( texture.isDataTexture ) {
  12377. // use manually created mipmaps if available
  12378. // if there are no manual mipmaps
  12379. // set 0 level mipmap and then use GL to generate other mipmap levels
  12380. if ( mipmaps.length > 0 && supportsMips ) {
  12381. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12382. mipmap = mipmaps[ i ];
  12383. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12384. }
  12385. texture.generateMipmaps = false;
  12386. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12387. } else {
  12388. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12389. textureProperties.__maxMipLevel = 0;
  12390. }
  12391. } else if ( texture.isCompressedTexture ) {
  12392. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12393. mipmap = mipmaps[ i ];
  12394. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12395. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12396. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12397. } else {
  12398. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12399. }
  12400. } else {
  12401. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12402. }
  12403. }
  12404. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12405. } else if ( texture.isDataTexture2DArray ) {
  12406. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12407. textureProperties.__maxMipLevel = 0;
  12408. } else if ( texture.isDataTexture3D ) {
  12409. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12410. textureProperties.__maxMipLevel = 0;
  12411. } else {
  12412. // regular Texture (image, video, canvas)
  12413. // use manually created mipmaps if available
  12414. // if there are no manual mipmaps
  12415. // set 0 level mipmap and then use GL to generate other mipmap levels
  12416. if ( mipmaps.length > 0 && supportsMips ) {
  12417. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12418. mipmap = mipmaps[ i ];
  12419. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12420. }
  12421. texture.generateMipmaps = false;
  12422. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12423. } else {
  12424. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12425. textureProperties.__maxMipLevel = 0;
  12426. }
  12427. }
  12428. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12429. generateMipmap( 3553, texture, image.width, image.height );
  12430. }
  12431. textureProperties.__version = texture.version;
  12432. if ( texture.onUpdate ) texture.onUpdate( texture );
  12433. }
  12434. // Render targets
  12435. // Setup storage for target texture and bind it to correct framebuffer
  12436. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12437. var glFormat = utils.convert( renderTarget.texture.format );
  12438. var glType = utils.convert( renderTarget.texture.type );
  12439. var glInternalFormat = getInternalFormat( glFormat, glType );
  12440. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12441. _gl.bindFramebuffer( 36160, framebuffer );
  12442. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12443. _gl.bindFramebuffer( 36160, null );
  12444. }
  12445. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12446. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12447. _gl.bindRenderbuffer( 36161, renderbuffer );
  12448. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12449. if ( isMultisample ) {
  12450. var samples = getRenderTargetSamples( renderTarget );
  12451. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12452. } else {
  12453. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12454. }
  12455. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12456. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12457. if ( isMultisample ) {
  12458. var samples = getRenderTargetSamples( renderTarget );
  12459. _gl.renderbufferStorageMultisample( 36161, samples, 34041, renderTarget.width, renderTarget.height );
  12460. } else {
  12461. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12462. }
  12463. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12464. } else {
  12465. var glFormat = utils.convert( renderTarget.texture.format );
  12466. var glType = utils.convert( renderTarget.texture.type );
  12467. var glInternalFormat = getInternalFormat( glFormat, glType );
  12468. if ( isMultisample ) {
  12469. var samples = getRenderTargetSamples( renderTarget );
  12470. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12471. } else {
  12472. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12473. }
  12474. }
  12475. _gl.bindRenderbuffer( 36161, null );
  12476. }
  12477. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12478. function setupDepthTexture( framebuffer, renderTarget ) {
  12479. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12480. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12481. _gl.bindFramebuffer( 36160, framebuffer );
  12482. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12483. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12484. }
  12485. // upload an empty depth texture with framebuffer size
  12486. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12487. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12488. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12489. renderTarget.depthTexture.image.width = renderTarget.width;
  12490. renderTarget.depthTexture.image.height = renderTarget.height;
  12491. renderTarget.depthTexture.needsUpdate = true;
  12492. }
  12493. setTexture2D( renderTarget.depthTexture, 0 );
  12494. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12495. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12496. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12497. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12498. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12499. } else {
  12500. throw new Error( 'Unknown depthTexture format' );
  12501. }
  12502. }
  12503. // Setup GL resources for a non-texture depth buffer
  12504. function setupDepthRenderbuffer( renderTarget ) {
  12505. var renderTargetProperties = properties.get( renderTarget );
  12506. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12507. if ( renderTarget.depthTexture ) {
  12508. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12509. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12510. } else {
  12511. if ( isCube ) {
  12512. renderTargetProperties.__webglDepthbuffer = [];
  12513. for ( var i = 0; i < 6; i ++ ) {
  12514. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12515. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12516. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12517. }
  12518. } else {
  12519. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12520. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12521. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12522. }
  12523. }
  12524. _gl.bindFramebuffer( 36160, null );
  12525. }
  12526. // Set up GL resources for the render target
  12527. function setupRenderTarget( renderTarget ) {
  12528. var renderTargetProperties = properties.get( renderTarget );
  12529. var textureProperties = properties.get( renderTarget.texture );
  12530. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12531. textureProperties.__webglTexture = _gl.createTexture();
  12532. info.memory.textures ++;
  12533. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12534. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12535. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12536. // Setup framebuffer
  12537. if ( isCube ) {
  12538. renderTargetProperties.__webglFramebuffer = [];
  12539. for ( var i = 0; i < 6; i ++ ) {
  12540. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12541. }
  12542. } else {
  12543. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12544. if ( isMultisample ) {
  12545. if ( capabilities.isWebGL2 ) {
  12546. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12547. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12548. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12549. var glFormat = utils.convert( renderTarget.texture.format );
  12550. var glType = utils.convert( renderTarget.texture.type );
  12551. var glInternalFormat = getInternalFormat( glFormat, glType );
  12552. var samples = getRenderTargetSamples( renderTarget );
  12553. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12554. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12555. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12556. _gl.bindRenderbuffer( 36161, null );
  12557. if ( renderTarget.depthBuffer ) {
  12558. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12559. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  12560. }
  12561. _gl.bindFramebuffer( 36160, null );
  12562. } else {
  12563. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12564. }
  12565. }
  12566. }
  12567. // Setup color buffer
  12568. if ( isCube ) {
  12569. state.bindTexture( 34067, textureProperties.__webglTexture );
  12570. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  12571. for ( var i = 0; i < 6; i ++ ) {
  12572. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12573. }
  12574. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12575. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12576. }
  12577. state.bindTexture( 34067, null );
  12578. } else {
  12579. state.bindTexture( 3553, textureProperties.__webglTexture );
  12580. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  12581. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12582. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12583. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12584. }
  12585. state.bindTexture( 3553, null );
  12586. }
  12587. // Setup depth and stencil buffers
  12588. if ( renderTarget.depthBuffer ) {
  12589. setupDepthRenderbuffer( renderTarget );
  12590. }
  12591. }
  12592. function updateRenderTargetMipmap( renderTarget ) {
  12593. var texture = renderTarget.texture;
  12594. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12595. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12596. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  12597. var webglTexture = properties.get( texture ).__webglTexture;
  12598. state.bindTexture( target, webglTexture );
  12599. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  12600. state.bindTexture( target, null );
  12601. }
  12602. }
  12603. function updateMultisampleRenderTarget( renderTarget ) {
  12604. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  12605. if ( capabilities.isWebGL2 ) {
  12606. var renderTargetProperties = properties.get( renderTarget );
  12607. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  12608. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  12609. var width = renderTarget.width;
  12610. var height = renderTarget.height;
  12611. var mask = 16384;
  12612. if ( renderTarget.depthBuffer ) mask |= 256;
  12613. if ( renderTarget.stencilBuffer ) mask |= 1024;
  12614. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  12615. } else {
  12616. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12617. }
  12618. }
  12619. }
  12620. function getRenderTargetSamples( renderTarget ) {
  12621. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  12622. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  12623. }
  12624. function updateVideoTexture( texture ) {
  12625. var id = texture.id;
  12626. var frame = info.render.frame;
  12627. // Check the last frame we updated the VideoTexture
  12628. if ( _videoTextures[ id ] !== frame ) {
  12629. _videoTextures[ id ] = frame;
  12630. texture.update();
  12631. }
  12632. }
  12633. this.setTexture2D = setTexture2D;
  12634. this.setTexture2DArray = setTexture2DArray;
  12635. this.setTexture3D = setTexture3D;
  12636. this.setTextureCube = setTextureCube;
  12637. this.setTextureCubeDynamic = setTextureCubeDynamic;
  12638. this.setupRenderTarget = setupRenderTarget;
  12639. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  12640. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  12641. }
  12642. /**
  12643. * @author thespite / http://www.twitter.com/thespite
  12644. */
  12645. function WebGLUtils( gl, extensions, capabilities ) {
  12646. function convert( p ) {
  12647. var extension;
  12648. if ( p === RepeatWrapping ) return 10497;
  12649. if ( p === ClampToEdgeWrapping ) return 33071;
  12650. if ( p === MirroredRepeatWrapping ) return 33648;
  12651. if ( p === NearestFilter ) return 9728;
  12652. if ( p === NearestMipMapNearestFilter ) return 9984;
  12653. if ( p === NearestMipMapLinearFilter ) return 9986;
  12654. if ( p === LinearFilter ) return 9729;
  12655. if ( p === LinearMipMapNearestFilter ) return 9985;
  12656. if ( p === LinearMipMapLinearFilter ) return 9987;
  12657. if ( p === UnsignedByteType ) return 5121;
  12658. if ( p === UnsignedShort4444Type ) return 32819;
  12659. if ( p === UnsignedShort5551Type ) return 32820;
  12660. if ( p === UnsignedShort565Type ) return 33635;
  12661. if ( p === ByteType ) return 5120;
  12662. if ( p === ShortType ) return 5122;
  12663. if ( p === UnsignedShortType ) return 5123;
  12664. if ( p === IntType ) return 5124;
  12665. if ( p === UnsignedIntType ) return 5125;
  12666. if ( p === FloatType ) return 5126;
  12667. if ( p === HalfFloatType ) {
  12668. if ( capabilities.isWebGL2 ) return 5131;
  12669. extension = extensions.get( 'OES_texture_half_float' );
  12670. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  12671. }
  12672. if ( p === AlphaFormat ) return 6406;
  12673. if ( p === RGBFormat ) return 6407;
  12674. if ( p === RGBAFormat ) return 6408;
  12675. if ( p === LuminanceFormat ) return 6409;
  12676. if ( p === LuminanceAlphaFormat ) return 6410;
  12677. if ( p === DepthFormat ) return 6402;
  12678. if ( p === DepthStencilFormat ) return 34041;
  12679. if ( p === RedFormat ) return 6403;
  12680. if ( p === AddEquation ) return 32774;
  12681. if ( p === SubtractEquation ) return 32778;
  12682. if ( p === ReverseSubtractEquation ) return 32779;
  12683. if ( p === ZeroFactor ) return 0;
  12684. if ( p === OneFactor ) return 1;
  12685. if ( p === SrcColorFactor ) return 768;
  12686. if ( p === OneMinusSrcColorFactor ) return 769;
  12687. if ( p === SrcAlphaFactor ) return 770;
  12688. if ( p === OneMinusSrcAlphaFactor ) return 771;
  12689. if ( p === DstAlphaFactor ) return 772;
  12690. if ( p === OneMinusDstAlphaFactor ) return 773;
  12691. if ( p === DstColorFactor ) return 774;
  12692. if ( p === OneMinusDstColorFactor ) return 775;
  12693. if ( p === SrcAlphaSaturateFactor ) return 776;
  12694. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  12695. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  12696. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  12697. if ( extension !== null ) {
  12698. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  12699. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  12700. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  12701. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  12702. }
  12703. }
  12704. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  12705. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  12706. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  12707. if ( extension !== null ) {
  12708. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  12709. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  12710. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  12711. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  12712. }
  12713. }
  12714. if ( p === RGB_ETC1_Format ) {
  12715. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  12716. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  12717. }
  12718. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  12719. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  12720. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  12721. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  12722. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  12723. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  12724. if ( extension !== null ) {
  12725. return p;
  12726. }
  12727. }
  12728. if ( p === MinEquation || p === MaxEquation ) {
  12729. if ( capabilities.isWebGL2 ) {
  12730. if ( p === MinEquation ) return 32775;
  12731. if ( p === MaxEquation ) return 32776;
  12732. }
  12733. extension = extensions.get( 'EXT_blend_minmax' );
  12734. if ( extension !== null ) {
  12735. if ( p === MinEquation ) return extension.MIN_EXT;
  12736. if ( p === MaxEquation ) return extension.MAX_EXT;
  12737. }
  12738. }
  12739. if ( p === UnsignedInt248Type ) {
  12740. if ( capabilities.isWebGL2 ) return 34042;
  12741. extension = extensions.get( 'WEBGL_depth_texture' );
  12742. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  12743. }
  12744. return 0;
  12745. }
  12746. return { convert: convert };
  12747. }
  12748. /**
  12749. * @author mrdoob / http://mrdoob.com/
  12750. */
  12751. function Group() {
  12752. Object3D.call( this );
  12753. this.type = 'Group';
  12754. }
  12755. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12756. constructor: Group,
  12757. isGroup: true
  12758. } );
  12759. /**
  12760. * @author mrdoob / http://mrdoob.com/
  12761. * @author mikael emtinger / http://gomo.se/
  12762. * @author WestLangley / http://github.com/WestLangley
  12763. */
  12764. function Camera() {
  12765. Object3D.call( this );
  12766. this.type = 'Camera';
  12767. this.matrixWorldInverse = new Matrix4();
  12768. this.projectionMatrix = new Matrix4();
  12769. this.projectionMatrixInverse = new Matrix4();
  12770. }
  12771. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12772. constructor: Camera,
  12773. isCamera: true,
  12774. copy: function ( source, recursive ) {
  12775. Object3D.prototype.copy.call( this, source, recursive );
  12776. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  12777. this.projectionMatrix.copy( source.projectionMatrix );
  12778. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  12779. return this;
  12780. },
  12781. getWorldDirection: function ( target ) {
  12782. if ( target === undefined ) {
  12783. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  12784. target = new Vector3();
  12785. }
  12786. this.updateMatrixWorld( true );
  12787. var e = this.matrixWorld.elements;
  12788. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  12789. },
  12790. updateMatrixWorld: function ( force ) {
  12791. Object3D.prototype.updateMatrixWorld.call( this, force );
  12792. this.matrixWorldInverse.getInverse( this.matrixWorld );
  12793. },
  12794. clone: function () {
  12795. return new this.constructor().copy( this );
  12796. }
  12797. } );
  12798. /**
  12799. * @author mrdoob / http://mrdoob.com/
  12800. * @author greggman / http://games.greggman.com/
  12801. * @author zz85 / http://www.lab4games.net/zz85/blog
  12802. * @author tschw
  12803. */
  12804. function PerspectiveCamera( fov, aspect, near, far ) {
  12805. Camera.call( this );
  12806. this.type = 'PerspectiveCamera';
  12807. this.fov = fov !== undefined ? fov : 50;
  12808. this.zoom = 1;
  12809. this.near = near !== undefined ? near : 0.1;
  12810. this.far = far !== undefined ? far : 2000;
  12811. this.focus = 10;
  12812. this.aspect = aspect !== undefined ? aspect : 1;
  12813. this.view = null;
  12814. this.filmGauge = 35; // width of the film (default in millimeters)
  12815. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  12816. this.updateProjectionMatrix();
  12817. }
  12818. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  12819. constructor: PerspectiveCamera,
  12820. isPerspectiveCamera: true,
  12821. copy: function ( source, recursive ) {
  12822. Camera.prototype.copy.call( this, source, recursive );
  12823. this.fov = source.fov;
  12824. this.zoom = source.zoom;
  12825. this.near = source.near;
  12826. this.far = source.far;
  12827. this.focus = source.focus;
  12828. this.aspect = source.aspect;
  12829. this.view = source.view === null ? null : Object.assign( {}, source.view );
  12830. this.filmGauge = source.filmGauge;
  12831. this.filmOffset = source.filmOffset;
  12832. return this;
  12833. },
  12834. /**
  12835. * Sets the FOV by focal length in respect to the current .filmGauge.
  12836. *
  12837. * The default film gauge is 35, so that the focal length can be specified for
  12838. * a 35mm (full frame) camera.
  12839. *
  12840. * Values for focal length and film gauge must have the same unit.
  12841. */
  12842. setFocalLength: function ( focalLength ) {
  12843. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  12844. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  12845. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  12846. this.updateProjectionMatrix();
  12847. },
  12848. /**
  12849. * Calculates the focal length from the current .fov and .filmGauge.
  12850. */
  12851. getFocalLength: function () {
  12852. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  12853. return 0.5 * this.getFilmHeight() / vExtentSlope;
  12854. },
  12855. getEffectiveFOV: function () {
  12856. return _Math.RAD2DEG * 2 * Math.atan(
  12857. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  12858. },
  12859. getFilmWidth: function () {
  12860. // film not completely covered in portrait format (aspect < 1)
  12861. return this.filmGauge * Math.min( this.aspect, 1 );
  12862. },
  12863. getFilmHeight: function () {
  12864. // film not completely covered in landscape format (aspect > 1)
  12865. return this.filmGauge / Math.max( this.aspect, 1 );
  12866. },
  12867. /**
  12868. * Sets an offset in a larger frustum. This is useful for multi-window or
  12869. * multi-monitor/multi-machine setups.
  12870. *
  12871. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  12872. * the monitors are in grid like this
  12873. *
  12874. * +---+---+---+
  12875. * | A | B | C |
  12876. * +---+---+---+
  12877. * | D | E | F |
  12878. * +---+---+---+
  12879. *
  12880. * then for each monitor you would call it like this
  12881. *
  12882. * var w = 1920;
  12883. * var h = 1080;
  12884. * var fullWidth = w * 3;
  12885. * var fullHeight = h * 2;
  12886. *
  12887. * --A--
  12888. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  12889. * --B--
  12890. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  12891. * --C--
  12892. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  12893. * --D--
  12894. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  12895. * --E--
  12896. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  12897. * --F--
  12898. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  12899. *
  12900. * Note there is no reason monitors have to be the same size or in a grid.
  12901. */
  12902. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  12903. this.aspect = fullWidth / fullHeight;
  12904. if ( this.view === null ) {
  12905. this.view = {
  12906. enabled: true,
  12907. fullWidth: 1,
  12908. fullHeight: 1,
  12909. offsetX: 0,
  12910. offsetY: 0,
  12911. width: 1,
  12912. height: 1
  12913. };
  12914. }
  12915. this.view.enabled = true;
  12916. this.view.fullWidth = fullWidth;
  12917. this.view.fullHeight = fullHeight;
  12918. this.view.offsetX = x;
  12919. this.view.offsetY = y;
  12920. this.view.width = width;
  12921. this.view.height = height;
  12922. this.updateProjectionMatrix();
  12923. },
  12924. clearViewOffset: function () {
  12925. if ( this.view !== null ) {
  12926. this.view.enabled = false;
  12927. }
  12928. this.updateProjectionMatrix();
  12929. },
  12930. updateProjectionMatrix: function () {
  12931. var near = this.near,
  12932. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  12933. height = 2 * top,
  12934. width = this.aspect * height,
  12935. left = - 0.5 * width,
  12936. view = this.view;
  12937. if ( this.view !== null && this.view.enabled ) {
  12938. var fullWidth = view.fullWidth,
  12939. fullHeight = view.fullHeight;
  12940. left += view.offsetX * width / fullWidth;
  12941. top -= view.offsetY * height / fullHeight;
  12942. width *= view.width / fullWidth;
  12943. height *= view.height / fullHeight;
  12944. }
  12945. var skew = this.filmOffset;
  12946. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  12947. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  12948. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  12949. },
  12950. toJSON: function ( meta ) {
  12951. var data = Object3D.prototype.toJSON.call( this, meta );
  12952. data.object.fov = this.fov;
  12953. data.object.zoom = this.zoom;
  12954. data.object.near = this.near;
  12955. data.object.far = this.far;
  12956. data.object.focus = this.focus;
  12957. data.object.aspect = this.aspect;
  12958. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  12959. data.object.filmGauge = this.filmGauge;
  12960. data.object.filmOffset = this.filmOffset;
  12961. return data;
  12962. }
  12963. } );
  12964. /**
  12965. * @author mrdoob / http://mrdoob.com/
  12966. */
  12967. function ArrayCamera( array ) {
  12968. PerspectiveCamera.call( this );
  12969. this.cameras = array || [];
  12970. }
  12971. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  12972. constructor: ArrayCamera,
  12973. isArrayCamera: true
  12974. } );
  12975. /**
  12976. * @author jsantell / https://www.jsantell.com/
  12977. * @author mrdoob / http://mrdoob.com/
  12978. */
  12979. var cameraLPos = new Vector3();
  12980. var cameraRPos = new Vector3();
  12981. /**
  12982. * Assumes 2 cameras that are parallel and share an X-axis, and that
  12983. * the cameras' projection and world matrices have already been set.
  12984. * And that near and far planes are identical for both cameras.
  12985. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  12986. */
  12987. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  12988. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  12989. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  12990. var ipd = cameraLPos.distanceTo( cameraRPos );
  12991. var projL = cameraL.projectionMatrix.elements;
  12992. var projR = cameraR.projectionMatrix.elements;
  12993. // VR systems will have identical far and near planes, and
  12994. // most likely identical top and bottom frustum extents.
  12995. // Use the left camera for these values.
  12996. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  12997. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  12998. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  12999. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13000. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13001. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13002. var left = near * leftFov;
  13003. var right = near * rightFov;
  13004. // Calculate the new camera's position offset from the
  13005. // left camera. xOffset should be roughly half `ipd`.
  13006. var zOffset = ipd / ( - leftFov + rightFov );
  13007. var xOffset = zOffset * - leftFov;
  13008. // TODO: Better way to apply this offset?
  13009. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13010. camera.translateX( xOffset );
  13011. camera.translateZ( zOffset );
  13012. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13013. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13014. // Find the union of the frustum values of the cameras and scale
  13015. // the values so that the near plane's position does not change in world space,
  13016. // although must now be relative to the new union camera.
  13017. var near2 = near + zOffset;
  13018. var far2 = far + zOffset;
  13019. var left2 = left - xOffset;
  13020. var right2 = right + ( ipd - xOffset );
  13021. var top2 = topFov * far / far2 * near2;
  13022. var bottom2 = bottomFov * far / far2 * near2;
  13023. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13024. }
  13025. /**
  13026. * @author mrdoob / http://mrdoob.com/
  13027. */
  13028. function WebVRManager( renderer ) {
  13029. var scope = this;
  13030. var device = null;
  13031. var frameData = null;
  13032. var poseTarget = null;
  13033. var controllers = [];
  13034. var standingMatrix = new Matrix4();
  13035. var standingMatrixInverse = new Matrix4();
  13036. var framebufferScaleFactor = 1.0;
  13037. var frameOfReferenceType = 'stage';
  13038. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13039. frameData = new window.VRFrameData();
  13040. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13041. }
  13042. var matrixWorldInverse = new Matrix4();
  13043. var tempQuaternion = new Quaternion();
  13044. var tempPosition = new Vector3();
  13045. var cameraL = new PerspectiveCamera();
  13046. cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
  13047. cameraL.layers.enable( 1 );
  13048. var cameraR = new PerspectiveCamera();
  13049. cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
  13050. cameraR.layers.enable( 2 );
  13051. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13052. cameraVR.layers.enable( 1 );
  13053. cameraVR.layers.enable( 2 );
  13054. //
  13055. function isPresenting() {
  13056. return device !== null && device.isPresenting === true;
  13057. }
  13058. var currentSize = new Vector2(), currentPixelRatio;
  13059. function onVRDisplayPresentChange() {
  13060. if ( isPresenting() ) {
  13061. var eyeParameters = device.getEyeParameters( 'left' );
  13062. var renderWidth = eyeParameters.renderWidth * framebufferScaleFactor;
  13063. var renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13064. currentPixelRatio = renderer.getPixelRatio();
  13065. renderer.getSize( currentSize );
  13066. renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
  13067. animation.start();
  13068. } else {
  13069. if ( scope.enabled ) {
  13070. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13071. }
  13072. animation.stop();
  13073. }
  13074. }
  13075. //
  13076. var triggers = [];
  13077. function findGamepad( id ) {
  13078. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13079. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13080. var gamepad = gamepads[ i ];
  13081. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13082. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13083. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13084. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13085. if ( j === id ) return gamepad;
  13086. j ++;
  13087. }
  13088. }
  13089. }
  13090. function updateControllers() {
  13091. for ( var i = 0; i < controllers.length; i ++ ) {
  13092. var controller = controllers[ i ];
  13093. var gamepad = findGamepad( i );
  13094. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13095. if ( gamepad.pose === null ) return;
  13096. // Pose
  13097. var pose = gamepad.pose;
  13098. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13099. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13100. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13101. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13102. controller.matrix.premultiply( standingMatrix );
  13103. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13104. controller.matrixWorldNeedsUpdate = true;
  13105. controller.visible = true;
  13106. // Trigger
  13107. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13108. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13109. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13110. if ( triggers[ i ] === true ) {
  13111. controller.dispatchEvent( { type: 'selectstart' } );
  13112. } else {
  13113. controller.dispatchEvent( { type: 'selectend' } );
  13114. controller.dispatchEvent( { type: 'select' } );
  13115. }
  13116. }
  13117. } else {
  13118. controller.visible = false;
  13119. }
  13120. }
  13121. }
  13122. //
  13123. this.enabled = false;
  13124. this.getController = function ( id ) {
  13125. var controller = controllers[ id ];
  13126. if ( controller === undefined ) {
  13127. controller = new Group();
  13128. controller.matrixAutoUpdate = false;
  13129. controller.visible = false;
  13130. controllers[ id ] = controller;
  13131. }
  13132. return controller;
  13133. };
  13134. this.getDevice = function () {
  13135. return device;
  13136. };
  13137. this.setDevice = function ( value ) {
  13138. if ( value !== undefined ) device = value;
  13139. animation.setContext( value );
  13140. };
  13141. this.setFramebufferScaleFactor = function ( value ) {
  13142. framebufferScaleFactor = value;
  13143. };
  13144. this.setFrameOfReferenceType = function ( value ) {
  13145. frameOfReferenceType = value;
  13146. };
  13147. this.setPoseTarget = function ( object ) {
  13148. if ( object !== undefined ) poseTarget = object;
  13149. };
  13150. this.getCamera = function ( camera ) {
  13151. var userHeight = frameOfReferenceType === 'stage' ? 1.6 : 0;
  13152. if ( isPresenting() === false ) {
  13153. camera.position.set( 0, userHeight, 0 );
  13154. camera.rotation.set( 0, 0, 0 );
  13155. return camera;
  13156. }
  13157. device.depthNear = camera.near;
  13158. device.depthFar = camera.far;
  13159. device.getFrameData( frameData );
  13160. //
  13161. if ( frameOfReferenceType === 'stage' ) {
  13162. var stageParameters = device.stageParameters;
  13163. if ( stageParameters ) {
  13164. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13165. } else {
  13166. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13167. }
  13168. }
  13169. var pose = frameData.pose;
  13170. var poseObject = poseTarget !== null ? poseTarget : camera;
  13171. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13172. poseObject.matrix.copy( standingMatrix );
  13173. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13174. if ( pose.orientation !== null ) {
  13175. tempQuaternion.fromArray( pose.orientation );
  13176. poseObject.quaternion.multiply( tempQuaternion );
  13177. }
  13178. if ( pose.position !== null ) {
  13179. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13180. tempPosition.fromArray( pose.position );
  13181. tempPosition.applyQuaternion( tempQuaternion );
  13182. poseObject.position.add( tempPosition );
  13183. }
  13184. poseObject.updateMatrixWorld();
  13185. //
  13186. cameraL.near = camera.near;
  13187. cameraR.near = camera.near;
  13188. cameraL.far = camera.far;
  13189. cameraR.far = camera.far;
  13190. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13191. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13192. // TODO (mrdoob) Double check this code
  13193. standingMatrixInverse.getInverse( standingMatrix );
  13194. if ( frameOfReferenceType === 'stage' ) {
  13195. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13196. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13197. }
  13198. var parent = poseObject.parent;
  13199. if ( parent !== null ) {
  13200. matrixWorldInverse.getInverse( parent.matrixWorld );
  13201. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13202. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13203. }
  13204. // envMap and Mirror needs camera.matrixWorld
  13205. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13206. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13207. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13208. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13209. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13210. //
  13211. var layers = device.getLayers();
  13212. if ( layers.length ) {
  13213. var layer = layers[ 0 ];
  13214. if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
  13215. cameraL.bounds.fromArray( layer.leftBounds );
  13216. }
  13217. if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
  13218. cameraR.bounds.fromArray( layer.rightBounds );
  13219. }
  13220. }
  13221. updateControllers();
  13222. return cameraVR;
  13223. };
  13224. this.getStandingMatrix = function () {
  13225. return standingMatrix;
  13226. };
  13227. this.isPresenting = isPresenting;
  13228. // Animation Loop
  13229. var animation = new WebGLAnimation();
  13230. this.setAnimationLoop = function ( callback ) {
  13231. animation.setAnimationLoop( callback );
  13232. };
  13233. this.submitFrame = function () {
  13234. if ( isPresenting() ) device.submitFrame();
  13235. };
  13236. this.dispose = function () {
  13237. if ( typeof window !== 'undefined' ) {
  13238. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13239. }
  13240. };
  13241. }
  13242. /**
  13243. * @author mrdoob / http://mrdoob.com/
  13244. */
  13245. function WebXRManager( renderer ) {
  13246. var gl = renderer.context;
  13247. var device = null;
  13248. var session = null;
  13249. var framebufferScaleFactor = 1.0;
  13250. var frameOfReference = null;
  13251. var frameOfReferenceType = 'stage';
  13252. var pose = null;
  13253. var controllers = [];
  13254. var inputSources = [];
  13255. function isPresenting() {
  13256. return session !== null && frameOfReference !== null;
  13257. }
  13258. //
  13259. var cameraL = new PerspectiveCamera();
  13260. cameraL.layers.enable( 1 );
  13261. cameraL.viewport = new Vector4();
  13262. var cameraR = new PerspectiveCamera();
  13263. cameraR.layers.enable( 2 );
  13264. cameraR.viewport = new Vector4();
  13265. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13266. cameraVR.layers.enable( 1 );
  13267. cameraVR.layers.enable( 2 );
  13268. //
  13269. this.enabled = false;
  13270. this.getController = function ( id ) {
  13271. var controller = controllers[ id ];
  13272. if ( controller === undefined ) {
  13273. controller = new Group();
  13274. controller.matrixAutoUpdate = false;
  13275. controller.visible = false;
  13276. controllers[ id ] = controller;
  13277. }
  13278. return controller;
  13279. };
  13280. this.getDevice = function () {
  13281. return device;
  13282. };
  13283. this.setDevice = function ( value ) {
  13284. if ( value !== undefined ) device = value;
  13285. if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value );
  13286. };
  13287. //
  13288. function onSessionEvent( event ) {
  13289. var controller = controllers[ inputSources.indexOf( event.inputSource ) ];
  13290. if ( controller ) controller.dispatchEvent( { type: event.type } );
  13291. }
  13292. function onSessionEnd() {
  13293. renderer.setFramebuffer( null );
  13294. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13295. animation.stop();
  13296. }
  13297. this.setFramebufferScaleFactor = function ( value ) {
  13298. framebufferScaleFactor = value;
  13299. };
  13300. this.setFrameOfReferenceType = function ( value ) {
  13301. frameOfReferenceType = value;
  13302. };
  13303. this.setSession = function ( value ) {
  13304. session = value;
  13305. if ( session !== null ) {
  13306. session.addEventListener( 'select', onSessionEvent );
  13307. session.addEventListener( 'selectstart', onSessionEvent );
  13308. session.addEventListener( 'selectend', onSessionEvent );
  13309. session.addEventListener( 'end', onSessionEnd );
  13310. session.baseLayer = new XRWebGLLayer( session, gl, { framebufferScaleFactor: framebufferScaleFactor } );
  13311. session.requestFrameOfReference( frameOfReferenceType ).then( function ( value ) {
  13312. frameOfReference = value;
  13313. renderer.setFramebuffer( session.baseLayer.framebuffer );
  13314. animation.setContext( session );
  13315. animation.start();
  13316. } );
  13317. //
  13318. inputSources = session.getInputSources();
  13319. session.addEventListener( 'inputsourceschange', function () {
  13320. inputSources = session.getInputSources();
  13321. console.log( inputSources );
  13322. for ( var i = 0; i < controllers.length; i ++ ) {
  13323. var controller = controllers[ i ];
  13324. controller.userData.inputSource = inputSources[ i ];
  13325. }
  13326. } );
  13327. }
  13328. };
  13329. function updateCamera( camera, parent ) {
  13330. if ( parent === null ) {
  13331. camera.matrixWorld.copy( camera.matrix );
  13332. } else {
  13333. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13334. }
  13335. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13336. }
  13337. this.getCamera = function ( camera ) {
  13338. if ( isPresenting() ) {
  13339. var parent = camera.parent;
  13340. var cameras = cameraVR.cameras;
  13341. updateCamera( cameraVR, parent );
  13342. for ( var i = 0; i < cameras.length; i ++ ) {
  13343. updateCamera( cameras[ i ], parent );
  13344. }
  13345. // update camera and its children
  13346. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13347. var children = camera.children;
  13348. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13349. children[ i ].updateMatrixWorld( true );
  13350. }
  13351. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13352. return cameraVR;
  13353. }
  13354. return camera;
  13355. };
  13356. this.isPresenting = isPresenting;
  13357. // Animation Loop
  13358. var onAnimationFrameCallback = null;
  13359. function onAnimationFrame( time, frame ) {
  13360. pose = frame.getDevicePose( frameOfReference );
  13361. if ( pose !== null ) {
  13362. var layer = session.baseLayer;
  13363. var views = frame.views;
  13364. for ( var i = 0; i < views.length; i ++ ) {
  13365. var view = views[ i ];
  13366. var viewport = layer.getViewport( view );
  13367. var viewMatrix = pose.getViewMatrix( view );
  13368. var camera = cameraVR.cameras[ i ];
  13369. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13370. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13371. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13372. if ( i === 0 ) {
  13373. cameraVR.matrix.copy( camera.matrix );
  13374. }
  13375. }
  13376. }
  13377. //
  13378. for ( var i = 0; i < controllers.length; i ++ ) {
  13379. var controller = controllers[ i ];
  13380. var inputSource = inputSources[ i ];
  13381. if ( inputSource ) {
  13382. var inputPose = frame.getInputPose( inputSource, frameOfReference );
  13383. if ( inputPose !== null ) {
  13384. if ( 'targetRay' in inputPose ) {
  13385. controller.matrix.elements = inputPose.targetRay.transformMatrix;
  13386. } else if ( 'pointerMatrix' in inputPose ) {
  13387. // DEPRECATED
  13388. controller.matrix.elements = inputPose.pointerMatrix;
  13389. }
  13390. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13391. controller.visible = true;
  13392. continue;
  13393. }
  13394. }
  13395. controller.visible = false;
  13396. }
  13397. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13398. }
  13399. var animation = new WebGLAnimation();
  13400. animation.setAnimationLoop( onAnimationFrame );
  13401. this.setAnimationLoop = function ( callback ) {
  13402. onAnimationFrameCallback = callback;
  13403. };
  13404. this.dispose = function () {};
  13405. // DEPRECATED
  13406. this.getStandingMatrix = function () {
  13407. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13408. return new Matrix4();
  13409. };
  13410. this.submitFrame = function () {};
  13411. }
  13412. /**
  13413. * @author supereggbert / http://www.paulbrunt.co.uk/
  13414. * @author mrdoob / http://mrdoob.com/
  13415. * @author alteredq / http://alteredqualia.com/
  13416. * @author szimek / https://github.com/szimek/
  13417. * @author tschw
  13418. */
  13419. function WebGLRenderer( parameters ) {
  13420. console.log( 'THREE.WebGLRenderer', REVISION );
  13421. parameters = parameters || {};
  13422. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13423. _context = parameters.context !== undefined ? parameters.context : null,
  13424. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13425. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13426. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13427. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13428. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13429. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13430. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
  13431. var currentRenderList = null;
  13432. var currentRenderState = null;
  13433. // public properties
  13434. this.domElement = _canvas;
  13435. this.context = null;
  13436. // clearing
  13437. this.autoClear = true;
  13438. this.autoClearColor = true;
  13439. this.autoClearDepth = true;
  13440. this.autoClearStencil = true;
  13441. // scene graph
  13442. this.sortObjects = true;
  13443. // user-defined clipping
  13444. this.clippingPlanes = [];
  13445. this.localClippingEnabled = false;
  13446. // physically based shading
  13447. this.gammaFactor = 2.0; // for backwards compatibility
  13448. this.gammaInput = false;
  13449. this.gammaOutput = false;
  13450. // physical lights
  13451. this.physicallyCorrectLights = false;
  13452. // tone mapping
  13453. this.toneMapping = LinearToneMapping;
  13454. this.toneMappingExposure = 1.0;
  13455. this.toneMappingWhitePoint = 1.0;
  13456. // morphs
  13457. this.maxMorphTargets = 8;
  13458. this.maxMorphNormals = 4;
  13459. // internal properties
  13460. var _this = this,
  13461. _isContextLost = false,
  13462. // internal state cache
  13463. _framebuffer = null,
  13464. _currentRenderTarget = null,
  13465. _currentFramebuffer = null,
  13466. _currentMaterialId = - 1,
  13467. // geometry and program caching
  13468. _currentGeometryProgram = {
  13469. geometry: null,
  13470. program: null,
  13471. wireframe: false
  13472. },
  13473. _currentCamera = null,
  13474. _currentArrayCamera = null,
  13475. _currentViewport = new Vector4(),
  13476. _currentScissor = new Vector4(),
  13477. _currentScissorTest = null,
  13478. //
  13479. _usedTextureUnits = 0,
  13480. //
  13481. _width = _canvas.width,
  13482. _height = _canvas.height,
  13483. _pixelRatio = 1,
  13484. _viewport = new Vector4( 0, 0, _width, _height ),
  13485. _scissor = new Vector4( 0, 0, _width, _height ),
  13486. _scissorTest = false,
  13487. // frustum
  13488. _frustum = new Frustum(),
  13489. // clipping
  13490. _clipping = new WebGLClipping(),
  13491. _clippingEnabled = false,
  13492. _localClippingEnabled = false,
  13493. // camera matrices cache
  13494. _projScreenMatrix = new Matrix4(),
  13495. _vector3 = new Vector3();
  13496. function getTargetPixelRatio() {
  13497. return _currentRenderTarget === null ? _pixelRatio : 1;
  13498. }
  13499. // initialize
  13500. var _gl;
  13501. try {
  13502. var contextAttributes = {
  13503. alpha: _alpha,
  13504. depth: _depth,
  13505. stencil: _stencil,
  13506. antialias: _antialias,
  13507. premultipliedAlpha: _premultipliedAlpha,
  13508. preserveDrawingBuffer: _preserveDrawingBuffer,
  13509. powerPreference: _powerPreference
  13510. };
  13511. // event listeners must be registered before WebGL context is created, see #12753
  13512. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13513. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13514. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13515. if ( _gl === null ) {
  13516. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13517. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13518. } else {
  13519. throw new Error( 'Error creating WebGL context.' );
  13520. }
  13521. }
  13522. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13523. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13524. _gl.getShaderPrecisionFormat = function () {
  13525. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13526. };
  13527. }
  13528. } catch ( error ) {
  13529. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13530. throw error;
  13531. }
  13532. var extensions, capabilities, state, info;
  13533. var properties, textures, attributes, geometries, objects;
  13534. var programCache, renderLists, renderStates;
  13535. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13536. var utils;
  13537. function initGLContext() {
  13538. extensions = new WebGLExtensions( _gl );
  13539. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13540. if ( ! capabilities.isWebGL2 ) {
  13541. extensions.get( 'WEBGL_depth_texture' );
  13542. extensions.get( 'OES_texture_float' );
  13543. extensions.get( 'OES_texture_half_float' );
  13544. extensions.get( 'OES_texture_half_float_linear' );
  13545. extensions.get( 'OES_standard_derivatives' );
  13546. extensions.get( 'OES_element_index_uint' );
  13547. extensions.get( 'ANGLE_instanced_arrays' );
  13548. }
  13549. extensions.get( 'OES_texture_float_linear' );
  13550. utils = new WebGLUtils( _gl, extensions, capabilities );
  13551. state = new WebGLState( _gl, extensions, utils, capabilities );
  13552. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13553. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13554. info = new WebGLInfo( _gl );
  13555. properties = new WebGLProperties();
  13556. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13557. attributes = new WebGLAttributes( _gl );
  13558. geometries = new WebGLGeometries( _gl, attributes, info );
  13559. objects = new WebGLObjects( geometries, info );
  13560. morphtargets = new WebGLMorphtargets( _gl );
  13561. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13562. renderLists = new WebGLRenderLists();
  13563. renderStates = new WebGLRenderStates();
  13564. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13565. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13566. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13567. info.programs = programCache.programs;
  13568. _this.context = _gl;
  13569. _this.capabilities = capabilities;
  13570. _this.extensions = extensions;
  13571. _this.properties = properties;
  13572. _this.renderLists = renderLists;
  13573. _this.state = state;
  13574. _this.info = info;
  13575. }
  13576. initGLContext();
  13577. // vr
  13578. var vr = null;
  13579. if ( typeof navigator !== 'undefined' ) {
  13580. vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );
  13581. }
  13582. this.vr = vr;
  13583. // shadow map
  13584. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13585. this.shadowMap = shadowMap;
  13586. // API
  13587. this.getContext = function () {
  13588. return _gl;
  13589. };
  13590. this.getContextAttributes = function () {
  13591. return _gl.getContextAttributes();
  13592. };
  13593. this.forceContextLoss = function () {
  13594. var extension = extensions.get( 'WEBGL_lose_context' );
  13595. if ( extension ) extension.loseContext();
  13596. };
  13597. this.forceContextRestore = function () {
  13598. var extension = extensions.get( 'WEBGL_lose_context' );
  13599. if ( extension ) extension.restoreContext();
  13600. };
  13601. this.getPixelRatio = function () {
  13602. return _pixelRatio;
  13603. };
  13604. this.setPixelRatio = function ( value ) {
  13605. if ( value === undefined ) return;
  13606. _pixelRatio = value;
  13607. this.setSize( _width, _height, false );
  13608. };
  13609. this.getSize = function ( target ) {
  13610. if ( target === undefined ) {
  13611. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13612. target = new Vector2();
  13613. }
  13614. return target.set( _width, _height );
  13615. };
  13616. this.setSize = function ( width, height, updateStyle ) {
  13617. if ( vr.isPresenting() ) {
  13618. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13619. return;
  13620. }
  13621. _width = width;
  13622. _height = height;
  13623. _canvas.width = width * _pixelRatio;
  13624. _canvas.height = height * _pixelRatio;
  13625. if ( updateStyle !== false ) {
  13626. _canvas.style.width = width + 'px';
  13627. _canvas.style.height = height + 'px';
  13628. }
  13629. this.setViewport( 0, 0, width, height );
  13630. };
  13631. this.getDrawingBufferSize = function ( target ) {
  13632. if ( target === undefined ) {
  13633. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13634. target = new Vector2();
  13635. }
  13636. return target.set( _width * _pixelRatio, _height * _pixelRatio );
  13637. };
  13638. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13639. _width = width;
  13640. _height = height;
  13641. _pixelRatio = pixelRatio;
  13642. _canvas.width = width * pixelRatio;
  13643. _canvas.height = height * pixelRatio;
  13644. this.setViewport( 0, 0, width, height );
  13645. };
  13646. this.getCurrentViewport = function ( target ) {
  13647. if ( target === undefined ) {
  13648. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13649. target = new Vector4();
  13650. }
  13651. return target.copy( _currentViewport );
  13652. };
  13653. this.getViewport = function ( target ) {
  13654. return target.copy( _viewport );
  13655. };
  13656. this.setViewport = function ( x, y, width, height ) {
  13657. if ( x.isVector4 ) {
  13658. _viewport.set( x.x, x.y, x.z, x.w );
  13659. } else {
  13660. _viewport.set( x, y, width, height );
  13661. }
  13662. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13663. };
  13664. this.getScissor = function ( target ) {
  13665. return target.copy( _scissor );
  13666. };
  13667. this.setScissor = function ( x, y, width, height ) {
  13668. if ( x.isVector4 ) {
  13669. _scissor.set( x.x, x.y, x.z, x.w );
  13670. } else {
  13671. _scissor.set( x, y, width, height );
  13672. }
  13673. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13674. };
  13675. this.getScissorTest = function () {
  13676. return _scissorTest;
  13677. };
  13678. this.setScissorTest = function ( boolean ) {
  13679. state.setScissorTest( _scissorTest = boolean );
  13680. };
  13681. // Clearing
  13682. this.getClearColor = function () {
  13683. return background.getClearColor();
  13684. };
  13685. this.setClearColor = function () {
  13686. background.setClearColor.apply( background, arguments );
  13687. };
  13688. this.getClearAlpha = function () {
  13689. return background.getClearAlpha();
  13690. };
  13691. this.setClearAlpha = function () {
  13692. background.setClearAlpha.apply( background, arguments );
  13693. };
  13694. this.clear = function ( color, depth, stencil ) {
  13695. var bits = 0;
  13696. if ( color === undefined || color ) bits |= 16384;
  13697. if ( depth === undefined || depth ) bits |= 256;
  13698. if ( stencil === undefined || stencil ) bits |= 1024;
  13699. _gl.clear( bits );
  13700. };
  13701. this.clearColor = function () {
  13702. this.clear( true, false, false );
  13703. };
  13704. this.clearDepth = function () {
  13705. this.clear( false, true, false );
  13706. };
  13707. this.clearStencil = function () {
  13708. this.clear( false, false, true );
  13709. };
  13710. //
  13711. this.dispose = function () {
  13712. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13713. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13714. renderLists.dispose();
  13715. renderStates.dispose();
  13716. properties.dispose();
  13717. objects.dispose();
  13718. vr.dispose();
  13719. animation.stop();
  13720. };
  13721. // Events
  13722. function onContextLost( event ) {
  13723. event.preventDefault();
  13724. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13725. _isContextLost = true;
  13726. }
  13727. function onContextRestore( /* event */ ) {
  13728. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13729. _isContextLost = false;
  13730. initGLContext();
  13731. }
  13732. function onMaterialDispose( event ) {
  13733. var material = event.target;
  13734. material.removeEventListener( 'dispose', onMaterialDispose );
  13735. deallocateMaterial( material );
  13736. }
  13737. // Buffer deallocation
  13738. function deallocateMaterial( material ) {
  13739. releaseMaterialProgramReference( material );
  13740. properties.remove( material );
  13741. }
  13742. function releaseMaterialProgramReference( material ) {
  13743. var programInfo = properties.get( material ).program;
  13744. material.program = undefined;
  13745. if ( programInfo !== undefined ) {
  13746. programCache.releaseProgram( programInfo );
  13747. }
  13748. }
  13749. // Buffer rendering
  13750. function renderObjectImmediate( object, program ) {
  13751. object.render( function ( object ) {
  13752. _this.renderBufferImmediate( object, program );
  13753. } );
  13754. }
  13755. this.renderBufferImmediate = function ( object, program ) {
  13756. state.initAttributes();
  13757. var buffers = properties.get( object );
  13758. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  13759. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  13760. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  13761. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  13762. var programAttributes = program.getAttributes();
  13763. if ( object.hasPositions ) {
  13764. _gl.bindBuffer( 34962, buffers.position );
  13765. _gl.bufferData( 34962, object.positionArray, 35048 );
  13766. state.enableAttribute( programAttributes.position );
  13767. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  13768. }
  13769. if ( object.hasNormals ) {
  13770. _gl.bindBuffer( 34962, buffers.normal );
  13771. _gl.bufferData( 34962, object.normalArray, 35048 );
  13772. state.enableAttribute( programAttributes.normal );
  13773. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  13774. }
  13775. if ( object.hasUvs ) {
  13776. _gl.bindBuffer( 34962, buffers.uv );
  13777. _gl.bufferData( 34962, object.uvArray, 35048 );
  13778. state.enableAttribute( programAttributes.uv );
  13779. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  13780. }
  13781. if ( object.hasColors ) {
  13782. _gl.bindBuffer( 34962, buffers.color );
  13783. _gl.bufferData( 34962, object.colorArray, 35048 );
  13784. state.enableAttribute( programAttributes.color );
  13785. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  13786. }
  13787. state.disableUnusedAttributes();
  13788. _gl.drawArrays( 4, 0, object.count );
  13789. object.count = 0;
  13790. };
  13791. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  13792. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  13793. state.setMaterial( material, frontFaceCW );
  13794. var program = setProgram( camera, fog, material, object );
  13795. var updateBuffers = false;
  13796. if ( _currentGeometryProgram.geometry !== geometry.id ||
  13797. _currentGeometryProgram.program !== program.id ||
  13798. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  13799. _currentGeometryProgram.geometry = geometry.id;
  13800. _currentGeometryProgram.program = program.id;
  13801. _currentGeometryProgram.wireframe = material.wireframe === true;
  13802. updateBuffers = true;
  13803. }
  13804. if ( object.morphTargetInfluences ) {
  13805. morphtargets.update( object, geometry, material, program );
  13806. updateBuffers = true;
  13807. }
  13808. //
  13809. var index = geometry.index;
  13810. var position = geometry.attributes.position;
  13811. var rangeFactor = 1;
  13812. if ( material.wireframe === true ) {
  13813. index = geometries.getWireframeAttribute( geometry );
  13814. rangeFactor = 2;
  13815. }
  13816. var attribute;
  13817. var renderer = bufferRenderer;
  13818. if ( index !== null ) {
  13819. attribute = attributes.get( index );
  13820. renderer = indexedBufferRenderer;
  13821. renderer.setIndex( attribute );
  13822. }
  13823. if ( updateBuffers ) {
  13824. setupVertexAttributes( material, program, geometry );
  13825. if ( index !== null ) {
  13826. _gl.bindBuffer( 34963, attribute.buffer );
  13827. }
  13828. }
  13829. //
  13830. var dataCount = Infinity;
  13831. if ( index !== null ) {
  13832. dataCount = index.count;
  13833. } else if ( position !== undefined ) {
  13834. dataCount = position.count;
  13835. }
  13836. var rangeStart = geometry.drawRange.start * rangeFactor;
  13837. var rangeCount = geometry.drawRange.count * rangeFactor;
  13838. var groupStart = group !== null ? group.start * rangeFactor : 0;
  13839. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  13840. var drawStart = Math.max( rangeStart, groupStart );
  13841. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  13842. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  13843. if ( drawCount === 0 ) return;
  13844. //
  13845. if ( object.isMesh ) {
  13846. if ( material.wireframe === true ) {
  13847. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  13848. renderer.setMode( 1 );
  13849. } else {
  13850. switch ( object.drawMode ) {
  13851. case TrianglesDrawMode:
  13852. renderer.setMode( 4 );
  13853. break;
  13854. case TriangleStripDrawMode:
  13855. renderer.setMode( 5 );
  13856. break;
  13857. case TriangleFanDrawMode:
  13858. renderer.setMode( 6 );
  13859. break;
  13860. }
  13861. }
  13862. } else if ( object.isLine ) {
  13863. var lineWidth = material.linewidth;
  13864. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  13865. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  13866. if ( object.isLineSegments ) {
  13867. renderer.setMode( 1 );
  13868. } else if ( object.isLineLoop ) {
  13869. renderer.setMode( 2 );
  13870. } else {
  13871. renderer.setMode( 3 );
  13872. }
  13873. } else if ( object.isPoints ) {
  13874. renderer.setMode( 0 );
  13875. } else if ( object.isSprite ) {
  13876. renderer.setMode( 4 );
  13877. }
  13878. if ( geometry && geometry.isInstancedBufferGeometry ) {
  13879. if ( geometry.maxInstancedCount > 0 ) {
  13880. renderer.renderInstances( geometry, drawStart, drawCount );
  13881. }
  13882. } else {
  13883. renderer.render( drawStart, drawCount );
  13884. }
  13885. };
  13886. function setupVertexAttributes( material, program, geometry ) {
  13887. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  13888. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  13889. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  13890. return;
  13891. }
  13892. }
  13893. state.initAttributes();
  13894. var geometryAttributes = geometry.attributes;
  13895. var programAttributes = program.getAttributes();
  13896. var materialDefaultAttributeValues = material.defaultAttributeValues;
  13897. for ( var name in programAttributes ) {
  13898. var programAttribute = programAttributes[ name ];
  13899. if ( programAttribute >= 0 ) {
  13900. var geometryAttribute = geometryAttributes[ name ];
  13901. if ( geometryAttribute !== undefined ) {
  13902. var normalized = geometryAttribute.normalized;
  13903. var size = geometryAttribute.itemSize;
  13904. var attribute = attributes.get( geometryAttribute );
  13905. // TODO Attribute may not be available on context restore
  13906. if ( attribute === undefined ) continue;
  13907. var buffer = attribute.buffer;
  13908. var type = attribute.type;
  13909. var bytesPerElement = attribute.bytesPerElement;
  13910. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  13911. var data = geometryAttribute.data;
  13912. var stride = data.stride;
  13913. var offset = geometryAttribute.offset;
  13914. if ( data && data.isInstancedInterleavedBuffer ) {
  13915. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  13916. if ( geometry.maxInstancedCount === undefined ) {
  13917. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  13918. }
  13919. } else {
  13920. state.enableAttribute( programAttribute );
  13921. }
  13922. _gl.bindBuffer( 34962, buffer );
  13923. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  13924. } else {
  13925. if ( geometryAttribute.isInstancedBufferAttribute ) {
  13926. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  13927. if ( geometry.maxInstancedCount === undefined ) {
  13928. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  13929. }
  13930. } else {
  13931. state.enableAttribute( programAttribute );
  13932. }
  13933. _gl.bindBuffer( 34962, buffer );
  13934. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  13935. }
  13936. } else if ( materialDefaultAttributeValues !== undefined ) {
  13937. var value = materialDefaultAttributeValues[ name ];
  13938. if ( value !== undefined ) {
  13939. switch ( value.length ) {
  13940. case 2:
  13941. _gl.vertexAttrib2fv( programAttribute, value );
  13942. break;
  13943. case 3:
  13944. _gl.vertexAttrib3fv( programAttribute, value );
  13945. break;
  13946. case 4:
  13947. _gl.vertexAttrib4fv( programAttribute, value );
  13948. break;
  13949. default:
  13950. _gl.vertexAttrib1fv( programAttribute, value );
  13951. }
  13952. }
  13953. }
  13954. }
  13955. }
  13956. state.disableUnusedAttributes();
  13957. }
  13958. // Compile
  13959. this.compile = function ( scene, camera ) {
  13960. currentRenderState = renderStates.get( scene, camera );
  13961. currentRenderState.init();
  13962. scene.traverse( function ( object ) {
  13963. if ( object.isLight ) {
  13964. currentRenderState.pushLight( object );
  13965. if ( object.castShadow ) {
  13966. currentRenderState.pushShadow( object );
  13967. }
  13968. }
  13969. } );
  13970. currentRenderState.setupLights( camera );
  13971. scene.traverse( function ( object ) {
  13972. if ( object.material ) {
  13973. if ( Array.isArray( object.material ) ) {
  13974. for ( var i = 0; i < object.material.length; i ++ ) {
  13975. initMaterial( object.material[ i ], scene.fog, object );
  13976. }
  13977. } else {
  13978. initMaterial( object.material, scene.fog, object );
  13979. }
  13980. }
  13981. } );
  13982. };
  13983. // Animation Loop
  13984. var onAnimationFrameCallback = null;
  13985. function onAnimationFrame( time ) {
  13986. if ( vr.isPresenting() ) return;
  13987. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13988. }
  13989. var animation = new WebGLAnimation();
  13990. animation.setAnimationLoop( onAnimationFrame );
  13991. if ( typeof window !== 'undefined' ) animation.setContext( window );
  13992. this.setAnimationLoop = function ( callback ) {
  13993. onAnimationFrameCallback = callback;
  13994. vr.setAnimationLoop( callback );
  13995. animation.start();
  13996. };
  13997. // Rendering
  13998. this.render = function ( scene, camera ) {
  13999. var renderTarget, forceClear;
  14000. if ( arguments[ 2 ] !== undefined ) {
  14001. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14002. renderTarget = arguments[ 2 ];
  14003. }
  14004. if ( arguments[ 3 ] !== undefined ) {
  14005. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14006. forceClear = arguments[ 3 ];
  14007. }
  14008. if ( ! ( camera && camera.isCamera ) ) {
  14009. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14010. return;
  14011. }
  14012. if ( _isContextLost ) return;
  14013. // reset caching for this frame
  14014. _currentGeometryProgram.geometry = null;
  14015. _currentGeometryProgram.program = null;
  14016. _currentGeometryProgram.wireframe = false;
  14017. _currentMaterialId = - 1;
  14018. _currentCamera = null;
  14019. // update scene graph
  14020. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14021. // update camera matrices and frustum
  14022. if ( camera.parent === null ) camera.updateMatrixWorld();
  14023. if ( vr.enabled ) {
  14024. camera = vr.getCamera( camera );
  14025. }
  14026. //
  14027. currentRenderState = renderStates.get( scene, camera );
  14028. currentRenderState.init();
  14029. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14030. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14031. _frustum.setFromMatrix( _projScreenMatrix );
  14032. _localClippingEnabled = this.localClippingEnabled;
  14033. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14034. currentRenderList = renderLists.get( scene, camera );
  14035. currentRenderList.init();
  14036. projectObject( scene, camera, 0, _this.sortObjects );
  14037. if ( _this.sortObjects === true ) {
  14038. currentRenderList.sort();
  14039. }
  14040. //
  14041. if ( _clippingEnabled ) _clipping.beginShadows();
  14042. var shadowsArray = currentRenderState.state.shadowsArray;
  14043. shadowMap.render( shadowsArray, scene, camera );
  14044. currentRenderState.setupLights( camera );
  14045. if ( _clippingEnabled ) _clipping.endShadows();
  14046. //
  14047. if ( this.info.autoReset ) this.info.reset();
  14048. if ( renderTarget !== undefined ) {
  14049. this.setRenderTarget( renderTarget );
  14050. }
  14051. //
  14052. background.render( currentRenderList, scene, camera, forceClear );
  14053. // render scene
  14054. var opaqueObjects = currentRenderList.opaque;
  14055. var transparentObjects = currentRenderList.transparent;
  14056. if ( scene.overrideMaterial ) {
  14057. var overrideMaterial = scene.overrideMaterial;
  14058. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14059. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14060. } else {
  14061. // opaque pass (front-to-back order)
  14062. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14063. // transparent pass (back-to-front order)
  14064. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14065. }
  14066. //
  14067. if ( _currentRenderTarget !== null ) {
  14068. // Generate mipmap if we're using any kind of mipmap filtering
  14069. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14070. // resolve multisample renderbuffers to a single-sample texture if necessary
  14071. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14072. }
  14073. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14074. state.buffers.depth.setTest( true );
  14075. state.buffers.depth.setMask( true );
  14076. state.buffers.color.setMask( true );
  14077. state.setPolygonOffset( false );
  14078. scene.onAfterRender( _this, scene, camera );
  14079. if ( vr.enabled ) {
  14080. vr.submitFrame();
  14081. }
  14082. // _gl.finish();
  14083. currentRenderList = null;
  14084. currentRenderState = null;
  14085. };
  14086. function projectObject( object, camera, groupOrder, sortObjects ) {
  14087. if ( object.visible === false ) return;
  14088. var visible = object.layers.test( camera.layers );
  14089. if ( visible ) {
  14090. if ( object.isGroup ) {
  14091. groupOrder = object.renderOrder;
  14092. } else if ( object.isLight ) {
  14093. currentRenderState.pushLight( object );
  14094. if ( object.castShadow ) {
  14095. currentRenderState.pushShadow( object );
  14096. }
  14097. } else if ( object.isSprite ) {
  14098. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14099. if ( sortObjects ) {
  14100. _vector3.setFromMatrixPosition( object.matrixWorld )
  14101. .applyMatrix4( _projScreenMatrix );
  14102. }
  14103. var geometry = objects.update( object );
  14104. var material = object.material;
  14105. if ( material.visible ) {
  14106. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14107. }
  14108. }
  14109. } else if ( object.isImmediateRenderObject ) {
  14110. if ( sortObjects ) {
  14111. _vector3.setFromMatrixPosition( object.matrixWorld )
  14112. .applyMatrix4( _projScreenMatrix );
  14113. }
  14114. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14115. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14116. if ( object.isSkinnedMesh ) {
  14117. object.skeleton.update();
  14118. }
  14119. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14120. if ( sortObjects ) {
  14121. _vector3.setFromMatrixPosition( object.matrixWorld )
  14122. .applyMatrix4( _projScreenMatrix );
  14123. }
  14124. var geometry = objects.update( object );
  14125. var material = object.material;
  14126. if ( Array.isArray( material ) ) {
  14127. var groups = geometry.groups;
  14128. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14129. var group = groups[ i ];
  14130. var groupMaterial = material[ group.materialIndex ];
  14131. if ( groupMaterial && groupMaterial.visible ) {
  14132. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14133. }
  14134. }
  14135. } else if ( material.visible ) {
  14136. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14137. }
  14138. }
  14139. }
  14140. }
  14141. var children = object.children;
  14142. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14143. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14144. }
  14145. }
  14146. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14147. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14148. var renderItem = renderList[ i ];
  14149. var object = renderItem.object;
  14150. var geometry = renderItem.geometry;
  14151. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14152. var group = renderItem.group;
  14153. if ( camera.isArrayCamera ) {
  14154. _currentArrayCamera = camera;
  14155. var cameras = camera.cameras;
  14156. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14157. var camera2 = cameras[ j ];
  14158. if ( object.layers.test( camera2.layers ) ) {
  14159. if ( 'viewport' in camera2 ) { // XR
  14160. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14161. } else {
  14162. var bounds = camera2.bounds;
  14163. var x = bounds.x * _width;
  14164. var y = bounds.y * _height;
  14165. var width = bounds.z * _width;
  14166. var height = bounds.w * _height;
  14167. state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
  14168. }
  14169. currentRenderState.setupLights( camera2 );
  14170. renderObject( object, scene, camera2, geometry, material, group );
  14171. }
  14172. }
  14173. } else {
  14174. _currentArrayCamera = null;
  14175. renderObject( object, scene, camera, geometry, material, group );
  14176. }
  14177. }
  14178. }
  14179. function renderObject( object, scene, camera, geometry, material, group ) {
  14180. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14181. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14182. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14183. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14184. if ( object.isImmediateRenderObject ) {
  14185. state.setMaterial( material );
  14186. var program = setProgram( camera, scene.fog, material, object );
  14187. _currentGeometryProgram.geometry = null;
  14188. _currentGeometryProgram.program = null;
  14189. _currentGeometryProgram.wireframe = false;
  14190. renderObjectImmediate( object, program );
  14191. } else {
  14192. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14193. }
  14194. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14195. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14196. }
  14197. function initMaterial( material, fog, object ) {
  14198. var materialProperties = properties.get( material );
  14199. var lights = currentRenderState.state.lights;
  14200. var shadowsArray = currentRenderState.state.shadowsArray;
  14201. var lightsHash = materialProperties.lightsHash;
  14202. var lightsStateHash = lights.state.hash;
  14203. var parameters = programCache.getParameters(
  14204. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14205. var code = programCache.getProgramCode( material, parameters );
  14206. var program = materialProperties.program;
  14207. var programChange = true;
  14208. if ( program === undefined ) {
  14209. // new material
  14210. material.addEventListener( 'dispose', onMaterialDispose );
  14211. } else if ( program.code !== code ) {
  14212. // changed glsl or parameters
  14213. releaseMaterialProgramReference( material );
  14214. } else if ( lightsHash.stateID !== lightsStateHash.stateID ||
  14215. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  14216. lightsHash.pointLength !== lightsStateHash.pointLength ||
  14217. lightsHash.spotLength !== lightsStateHash.spotLength ||
  14218. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  14219. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  14220. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {
  14221. lightsHash.stateID = lightsStateHash.stateID;
  14222. lightsHash.directionalLength = lightsStateHash.directionalLength;
  14223. lightsHash.pointLength = lightsStateHash.pointLength;
  14224. lightsHash.spotLength = lightsStateHash.spotLength;
  14225. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  14226. lightsHash.hemiLength = lightsStateHash.hemiLength;
  14227. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  14228. programChange = false;
  14229. } else if ( parameters.shaderID !== undefined ) {
  14230. // same glsl and uniform list
  14231. return;
  14232. } else {
  14233. // only rebuild uniform list
  14234. programChange = false;
  14235. }
  14236. if ( programChange ) {
  14237. if ( parameters.shaderID ) {
  14238. var shader = ShaderLib[ parameters.shaderID ];
  14239. materialProperties.shader = {
  14240. name: material.type,
  14241. uniforms: cloneUniforms( shader.uniforms ),
  14242. vertexShader: shader.vertexShader,
  14243. fragmentShader: shader.fragmentShader
  14244. };
  14245. } else {
  14246. materialProperties.shader = {
  14247. name: material.type,
  14248. uniforms: material.uniforms,
  14249. vertexShader: material.vertexShader,
  14250. fragmentShader: material.fragmentShader
  14251. };
  14252. }
  14253. material.onBeforeCompile( materialProperties.shader, _this );
  14254. // Computing code again as onBeforeCompile may have changed the shaders
  14255. code = programCache.getProgramCode( material, parameters );
  14256. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14257. materialProperties.program = program;
  14258. material.program = program;
  14259. }
  14260. var programAttributes = program.getAttributes();
  14261. if ( material.morphTargets ) {
  14262. material.numSupportedMorphTargets = 0;
  14263. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14264. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14265. material.numSupportedMorphTargets ++;
  14266. }
  14267. }
  14268. }
  14269. if ( material.morphNormals ) {
  14270. material.numSupportedMorphNormals = 0;
  14271. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14272. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14273. material.numSupportedMorphNormals ++;
  14274. }
  14275. }
  14276. }
  14277. var uniforms = materialProperties.shader.uniforms;
  14278. if ( ! material.isShaderMaterial &&
  14279. ! material.isRawShaderMaterial ||
  14280. material.clipping === true ) {
  14281. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14282. materialProperties.numIntersection = _clipping.numIntersection;
  14283. uniforms.clippingPlanes = _clipping.uniform;
  14284. }
  14285. materialProperties.fog = fog;
  14286. // store the light setup it was created for
  14287. if ( lightsHash === undefined ) {
  14288. materialProperties.lightsHash = lightsHash = {};
  14289. }
  14290. lightsHash.stateID = lightsStateHash.stateID;
  14291. lightsHash.directionalLength = lightsStateHash.directionalLength;
  14292. lightsHash.pointLength = lightsStateHash.pointLength;
  14293. lightsHash.spotLength = lightsStateHash.spotLength;
  14294. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  14295. lightsHash.hemiLength = lightsStateHash.hemiLength;
  14296. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  14297. if ( material.lights ) {
  14298. // wire up the material to this renderer's lighting state
  14299. uniforms.ambientLightColor.value = lights.state.ambient;
  14300. uniforms.directionalLights.value = lights.state.directional;
  14301. uniforms.spotLights.value = lights.state.spot;
  14302. uniforms.rectAreaLights.value = lights.state.rectArea;
  14303. uniforms.pointLights.value = lights.state.point;
  14304. uniforms.hemisphereLights.value = lights.state.hemi;
  14305. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14306. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14307. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14308. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14309. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14310. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14311. // TODO (abelnation): add area lights shadow info to uniforms
  14312. }
  14313. var progUniforms = materialProperties.program.getUniforms(),
  14314. uniformsList =
  14315. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14316. materialProperties.uniformsList = uniformsList;
  14317. }
  14318. function setProgram( camera, fog, material, object ) {
  14319. _usedTextureUnits = 0;
  14320. var materialProperties = properties.get( material );
  14321. var lights = currentRenderState.state.lights;
  14322. var lightsHash = materialProperties.lightsHash;
  14323. var lightsStateHash = lights.state.hash;
  14324. if ( _clippingEnabled ) {
  14325. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14326. var useCache =
  14327. camera === _currentCamera &&
  14328. material.id === _currentMaterialId;
  14329. // we might want to call this function with some ClippingGroup
  14330. // object instead of the material, once it becomes feasible
  14331. // (#8465, #8379)
  14332. _clipping.setState(
  14333. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14334. camera, materialProperties, useCache );
  14335. }
  14336. }
  14337. if ( material.needsUpdate === false ) {
  14338. if ( materialProperties.program === undefined ) {
  14339. material.needsUpdate = true;
  14340. } else if ( material.fog && materialProperties.fog !== fog ) {
  14341. material.needsUpdate = true;
  14342. } else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
  14343. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  14344. lightsHash.pointLength !== lightsStateHash.pointLength ||
  14345. lightsHash.spotLength !== lightsStateHash.spotLength ||
  14346. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  14347. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  14348. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
  14349. material.needsUpdate = true;
  14350. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14351. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14352. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14353. material.needsUpdate = true;
  14354. }
  14355. }
  14356. if ( material.needsUpdate ) {
  14357. initMaterial( material, fog, object );
  14358. material.needsUpdate = false;
  14359. }
  14360. var refreshProgram = false;
  14361. var refreshMaterial = false;
  14362. var refreshLights = false;
  14363. var program = materialProperties.program,
  14364. p_uniforms = program.getUniforms(),
  14365. m_uniforms = materialProperties.shader.uniforms;
  14366. if ( state.useProgram( program.program ) ) {
  14367. refreshProgram = true;
  14368. refreshMaterial = true;
  14369. refreshLights = true;
  14370. }
  14371. if ( material.id !== _currentMaterialId ) {
  14372. _currentMaterialId = material.id;
  14373. refreshMaterial = true;
  14374. }
  14375. if ( refreshProgram || _currentCamera !== camera ) {
  14376. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14377. if ( capabilities.logarithmicDepthBuffer ) {
  14378. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14379. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14380. }
  14381. if ( _currentCamera !== camera ) {
  14382. _currentCamera = camera;
  14383. // lighting uniforms depend on the camera so enforce an update
  14384. // now, in case this material supports lights - or later, when
  14385. // the next material that does gets activated:
  14386. refreshMaterial = true; // set to true on material change
  14387. refreshLights = true; // remains set until update done
  14388. }
  14389. // load material specific uniforms
  14390. // (shader material also gets them for the sake of genericity)
  14391. if ( material.isShaderMaterial ||
  14392. material.isMeshPhongMaterial ||
  14393. material.isMeshStandardMaterial ||
  14394. material.envMap ) {
  14395. var uCamPos = p_uniforms.map.cameraPosition;
  14396. if ( uCamPos !== undefined ) {
  14397. uCamPos.setValue( _gl,
  14398. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14399. }
  14400. }
  14401. if ( material.isMeshPhongMaterial ||
  14402. material.isMeshLambertMaterial ||
  14403. material.isMeshBasicMaterial ||
  14404. material.isMeshStandardMaterial ||
  14405. material.isShaderMaterial ||
  14406. material.skinning ) {
  14407. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14408. }
  14409. }
  14410. // skinning uniforms must be set even if material didn't change
  14411. // auto-setting of texture unit for bone texture must go before other textures
  14412. // not sure why, but otherwise weird things happen
  14413. if ( material.skinning ) {
  14414. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14415. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14416. var skeleton = object.skeleton;
  14417. if ( skeleton ) {
  14418. var bones = skeleton.bones;
  14419. if ( capabilities.floatVertexTextures ) {
  14420. if ( skeleton.boneTexture === undefined ) {
  14421. // layout (1 matrix = 4 pixels)
  14422. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14423. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14424. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14425. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14426. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14427. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14428. size = _Math.ceilPowerOfTwo( size );
  14429. size = Math.max( size, 4 );
  14430. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14431. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14432. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14433. boneTexture.needsUpdate = true;
  14434. skeleton.boneMatrices = boneMatrices;
  14435. skeleton.boneTexture = boneTexture;
  14436. skeleton.boneTextureSize = size;
  14437. }
  14438. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
  14439. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14440. } else {
  14441. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14442. }
  14443. }
  14444. }
  14445. if ( refreshMaterial ) {
  14446. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14447. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14448. if ( material.lights ) {
  14449. // the current material requires lighting info
  14450. // note: all lighting uniforms are always set correctly
  14451. // they simply reference the renderer's state for their
  14452. // values
  14453. //
  14454. // use the current material's .needsUpdate flags to set
  14455. // the GL state when required
  14456. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14457. }
  14458. // refresh uniforms common to several materials
  14459. if ( fog && material.fog ) {
  14460. refreshUniformsFog( m_uniforms, fog );
  14461. }
  14462. if ( material.isMeshBasicMaterial ) {
  14463. refreshUniformsCommon( m_uniforms, material );
  14464. } else if ( material.isMeshLambertMaterial ) {
  14465. refreshUniformsCommon( m_uniforms, material );
  14466. refreshUniformsLambert( m_uniforms, material );
  14467. } else if ( material.isMeshPhongMaterial ) {
  14468. refreshUniformsCommon( m_uniforms, material );
  14469. if ( material.isMeshToonMaterial ) {
  14470. refreshUniformsToon( m_uniforms, material );
  14471. } else {
  14472. refreshUniformsPhong( m_uniforms, material );
  14473. }
  14474. } else if ( material.isMeshStandardMaterial ) {
  14475. refreshUniformsCommon( m_uniforms, material );
  14476. if ( material.isMeshPhysicalMaterial ) {
  14477. refreshUniformsPhysical( m_uniforms, material );
  14478. } else {
  14479. refreshUniformsStandard( m_uniforms, material );
  14480. }
  14481. } else if ( material.isMeshMatcapMaterial ) {
  14482. refreshUniformsCommon( m_uniforms, material );
  14483. refreshUniformsMatcap( m_uniforms, material );
  14484. } else if ( material.isMeshDepthMaterial ) {
  14485. refreshUniformsCommon( m_uniforms, material );
  14486. refreshUniformsDepth( m_uniforms, material );
  14487. } else if ( material.isMeshDistanceMaterial ) {
  14488. refreshUniformsCommon( m_uniforms, material );
  14489. refreshUniformsDistance( m_uniforms, material );
  14490. } else if ( material.isMeshNormalMaterial ) {
  14491. refreshUniformsCommon( m_uniforms, material );
  14492. refreshUniformsNormal( m_uniforms, material );
  14493. } else if ( material.isLineBasicMaterial ) {
  14494. refreshUniformsLine( m_uniforms, material );
  14495. if ( material.isLineDashedMaterial ) {
  14496. refreshUniformsDash( m_uniforms, material );
  14497. }
  14498. } else if ( material.isPointsMaterial ) {
  14499. refreshUniformsPoints( m_uniforms, material );
  14500. } else if ( material.isSpriteMaterial ) {
  14501. refreshUniformsSprites( m_uniforms, material );
  14502. } else if ( material.isShadowMaterial ) {
  14503. m_uniforms.color.value = material.color;
  14504. m_uniforms.opacity.value = material.opacity;
  14505. }
  14506. // RectAreaLight Texture
  14507. // TODO (mrdoob): Find a nicer implementation
  14508. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14509. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14510. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14511. }
  14512. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14513. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14514. material.uniformsNeedUpdate = false;
  14515. }
  14516. if ( material.isSpriteMaterial ) {
  14517. p_uniforms.setValue( _gl, 'center', object.center );
  14518. }
  14519. // common matrices
  14520. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14521. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14522. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14523. return program;
  14524. }
  14525. // Uniforms (refresh uniforms objects)
  14526. function refreshUniformsCommon( uniforms, material ) {
  14527. uniforms.opacity.value = material.opacity;
  14528. if ( material.color ) {
  14529. uniforms.diffuse.value = material.color;
  14530. }
  14531. if ( material.emissive ) {
  14532. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14533. }
  14534. if ( material.map ) {
  14535. uniforms.map.value = material.map;
  14536. }
  14537. if ( material.alphaMap ) {
  14538. uniforms.alphaMap.value = material.alphaMap;
  14539. }
  14540. if ( material.specularMap ) {
  14541. uniforms.specularMap.value = material.specularMap;
  14542. }
  14543. if ( material.envMap ) {
  14544. uniforms.envMap.value = material.envMap;
  14545. // don't flip CubeTexture envMaps, flip everything else:
  14546. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14547. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14548. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14549. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14550. uniforms.reflectivity.value = material.reflectivity;
  14551. uniforms.refractionRatio.value = material.refractionRatio;
  14552. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14553. }
  14554. if ( material.lightMap ) {
  14555. uniforms.lightMap.value = material.lightMap;
  14556. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14557. }
  14558. if ( material.aoMap ) {
  14559. uniforms.aoMap.value = material.aoMap;
  14560. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14561. }
  14562. // uv repeat and offset setting priorities
  14563. // 1. color map
  14564. // 2. specular map
  14565. // 3. normal map
  14566. // 4. bump map
  14567. // 5. alpha map
  14568. // 6. emissive map
  14569. var uvScaleMap;
  14570. if ( material.map ) {
  14571. uvScaleMap = material.map;
  14572. } else if ( material.specularMap ) {
  14573. uvScaleMap = material.specularMap;
  14574. } else if ( material.displacementMap ) {
  14575. uvScaleMap = material.displacementMap;
  14576. } else if ( material.normalMap ) {
  14577. uvScaleMap = material.normalMap;
  14578. } else if ( material.bumpMap ) {
  14579. uvScaleMap = material.bumpMap;
  14580. } else if ( material.roughnessMap ) {
  14581. uvScaleMap = material.roughnessMap;
  14582. } else if ( material.metalnessMap ) {
  14583. uvScaleMap = material.metalnessMap;
  14584. } else if ( material.alphaMap ) {
  14585. uvScaleMap = material.alphaMap;
  14586. } else if ( material.emissiveMap ) {
  14587. uvScaleMap = material.emissiveMap;
  14588. }
  14589. if ( uvScaleMap !== undefined ) {
  14590. // backwards compatibility
  14591. if ( uvScaleMap.isWebGLRenderTarget ) {
  14592. uvScaleMap = uvScaleMap.texture;
  14593. }
  14594. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14595. uvScaleMap.updateMatrix();
  14596. }
  14597. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14598. }
  14599. }
  14600. function refreshUniformsLine( uniforms, material ) {
  14601. uniforms.diffuse.value = material.color;
  14602. uniforms.opacity.value = material.opacity;
  14603. }
  14604. function refreshUniformsDash( uniforms, material ) {
  14605. uniforms.dashSize.value = material.dashSize;
  14606. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14607. uniforms.scale.value = material.scale;
  14608. }
  14609. function refreshUniformsPoints( uniforms, material ) {
  14610. uniforms.diffuse.value = material.color;
  14611. uniforms.opacity.value = material.opacity;
  14612. uniforms.size.value = material.size * _pixelRatio;
  14613. uniforms.scale.value = _height * 0.5;
  14614. uniforms.map.value = material.map;
  14615. if ( material.map !== null ) {
  14616. if ( material.map.matrixAutoUpdate === true ) {
  14617. material.map.updateMatrix();
  14618. }
  14619. uniforms.uvTransform.value.copy( material.map.matrix );
  14620. }
  14621. }
  14622. function refreshUniformsSprites( uniforms, material ) {
  14623. uniforms.diffuse.value = material.color;
  14624. uniforms.opacity.value = material.opacity;
  14625. uniforms.rotation.value = material.rotation;
  14626. uniforms.map.value = material.map;
  14627. if ( material.map !== null ) {
  14628. if ( material.map.matrixAutoUpdate === true ) {
  14629. material.map.updateMatrix();
  14630. }
  14631. uniforms.uvTransform.value.copy( material.map.matrix );
  14632. }
  14633. }
  14634. function refreshUniformsFog( uniforms, fog ) {
  14635. uniforms.fogColor.value = fog.color;
  14636. if ( fog.isFog ) {
  14637. uniforms.fogNear.value = fog.near;
  14638. uniforms.fogFar.value = fog.far;
  14639. } else if ( fog.isFogExp2 ) {
  14640. uniforms.fogDensity.value = fog.density;
  14641. }
  14642. }
  14643. function refreshUniformsLambert( uniforms, material ) {
  14644. if ( material.emissiveMap ) {
  14645. uniforms.emissiveMap.value = material.emissiveMap;
  14646. }
  14647. }
  14648. function refreshUniformsPhong( uniforms, material ) {
  14649. uniforms.specular.value = material.specular;
  14650. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14651. if ( material.emissiveMap ) {
  14652. uniforms.emissiveMap.value = material.emissiveMap;
  14653. }
  14654. if ( material.bumpMap ) {
  14655. uniforms.bumpMap.value = material.bumpMap;
  14656. uniforms.bumpScale.value = material.bumpScale;
  14657. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14658. }
  14659. if ( material.normalMap ) {
  14660. uniforms.normalMap.value = material.normalMap;
  14661. uniforms.normalScale.value.copy( material.normalScale );
  14662. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14663. }
  14664. if ( material.displacementMap ) {
  14665. uniforms.displacementMap.value = material.displacementMap;
  14666. uniforms.displacementScale.value = material.displacementScale;
  14667. uniforms.displacementBias.value = material.displacementBias;
  14668. }
  14669. }
  14670. function refreshUniformsToon( uniforms, material ) {
  14671. refreshUniformsPhong( uniforms, material );
  14672. if ( material.gradientMap ) {
  14673. uniforms.gradientMap.value = material.gradientMap;
  14674. }
  14675. }
  14676. function refreshUniformsStandard( uniforms, material ) {
  14677. uniforms.roughness.value = material.roughness;
  14678. uniforms.metalness.value = material.metalness;
  14679. if ( material.roughnessMap ) {
  14680. uniforms.roughnessMap.value = material.roughnessMap;
  14681. }
  14682. if ( material.metalnessMap ) {
  14683. uniforms.metalnessMap.value = material.metalnessMap;
  14684. }
  14685. if ( material.emissiveMap ) {
  14686. uniforms.emissiveMap.value = material.emissiveMap;
  14687. }
  14688. if ( material.bumpMap ) {
  14689. uniforms.bumpMap.value = material.bumpMap;
  14690. uniforms.bumpScale.value = material.bumpScale;
  14691. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14692. }
  14693. if ( material.normalMap ) {
  14694. uniforms.normalMap.value = material.normalMap;
  14695. uniforms.normalScale.value.copy( material.normalScale );
  14696. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14697. }
  14698. if ( material.displacementMap ) {
  14699. uniforms.displacementMap.value = material.displacementMap;
  14700. uniforms.displacementScale.value = material.displacementScale;
  14701. uniforms.displacementBias.value = material.displacementBias;
  14702. }
  14703. if ( material.envMap ) {
  14704. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14705. uniforms.envMapIntensity.value = material.envMapIntensity;
  14706. }
  14707. }
  14708. function refreshUniformsPhysical( uniforms, material ) {
  14709. refreshUniformsStandard( uniforms, material );
  14710. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14711. uniforms.clearCoat.value = material.clearCoat;
  14712. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  14713. }
  14714. function refreshUniformsMatcap( uniforms, material ) {
  14715. if ( material.matcap ) {
  14716. uniforms.matcap.value = material.matcap;
  14717. }
  14718. if ( material.bumpMap ) {
  14719. uniforms.bumpMap.value = material.bumpMap;
  14720. uniforms.bumpScale.value = material.bumpScale;
  14721. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14722. }
  14723. if ( material.normalMap ) {
  14724. uniforms.normalMap.value = material.normalMap;
  14725. uniforms.normalScale.value.copy( material.normalScale );
  14726. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14727. }
  14728. if ( material.displacementMap ) {
  14729. uniforms.displacementMap.value = material.displacementMap;
  14730. uniforms.displacementScale.value = material.displacementScale;
  14731. uniforms.displacementBias.value = material.displacementBias;
  14732. }
  14733. }
  14734. function refreshUniformsDepth( uniforms, material ) {
  14735. if ( material.displacementMap ) {
  14736. uniforms.displacementMap.value = material.displacementMap;
  14737. uniforms.displacementScale.value = material.displacementScale;
  14738. uniforms.displacementBias.value = material.displacementBias;
  14739. }
  14740. }
  14741. function refreshUniformsDistance( uniforms, material ) {
  14742. if ( material.displacementMap ) {
  14743. uniforms.displacementMap.value = material.displacementMap;
  14744. uniforms.displacementScale.value = material.displacementScale;
  14745. uniforms.displacementBias.value = material.displacementBias;
  14746. }
  14747. uniforms.referencePosition.value.copy( material.referencePosition );
  14748. uniforms.nearDistance.value = material.nearDistance;
  14749. uniforms.farDistance.value = material.farDistance;
  14750. }
  14751. function refreshUniformsNormal( uniforms, material ) {
  14752. if ( material.bumpMap ) {
  14753. uniforms.bumpMap.value = material.bumpMap;
  14754. uniforms.bumpScale.value = material.bumpScale;
  14755. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14756. }
  14757. if ( material.normalMap ) {
  14758. uniforms.normalMap.value = material.normalMap;
  14759. uniforms.normalScale.value.copy( material.normalScale );
  14760. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14761. }
  14762. if ( material.displacementMap ) {
  14763. uniforms.displacementMap.value = material.displacementMap;
  14764. uniforms.displacementScale.value = material.displacementScale;
  14765. uniforms.displacementBias.value = material.displacementBias;
  14766. }
  14767. }
  14768. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  14769. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  14770. uniforms.ambientLightColor.needsUpdate = value;
  14771. uniforms.directionalLights.needsUpdate = value;
  14772. uniforms.pointLights.needsUpdate = value;
  14773. uniforms.spotLights.needsUpdate = value;
  14774. uniforms.rectAreaLights.needsUpdate = value;
  14775. uniforms.hemisphereLights.needsUpdate = value;
  14776. }
  14777. // Textures
  14778. function allocTextureUnit() {
  14779. var textureUnit = _usedTextureUnits;
  14780. if ( textureUnit >= capabilities.maxTextures ) {
  14781. console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  14782. }
  14783. _usedTextureUnits += 1;
  14784. return textureUnit;
  14785. }
  14786. this.allocTextureUnit = allocTextureUnit;
  14787. // this.setTexture2D = setTexture2D;
  14788. this.setTexture2D = ( function () {
  14789. var warned = false;
  14790. // backwards compatibility: peel texture.texture
  14791. return function setTexture2D( texture, slot ) {
  14792. if ( texture && texture.isWebGLRenderTarget ) {
  14793. if ( ! warned ) {
  14794. console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
  14795. warned = true;
  14796. }
  14797. texture = texture.texture;
  14798. }
  14799. textures.setTexture2D( texture, slot );
  14800. };
  14801. }() );
  14802. this.setTexture2DArray = function ( texture, slot ) {
  14803. textures.setTexture2DArray( texture, slot );
  14804. };
  14805. this.setTexture3D = function ( texture, slot ) {
  14806. textures.setTexture3D( texture, slot );
  14807. };
  14808. this.setTexture = ( function () {
  14809. var warned = false;
  14810. return function setTexture( texture, slot ) {
  14811. if ( ! warned ) {
  14812. console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
  14813. warned = true;
  14814. }
  14815. textures.setTexture2D( texture, slot );
  14816. };
  14817. }() );
  14818. this.setTextureCube = ( function () {
  14819. var warned = false;
  14820. return function setTextureCube( texture, slot ) {
  14821. // backwards compatibility: peel texture.texture
  14822. if ( texture && texture.isWebGLRenderTargetCube ) {
  14823. if ( ! warned ) {
  14824. console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  14825. warned = true;
  14826. }
  14827. texture = texture.texture;
  14828. }
  14829. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  14830. // TODO: unify these code paths
  14831. if ( ( texture && texture.isCubeTexture ) ||
  14832. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  14833. // CompressedTexture can have Array in image :/
  14834. // this function alone should take care of cube textures
  14835. textures.setTextureCube( texture, slot );
  14836. } else {
  14837. // assumed: texture property of THREE.WebGLRenderTargetCube
  14838. textures.setTextureCubeDynamic( texture, slot );
  14839. }
  14840. };
  14841. }() );
  14842. //
  14843. this.setFramebuffer = function ( value ) {
  14844. _framebuffer = value;
  14845. };
  14846. this.getRenderTarget = function () {
  14847. return _currentRenderTarget;
  14848. };
  14849. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
  14850. _currentRenderTarget = renderTarget;
  14851. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  14852. textures.setupRenderTarget( renderTarget );
  14853. }
  14854. var framebuffer = _framebuffer;
  14855. var isCube = false;
  14856. if ( renderTarget ) {
  14857. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14858. if ( renderTarget.isWebGLRenderTargetCube ) {
  14859. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  14860. isCube = true;
  14861. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  14862. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  14863. } else {
  14864. framebuffer = __webglFramebuffer;
  14865. }
  14866. _currentViewport.copy( renderTarget.viewport );
  14867. _currentScissor.copy( renderTarget.scissor );
  14868. _currentScissorTest = renderTarget.scissorTest;
  14869. } else {
  14870. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  14871. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  14872. _currentScissorTest = _scissorTest;
  14873. }
  14874. if ( _currentFramebuffer !== framebuffer ) {
  14875. _gl.bindFramebuffer( 36160, framebuffer );
  14876. _currentFramebuffer = framebuffer;
  14877. }
  14878. state.viewport( _currentViewport );
  14879. state.scissor( _currentScissor );
  14880. state.setScissorTest( _currentScissorTest );
  14881. if ( isCube ) {
  14882. var textureProperties = properties.get( renderTarget.texture );
  14883. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
  14884. }
  14885. };
  14886. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  14887. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  14888. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  14889. return;
  14890. }
  14891. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14892. if ( framebuffer ) {
  14893. var restore = false;
  14894. if ( framebuffer !== _currentFramebuffer ) {
  14895. _gl.bindFramebuffer( 36160, framebuffer );
  14896. restore = true;
  14897. }
  14898. try {
  14899. var texture = renderTarget.texture;
  14900. var textureFormat = texture.format;
  14901. var textureType = texture.type;
  14902. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  14903. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  14904. return;
  14905. }
  14906. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  14907. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  14908. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  14909. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  14910. return;
  14911. }
  14912. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  14913. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  14914. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  14915. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  14916. }
  14917. } else {
  14918. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  14919. }
  14920. } finally {
  14921. if ( restore ) {
  14922. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  14923. }
  14924. }
  14925. }
  14926. };
  14927. this.copyFramebufferToTexture = function ( position, texture, level ) {
  14928. var width = texture.image.width;
  14929. var height = texture.image.height;
  14930. var glFormat = utils.convert( texture.format );
  14931. this.setTexture2D( texture, 0 );
  14932. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  14933. };
  14934. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  14935. var width = srcTexture.image.width;
  14936. var height = srcTexture.image.height;
  14937. var glFormat = utils.convert( dstTexture.format );
  14938. var glType = utils.convert( dstTexture.type );
  14939. this.setTexture2D( dstTexture, 0 );
  14940. if ( srcTexture.isDataTexture ) {
  14941. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  14942. } else {
  14943. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  14944. }
  14945. };
  14946. }
  14947. /**
  14948. * @author mrdoob / http://mrdoob.com/
  14949. * @author alteredq / http://alteredqualia.com/
  14950. */
  14951. function FogExp2( color, density ) {
  14952. this.name = '';
  14953. this.color = new Color( color );
  14954. this.density = ( density !== undefined ) ? density : 0.00025;
  14955. }
  14956. Object.assign( FogExp2.prototype, {
  14957. isFogExp2: true,
  14958. clone: function () {
  14959. return new FogExp2( this.color, this.density );
  14960. },
  14961. toJSON: function ( /* meta */ ) {
  14962. return {
  14963. type: 'FogExp2',
  14964. color: this.color.getHex(),
  14965. density: this.density
  14966. };
  14967. }
  14968. } );
  14969. /**
  14970. * @author mrdoob / http://mrdoob.com/
  14971. * @author alteredq / http://alteredqualia.com/
  14972. */
  14973. function Fog( color, near, far ) {
  14974. this.name = '';
  14975. this.color = new Color( color );
  14976. this.near = ( near !== undefined ) ? near : 1;
  14977. this.far = ( far !== undefined ) ? far : 1000;
  14978. }
  14979. Object.assign( Fog.prototype, {
  14980. isFog: true,
  14981. clone: function () {
  14982. return new Fog( this.color, this.near, this.far );
  14983. },
  14984. toJSON: function ( /* meta */ ) {
  14985. return {
  14986. type: 'Fog',
  14987. color: this.color.getHex(),
  14988. near: this.near,
  14989. far: this.far
  14990. };
  14991. }
  14992. } );
  14993. /**
  14994. * @author mrdoob / http://mrdoob.com/
  14995. */
  14996. function Scene() {
  14997. Object3D.call( this );
  14998. this.type = 'Scene';
  14999. this.background = null;
  15000. this.fog = null;
  15001. this.overrideMaterial = null;
  15002. this.autoUpdate = true; // checked by the renderer
  15003. }
  15004. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15005. constructor: Scene,
  15006. isScene: true,
  15007. copy: function ( source, recursive ) {
  15008. Object3D.prototype.copy.call( this, source, recursive );
  15009. if ( source.background !== null ) this.background = source.background.clone();
  15010. if ( source.fog !== null ) this.fog = source.fog.clone();
  15011. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  15012. this.autoUpdate = source.autoUpdate;
  15013. this.matrixAutoUpdate = source.matrixAutoUpdate;
  15014. return this;
  15015. },
  15016. toJSON: function ( meta ) {
  15017. var data = Object3D.prototype.toJSON.call( this, meta );
  15018. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  15019. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  15020. return data;
  15021. },
  15022. dispose: function () {
  15023. this.dispatchEvent( { type: 'dispose' } );
  15024. }
  15025. } );
  15026. /**
  15027. * @author benaadams / https://twitter.com/ben_a_adams
  15028. */
  15029. function InterleavedBuffer( array, stride ) {
  15030. this.array = array;
  15031. this.stride = stride;
  15032. this.count = array !== undefined ? array.length / stride : 0;
  15033. this.dynamic = false;
  15034. this.updateRange = { offset: 0, count: - 1 };
  15035. this.version = 0;
  15036. }
  15037. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15038. set: function ( value ) {
  15039. if ( value === true ) this.version ++;
  15040. }
  15041. } );
  15042. Object.assign( InterleavedBuffer.prototype, {
  15043. isInterleavedBuffer: true,
  15044. onUploadCallback: function () {},
  15045. setArray: function ( array ) {
  15046. if ( Array.isArray( array ) ) {
  15047. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15048. }
  15049. this.count = array !== undefined ? array.length / this.stride : 0;
  15050. this.array = array;
  15051. return this;
  15052. },
  15053. setDynamic: function ( value ) {
  15054. this.dynamic = value;
  15055. return this;
  15056. },
  15057. copy: function ( source ) {
  15058. this.array = new source.array.constructor( source.array );
  15059. this.count = source.count;
  15060. this.stride = source.stride;
  15061. this.dynamic = source.dynamic;
  15062. return this;
  15063. },
  15064. copyAt: function ( index1, attribute, index2 ) {
  15065. index1 *= this.stride;
  15066. index2 *= attribute.stride;
  15067. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15068. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15069. }
  15070. return this;
  15071. },
  15072. set: function ( value, offset ) {
  15073. if ( offset === undefined ) offset = 0;
  15074. this.array.set( value, offset );
  15075. return this;
  15076. },
  15077. clone: function () {
  15078. return new this.constructor().copy( this );
  15079. },
  15080. onUpload: function ( callback ) {
  15081. this.onUploadCallback = callback;
  15082. return this;
  15083. }
  15084. } );
  15085. /**
  15086. * @author benaadams / https://twitter.com/ben_a_adams
  15087. */
  15088. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15089. this.data = interleavedBuffer;
  15090. this.itemSize = itemSize;
  15091. this.offset = offset;
  15092. this.normalized = normalized === true;
  15093. }
  15094. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15095. count: {
  15096. get: function () {
  15097. return this.data.count;
  15098. }
  15099. },
  15100. array: {
  15101. get: function () {
  15102. return this.data.array;
  15103. }
  15104. }
  15105. } );
  15106. Object.assign( InterleavedBufferAttribute.prototype, {
  15107. isInterleavedBufferAttribute: true,
  15108. setX: function ( index, x ) {
  15109. this.data.array[ index * this.data.stride + this.offset ] = x;
  15110. return this;
  15111. },
  15112. setY: function ( index, y ) {
  15113. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15114. return this;
  15115. },
  15116. setZ: function ( index, z ) {
  15117. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15118. return this;
  15119. },
  15120. setW: function ( index, w ) {
  15121. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15122. return this;
  15123. },
  15124. getX: function ( index ) {
  15125. return this.data.array[ index * this.data.stride + this.offset ];
  15126. },
  15127. getY: function ( index ) {
  15128. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15129. },
  15130. getZ: function ( index ) {
  15131. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15132. },
  15133. getW: function ( index ) {
  15134. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15135. },
  15136. setXY: function ( index, x, y ) {
  15137. index = index * this.data.stride + this.offset;
  15138. this.data.array[ index + 0 ] = x;
  15139. this.data.array[ index + 1 ] = y;
  15140. return this;
  15141. },
  15142. setXYZ: function ( index, x, y, z ) {
  15143. index = index * this.data.stride + this.offset;
  15144. this.data.array[ index + 0 ] = x;
  15145. this.data.array[ index + 1 ] = y;
  15146. this.data.array[ index + 2 ] = z;
  15147. return this;
  15148. },
  15149. setXYZW: function ( index, x, y, z, w ) {
  15150. index = index * this.data.stride + this.offset;
  15151. this.data.array[ index + 0 ] = x;
  15152. this.data.array[ index + 1 ] = y;
  15153. this.data.array[ index + 2 ] = z;
  15154. this.data.array[ index + 3 ] = w;
  15155. return this;
  15156. }
  15157. } );
  15158. /**
  15159. * @author alteredq / http://alteredqualia.com/
  15160. *
  15161. * parameters = {
  15162. * color: <hex>,
  15163. * map: new THREE.Texture( <Image> ),
  15164. * rotation: <float>,
  15165. * sizeAttenuation: <bool>
  15166. * }
  15167. */
  15168. function SpriteMaterial( parameters ) {
  15169. Material.call( this );
  15170. this.type = 'SpriteMaterial';
  15171. this.color = new Color( 0xffffff );
  15172. this.map = null;
  15173. this.rotation = 0;
  15174. this.sizeAttenuation = true;
  15175. this.lights = false;
  15176. this.transparent = true;
  15177. this.setValues( parameters );
  15178. }
  15179. SpriteMaterial.prototype = Object.create( Material.prototype );
  15180. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15181. SpriteMaterial.prototype.isSpriteMaterial = true;
  15182. SpriteMaterial.prototype.copy = function ( source ) {
  15183. Material.prototype.copy.call( this, source );
  15184. this.color.copy( source.color );
  15185. this.map = source.map;
  15186. this.rotation = source.rotation;
  15187. this.sizeAttenuation = source.sizeAttenuation;
  15188. return this;
  15189. };
  15190. /**
  15191. * @author mikael emtinger / http://gomo.se/
  15192. * @author alteredq / http://alteredqualia.com/
  15193. */
  15194. var geometry;
  15195. function Sprite( material ) {
  15196. Object3D.call( this );
  15197. this.type = 'Sprite';
  15198. if ( geometry === undefined ) {
  15199. geometry = new BufferGeometry();
  15200. var float32Array = new Float32Array( [
  15201. - 0.5, - 0.5, 0, 0, 0,
  15202. 0.5, - 0.5, 0, 1, 0,
  15203. 0.5, 0.5, 0, 1, 1,
  15204. - 0.5, 0.5, 0, 0, 1
  15205. ] );
  15206. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15207. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15208. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15209. geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15210. }
  15211. this.geometry = geometry;
  15212. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15213. this.center = new Vector2( 0.5, 0.5 );
  15214. }
  15215. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15216. constructor: Sprite,
  15217. isSprite: true,
  15218. raycast: ( function () {
  15219. var intersectPoint = new Vector3();
  15220. var worldScale = new Vector3();
  15221. var mvPosition = new Vector3();
  15222. var alignedPosition = new Vector2();
  15223. var rotatedPosition = new Vector2();
  15224. var viewWorldMatrix = new Matrix4();
  15225. var vA = new Vector3();
  15226. var vB = new Vector3();
  15227. var vC = new Vector3();
  15228. var uvA = new Vector2();
  15229. var uvB = new Vector2();
  15230. var uvC = new Vector2();
  15231. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15232. // compute position in camera space
  15233. alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15234. // to check if rotation is not zero
  15235. if ( sin !== undefined ) {
  15236. rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
  15237. rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
  15238. } else {
  15239. rotatedPosition.copy( alignedPosition );
  15240. }
  15241. vertexPosition.copy( mvPosition );
  15242. vertexPosition.x += rotatedPosition.x;
  15243. vertexPosition.y += rotatedPosition.y;
  15244. // transform to world space
  15245. vertexPosition.applyMatrix4( viewWorldMatrix );
  15246. }
  15247. return function raycast( raycaster, intersects ) {
  15248. worldScale.setFromMatrixScale( this.matrixWorld );
  15249. viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld );
  15250. mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15251. var rotation = this.material.rotation;
  15252. var sin, cos;
  15253. if ( rotation !== 0 ) {
  15254. cos = Math.cos( rotation );
  15255. sin = Math.sin( rotation );
  15256. }
  15257. var center = this.center;
  15258. transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15259. transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15260. transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15261. uvA.set( 0, 0 );
  15262. uvB.set( 1, 0 );
  15263. uvC.set( 1, 1 );
  15264. // check first triangle
  15265. var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
  15266. if ( intersect === null ) {
  15267. // check second triangle
  15268. transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15269. uvB.set( 0, 1 );
  15270. intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
  15271. if ( intersect === null ) {
  15272. return;
  15273. }
  15274. }
  15275. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15276. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15277. intersects.push( {
  15278. distance: distance,
  15279. point: intersectPoint.clone(),
  15280. uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
  15281. face: null,
  15282. object: this
  15283. } );
  15284. };
  15285. }() ),
  15286. clone: function () {
  15287. return new this.constructor( this.material ).copy( this );
  15288. },
  15289. copy: function ( source ) {
  15290. Object3D.prototype.copy.call( this, source );
  15291. if ( source.center !== undefined ) this.center.copy( source.center );
  15292. return this;
  15293. }
  15294. } );
  15295. /**
  15296. * @author mikael emtinger / http://gomo.se/
  15297. * @author alteredq / http://alteredqualia.com/
  15298. * @author mrdoob / http://mrdoob.com/
  15299. */
  15300. function LOD() {
  15301. Object3D.call( this );
  15302. this.type = 'LOD';
  15303. Object.defineProperties( this, {
  15304. levels: {
  15305. enumerable: true,
  15306. value: []
  15307. }
  15308. } );
  15309. }
  15310. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15311. constructor: LOD,
  15312. copy: function ( source ) {
  15313. Object3D.prototype.copy.call( this, source, false );
  15314. var levels = source.levels;
  15315. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15316. var level = levels[ i ];
  15317. this.addLevel( level.object.clone(), level.distance );
  15318. }
  15319. return this;
  15320. },
  15321. addLevel: function ( object, distance ) {
  15322. if ( distance === undefined ) distance = 0;
  15323. distance = Math.abs( distance );
  15324. var levels = this.levels;
  15325. for ( var l = 0; l < levels.length; l ++ ) {
  15326. if ( distance < levels[ l ].distance ) {
  15327. break;
  15328. }
  15329. }
  15330. levels.splice( l, 0, { distance: distance, object: object } );
  15331. this.add( object );
  15332. },
  15333. getObjectForDistance: function ( distance ) {
  15334. var levels = this.levels;
  15335. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15336. if ( distance < levels[ i ].distance ) {
  15337. break;
  15338. }
  15339. }
  15340. return levels[ i - 1 ].object;
  15341. },
  15342. raycast: ( function () {
  15343. var matrixPosition = new Vector3();
  15344. return function raycast( raycaster, intersects ) {
  15345. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  15346. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  15347. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15348. };
  15349. }() ),
  15350. update: function () {
  15351. var v1 = new Vector3();
  15352. var v2 = new Vector3();
  15353. return function update( camera ) {
  15354. var levels = this.levels;
  15355. if ( levels.length > 1 ) {
  15356. v1.setFromMatrixPosition( camera.matrixWorld );
  15357. v2.setFromMatrixPosition( this.matrixWorld );
  15358. var distance = v1.distanceTo( v2 );
  15359. levels[ 0 ].object.visible = true;
  15360. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15361. if ( distance >= levels[ i ].distance ) {
  15362. levels[ i - 1 ].object.visible = false;
  15363. levels[ i ].object.visible = true;
  15364. } else {
  15365. break;
  15366. }
  15367. }
  15368. for ( ; i < l; i ++ ) {
  15369. levels[ i ].object.visible = false;
  15370. }
  15371. }
  15372. };
  15373. }(),
  15374. toJSON: function ( meta ) {
  15375. var data = Object3D.prototype.toJSON.call( this, meta );
  15376. data.object.levels = [];
  15377. var levels = this.levels;
  15378. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15379. var level = levels[ i ];
  15380. data.object.levels.push( {
  15381. object: level.object.uuid,
  15382. distance: level.distance
  15383. } );
  15384. }
  15385. return data;
  15386. }
  15387. } );
  15388. /**
  15389. * @author mikael emtinger / http://gomo.se/
  15390. * @author alteredq / http://alteredqualia.com/
  15391. * @author ikerr / http://verold.com
  15392. */
  15393. function SkinnedMesh( geometry, material ) {
  15394. if ( geometry && geometry.isGeometry ) {
  15395. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15396. }
  15397. Mesh.call( this, geometry, material );
  15398. this.type = 'SkinnedMesh';
  15399. this.bindMode = 'attached';
  15400. this.bindMatrix = new Matrix4();
  15401. this.bindMatrixInverse = new Matrix4();
  15402. }
  15403. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15404. constructor: SkinnedMesh,
  15405. isSkinnedMesh: true,
  15406. bind: function ( skeleton, bindMatrix ) {
  15407. this.skeleton = skeleton;
  15408. if ( bindMatrix === undefined ) {
  15409. this.updateMatrixWorld( true );
  15410. this.skeleton.calculateInverses();
  15411. bindMatrix = this.matrixWorld;
  15412. }
  15413. this.bindMatrix.copy( bindMatrix );
  15414. this.bindMatrixInverse.getInverse( bindMatrix );
  15415. },
  15416. pose: function () {
  15417. this.skeleton.pose();
  15418. },
  15419. normalizeSkinWeights: function () {
  15420. var vector = new Vector4();
  15421. var skinWeight = this.geometry.attributes.skinWeight;
  15422. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15423. vector.x = skinWeight.getX( i );
  15424. vector.y = skinWeight.getY( i );
  15425. vector.z = skinWeight.getZ( i );
  15426. vector.w = skinWeight.getW( i );
  15427. var scale = 1.0 / vector.manhattanLength();
  15428. if ( scale !== Infinity ) {
  15429. vector.multiplyScalar( scale );
  15430. } else {
  15431. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15432. }
  15433. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15434. }
  15435. },
  15436. updateMatrixWorld: function ( force ) {
  15437. Mesh.prototype.updateMatrixWorld.call( this, force );
  15438. if ( this.bindMode === 'attached' ) {
  15439. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15440. } else if ( this.bindMode === 'detached' ) {
  15441. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15442. } else {
  15443. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15444. }
  15445. },
  15446. clone: function () {
  15447. return new this.constructor( this.geometry, this.material ).copy( this );
  15448. }
  15449. } );
  15450. /**
  15451. * @author mikael emtinger / http://gomo.se/
  15452. * @author alteredq / http://alteredqualia.com/
  15453. * @author michael guerrero / http://realitymeltdown.com
  15454. * @author ikerr / http://verold.com
  15455. */
  15456. function Skeleton( bones, boneInverses ) {
  15457. // copy the bone array
  15458. bones = bones || [];
  15459. this.bones = bones.slice( 0 );
  15460. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15461. // use the supplied bone inverses or calculate the inverses
  15462. if ( boneInverses === undefined ) {
  15463. this.calculateInverses();
  15464. } else {
  15465. if ( this.bones.length === boneInverses.length ) {
  15466. this.boneInverses = boneInverses.slice( 0 );
  15467. } else {
  15468. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15469. this.boneInverses = [];
  15470. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15471. this.boneInverses.push( new Matrix4() );
  15472. }
  15473. }
  15474. }
  15475. }
  15476. Object.assign( Skeleton.prototype, {
  15477. calculateInverses: function () {
  15478. this.boneInverses = [];
  15479. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15480. var inverse = new Matrix4();
  15481. if ( this.bones[ i ] ) {
  15482. inverse.getInverse( this.bones[ i ].matrixWorld );
  15483. }
  15484. this.boneInverses.push( inverse );
  15485. }
  15486. },
  15487. pose: function () {
  15488. var bone, i, il;
  15489. // recover the bind-time world matrices
  15490. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15491. bone = this.bones[ i ];
  15492. if ( bone ) {
  15493. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15494. }
  15495. }
  15496. // compute the local matrices, positions, rotations and scales
  15497. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15498. bone = this.bones[ i ];
  15499. if ( bone ) {
  15500. if ( bone.parent && bone.parent.isBone ) {
  15501. bone.matrix.getInverse( bone.parent.matrixWorld );
  15502. bone.matrix.multiply( bone.matrixWorld );
  15503. } else {
  15504. bone.matrix.copy( bone.matrixWorld );
  15505. }
  15506. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15507. }
  15508. }
  15509. },
  15510. update: ( function () {
  15511. var offsetMatrix = new Matrix4();
  15512. var identityMatrix = new Matrix4();
  15513. return function update() {
  15514. var bones = this.bones;
  15515. var boneInverses = this.boneInverses;
  15516. var boneMatrices = this.boneMatrices;
  15517. var boneTexture = this.boneTexture;
  15518. // flatten bone matrices to array
  15519. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15520. // compute the offset between the current and the original transform
  15521. var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
  15522. offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15523. offsetMatrix.toArray( boneMatrices, i * 16 );
  15524. }
  15525. if ( boneTexture !== undefined ) {
  15526. boneTexture.needsUpdate = true;
  15527. }
  15528. };
  15529. } )(),
  15530. clone: function () {
  15531. return new Skeleton( this.bones, this.boneInverses );
  15532. },
  15533. getBoneByName: function ( name ) {
  15534. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15535. var bone = this.bones[ i ];
  15536. if ( bone.name === name ) {
  15537. return bone;
  15538. }
  15539. }
  15540. return undefined;
  15541. }
  15542. } );
  15543. /**
  15544. * @author mikael emtinger / http://gomo.se/
  15545. * @author alteredq / http://alteredqualia.com/
  15546. * @author ikerr / http://verold.com
  15547. */
  15548. function Bone() {
  15549. Object3D.call( this );
  15550. this.type = 'Bone';
  15551. }
  15552. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15553. constructor: Bone,
  15554. isBone: true
  15555. } );
  15556. /**
  15557. * @author mrdoob / http://mrdoob.com/
  15558. * @author alteredq / http://alteredqualia.com/
  15559. *
  15560. * parameters = {
  15561. * color: <hex>,
  15562. * opacity: <float>,
  15563. *
  15564. * linewidth: <float>,
  15565. * linecap: "round",
  15566. * linejoin: "round"
  15567. * }
  15568. */
  15569. function LineBasicMaterial( parameters ) {
  15570. Material.call( this );
  15571. this.type = 'LineBasicMaterial';
  15572. this.color = new Color( 0xffffff );
  15573. this.linewidth = 1;
  15574. this.linecap = 'round';
  15575. this.linejoin = 'round';
  15576. this.lights = false;
  15577. this.setValues( parameters );
  15578. }
  15579. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15580. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15581. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15582. LineBasicMaterial.prototype.copy = function ( source ) {
  15583. Material.prototype.copy.call( this, source );
  15584. this.color.copy( source.color );
  15585. this.linewidth = source.linewidth;
  15586. this.linecap = source.linecap;
  15587. this.linejoin = source.linejoin;
  15588. return this;
  15589. };
  15590. /**
  15591. * @author mrdoob / http://mrdoob.com/
  15592. */
  15593. function Line( geometry, material, mode ) {
  15594. if ( mode === 1 ) {
  15595. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15596. }
  15597. Object3D.call( this );
  15598. this.type = 'Line';
  15599. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15600. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15601. }
  15602. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15603. constructor: Line,
  15604. isLine: true,
  15605. computeLineDistances: ( function () {
  15606. var start = new Vector3();
  15607. var end = new Vector3();
  15608. return function computeLineDistances() {
  15609. var geometry = this.geometry;
  15610. if ( geometry.isBufferGeometry ) {
  15611. // we assume non-indexed geometry
  15612. if ( geometry.index === null ) {
  15613. var positionAttribute = geometry.attributes.position;
  15614. var lineDistances = [ 0 ];
  15615. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15616. start.fromBufferAttribute( positionAttribute, i - 1 );
  15617. end.fromBufferAttribute( positionAttribute, i );
  15618. lineDistances[ i ] = lineDistances[ i - 1 ];
  15619. lineDistances[ i ] += start.distanceTo( end );
  15620. }
  15621. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15622. } else {
  15623. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15624. }
  15625. } else if ( geometry.isGeometry ) {
  15626. var vertices = geometry.vertices;
  15627. var lineDistances = geometry.lineDistances;
  15628. lineDistances[ 0 ] = 0;
  15629. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15630. lineDistances[ i ] = lineDistances[ i - 1 ];
  15631. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15632. }
  15633. }
  15634. return this;
  15635. };
  15636. }() ),
  15637. raycast: ( function () {
  15638. var inverseMatrix = new Matrix4();
  15639. var ray = new Ray();
  15640. var sphere = new Sphere();
  15641. return function raycast( raycaster, intersects ) {
  15642. var precision = raycaster.linePrecision;
  15643. var geometry = this.geometry;
  15644. var matrixWorld = this.matrixWorld;
  15645. // Checking boundingSphere distance to ray
  15646. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15647. sphere.copy( geometry.boundingSphere );
  15648. sphere.applyMatrix4( matrixWorld );
  15649. sphere.radius += precision;
  15650. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15651. //
  15652. inverseMatrix.getInverse( matrixWorld );
  15653. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15654. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15655. var localPrecisionSq = localPrecision * localPrecision;
  15656. var vStart = new Vector3();
  15657. var vEnd = new Vector3();
  15658. var interSegment = new Vector3();
  15659. var interRay = new Vector3();
  15660. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15661. if ( geometry.isBufferGeometry ) {
  15662. var index = geometry.index;
  15663. var attributes = geometry.attributes;
  15664. var positions = attributes.position.array;
  15665. if ( index !== null ) {
  15666. var indices = index.array;
  15667. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15668. var a = indices[ i ];
  15669. var b = indices[ i + 1 ];
  15670. vStart.fromArray( positions, a * 3 );
  15671. vEnd.fromArray( positions, b * 3 );
  15672. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15673. if ( distSq > localPrecisionSq ) continue;
  15674. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15675. var distance = raycaster.ray.origin.distanceTo( interRay );
  15676. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15677. intersects.push( {
  15678. distance: distance,
  15679. // What do we want? intersection point on the ray or on the segment??
  15680. // point: raycaster.ray.at( distance ),
  15681. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15682. index: i,
  15683. face: null,
  15684. faceIndex: null,
  15685. object: this
  15686. } );
  15687. }
  15688. } else {
  15689. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15690. vStart.fromArray( positions, 3 * i );
  15691. vEnd.fromArray( positions, 3 * i + 3 );
  15692. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15693. if ( distSq > localPrecisionSq ) continue;
  15694. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15695. var distance = raycaster.ray.origin.distanceTo( interRay );
  15696. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15697. intersects.push( {
  15698. distance: distance,
  15699. // What do we want? intersection point on the ray or on the segment??
  15700. // point: raycaster.ray.at( distance ),
  15701. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15702. index: i,
  15703. face: null,
  15704. faceIndex: null,
  15705. object: this
  15706. } );
  15707. }
  15708. }
  15709. } else if ( geometry.isGeometry ) {
  15710. var vertices = geometry.vertices;
  15711. var nbVertices = vertices.length;
  15712. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15713. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15714. if ( distSq > localPrecisionSq ) continue;
  15715. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15716. var distance = raycaster.ray.origin.distanceTo( interRay );
  15717. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15718. intersects.push( {
  15719. distance: distance,
  15720. // What do we want? intersection point on the ray or on the segment??
  15721. // point: raycaster.ray.at( distance ),
  15722. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15723. index: i,
  15724. face: null,
  15725. faceIndex: null,
  15726. object: this
  15727. } );
  15728. }
  15729. }
  15730. };
  15731. }() ),
  15732. copy: function ( source ) {
  15733. Object3D.prototype.copy.call( this, source );
  15734. this.geometry.copy( source.geometry );
  15735. this.material.copy( source.material );
  15736. return this;
  15737. },
  15738. clone: function () {
  15739. return new this.constructor().copy( this );
  15740. }
  15741. } );
  15742. /**
  15743. * @author mrdoob / http://mrdoob.com/
  15744. */
  15745. function LineSegments( geometry, material ) {
  15746. Line.call( this, geometry, material );
  15747. this.type = 'LineSegments';
  15748. }
  15749. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15750. constructor: LineSegments,
  15751. isLineSegments: true,
  15752. computeLineDistances: ( function () {
  15753. var start = new Vector3();
  15754. var end = new Vector3();
  15755. return function computeLineDistances() {
  15756. var geometry = this.geometry;
  15757. if ( geometry.isBufferGeometry ) {
  15758. // we assume non-indexed geometry
  15759. if ( geometry.index === null ) {
  15760. var positionAttribute = geometry.attributes.position;
  15761. var lineDistances = [];
  15762. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15763. start.fromBufferAttribute( positionAttribute, i );
  15764. end.fromBufferAttribute( positionAttribute, i + 1 );
  15765. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15766. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15767. }
  15768. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15769. } else {
  15770. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15771. }
  15772. } else if ( geometry.isGeometry ) {
  15773. var vertices = geometry.vertices;
  15774. var lineDistances = geometry.lineDistances;
  15775. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15776. start.copy( vertices[ i ] );
  15777. end.copy( vertices[ i + 1 ] );
  15778. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15779. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15780. }
  15781. }
  15782. return this;
  15783. };
  15784. }() )
  15785. } );
  15786. /**
  15787. * @author mgreter / http://github.com/mgreter
  15788. */
  15789. function LineLoop( geometry, material ) {
  15790. Line.call( this, geometry, material );
  15791. this.type = 'LineLoop';
  15792. }
  15793. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15794. constructor: LineLoop,
  15795. isLineLoop: true,
  15796. } );
  15797. /**
  15798. * @author mrdoob / http://mrdoob.com/
  15799. * @author alteredq / http://alteredqualia.com/
  15800. *
  15801. * parameters = {
  15802. * color: <hex>,
  15803. * opacity: <float>,
  15804. * map: new THREE.Texture( <Image> ),
  15805. *
  15806. * size: <float>,
  15807. * sizeAttenuation: <bool>
  15808. *
  15809. * morphTargets: <bool>
  15810. * }
  15811. */
  15812. function PointsMaterial( parameters ) {
  15813. Material.call( this );
  15814. this.type = 'PointsMaterial';
  15815. this.color = new Color( 0xffffff );
  15816. this.map = null;
  15817. this.size = 1;
  15818. this.sizeAttenuation = true;
  15819. this.morphTargets = false;
  15820. this.lights = false;
  15821. this.setValues( parameters );
  15822. }
  15823. PointsMaterial.prototype = Object.create( Material.prototype );
  15824. PointsMaterial.prototype.constructor = PointsMaterial;
  15825. PointsMaterial.prototype.isPointsMaterial = true;
  15826. PointsMaterial.prototype.copy = function ( source ) {
  15827. Material.prototype.copy.call( this, source );
  15828. this.color.copy( source.color );
  15829. this.map = source.map;
  15830. this.size = source.size;
  15831. this.sizeAttenuation = source.sizeAttenuation;
  15832. this.morphTargets = source.morphTargets;
  15833. return this;
  15834. };
  15835. /**
  15836. * @author alteredq / http://alteredqualia.com/
  15837. */
  15838. function Points( geometry, material ) {
  15839. Object3D.call( this );
  15840. this.type = 'Points';
  15841. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15842. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15843. }
  15844. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15845. constructor: Points,
  15846. isPoints: true,
  15847. raycast: ( function () {
  15848. var inverseMatrix = new Matrix4();
  15849. var ray = new Ray();
  15850. var sphere = new Sphere();
  15851. return function raycast( raycaster, intersects ) {
  15852. var object = this;
  15853. var geometry = this.geometry;
  15854. var matrixWorld = this.matrixWorld;
  15855. var threshold = raycaster.params.Points.threshold;
  15856. // Checking boundingSphere distance to ray
  15857. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15858. sphere.copy( geometry.boundingSphere );
  15859. sphere.applyMatrix4( matrixWorld );
  15860. sphere.radius += threshold;
  15861. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15862. //
  15863. inverseMatrix.getInverse( matrixWorld );
  15864. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15865. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15866. var localThresholdSq = localThreshold * localThreshold;
  15867. var position = new Vector3();
  15868. var intersectPoint = new Vector3();
  15869. function testPoint( point, index ) {
  15870. var rayPointDistanceSq = ray.distanceSqToPoint( point );
  15871. if ( rayPointDistanceSq < localThresholdSq ) {
  15872. ray.closestPointToPoint( point, intersectPoint );
  15873. intersectPoint.applyMatrix4( matrixWorld );
  15874. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15875. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15876. intersects.push( {
  15877. distance: distance,
  15878. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  15879. point: intersectPoint.clone(),
  15880. index: index,
  15881. face: null,
  15882. object: object
  15883. } );
  15884. }
  15885. }
  15886. if ( geometry.isBufferGeometry ) {
  15887. var index = geometry.index;
  15888. var attributes = geometry.attributes;
  15889. var positions = attributes.position.array;
  15890. if ( index !== null ) {
  15891. var indices = index.array;
  15892. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  15893. var a = indices[ i ];
  15894. position.fromArray( positions, a * 3 );
  15895. testPoint( position, a );
  15896. }
  15897. } else {
  15898. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  15899. position.fromArray( positions, i * 3 );
  15900. testPoint( position, i );
  15901. }
  15902. }
  15903. } else {
  15904. var vertices = geometry.vertices;
  15905. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  15906. testPoint( vertices[ i ], i );
  15907. }
  15908. }
  15909. };
  15910. }() ),
  15911. clone: function () {
  15912. return new this.constructor( this.geometry, this.material ).copy( this );
  15913. }
  15914. } );
  15915. /**
  15916. * @author mrdoob / http://mrdoob.com/
  15917. */
  15918. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15919. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15920. this.format = format !== undefined ? format : RGBFormat;
  15921. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  15922. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  15923. this.generateMipmaps = false;
  15924. }
  15925. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  15926. constructor: VideoTexture,
  15927. isVideoTexture: true,
  15928. update: function () {
  15929. var video = this.image;
  15930. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  15931. this.needsUpdate = true;
  15932. }
  15933. }
  15934. } );
  15935. /**
  15936. * @author alteredq / http://alteredqualia.com/
  15937. */
  15938. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  15939. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  15940. this.image = { width: width, height: height };
  15941. this.mipmaps = mipmaps;
  15942. // no flipping for cube textures
  15943. // (also flipping doesn't work for compressed textures )
  15944. this.flipY = false;
  15945. // can't generate mipmaps for compressed textures
  15946. // mips must be embedded in DDS files
  15947. this.generateMipmaps = false;
  15948. }
  15949. CompressedTexture.prototype = Object.create( Texture.prototype );
  15950. CompressedTexture.prototype.constructor = CompressedTexture;
  15951. CompressedTexture.prototype.isCompressedTexture = true;
  15952. /**
  15953. * @author mrdoob / http://mrdoob.com/
  15954. */
  15955. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15956. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15957. this.needsUpdate = true;
  15958. }
  15959. CanvasTexture.prototype = Object.create( Texture.prototype );
  15960. CanvasTexture.prototype.constructor = CanvasTexture;
  15961. CanvasTexture.prototype.isCanvasTexture = true;
  15962. /**
  15963. * @author Matt DesLauriers / @mattdesl
  15964. * @author atix / arthursilber.de
  15965. */
  15966. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  15967. format = format !== undefined ? format : DepthFormat;
  15968. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  15969. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  15970. }
  15971. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  15972. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  15973. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15974. this.image = { width: width, height: height };
  15975. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  15976. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  15977. this.flipY = false;
  15978. this.generateMipmaps = false;
  15979. }
  15980. DepthTexture.prototype = Object.create( Texture.prototype );
  15981. DepthTexture.prototype.constructor = DepthTexture;
  15982. DepthTexture.prototype.isDepthTexture = true;
  15983. /**
  15984. * @author mrdoob / http://mrdoob.com/
  15985. * @author Mugen87 / https://github.com/Mugen87
  15986. */
  15987. function WireframeGeometry( geometry ) {
  15988. BufferGeometry.call( this );
  15989. this.type = 'WireframeGeometry';
  15990. // buffer
  15991. var vertices = [];
  15992. // helper variables
  15993. var i, j, l, o, ol;
  15994. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  15995. var key, keys = [ 'a', 'b', 'c' ];
  15996. var vertex;
  15997. // different logic for Geometry and BufferGeometry
  15998. if ( geometry && geometry.isGeometry ) {
  15999. // create a data structure that contains all edges without duplicates
  16000. var faces = geometry.faces;
  16001. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16002. var face = faces[ i ];
  16003. for ( j = 0; j < 3; j ++ ) {
  16004. edge1 = face[ keys[ j ] ];
  16005. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16006. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16007. edge[ 1 ] = Math.max( edge1, edge2 );
  16008. key = edge[ 0 ] + ',' + edge[ 1 ];
  16009. if ( edges[ key ] === undefined ) {
  16010. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16011. }
  16012. }
  16013. }
  16014. // generate vertices
  16015. for ( key in edges ) {
  16016. e = edges[ key ];
  16017. vertex = geometry.vertices[ e.index1 ];
  16018. vertices.push( vertex.x, vertex.y, vertex.z );
  16019. vertex = geometry.vertices[ e.index2 ];
  16020. vertices.push( vertex.x, vertex.y, vertex.z );
  16021. }
  16022. } else if ( geometry && geometry.isBufferGeometry ) {
  16023. var position, indices, groups;
  16024. var group, start, count;
  16025. var index1, index2;
  16026. vertex = new Vector3();
  16027. if ( geometry.index !== null ) {
  16028. // indexed BufferGeometry
  16029. position = geometry.attributes.position;
  16030. indices = geometry.index;
  16031. groups = geometry.groups;
  16032. if ( groups.length === 0 ) {
  16033. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16034. }
  16035. // create a data structure that contains all eges without duplicates
  16036. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16037. group = groups[ o ];
  16038. start = group.start;
  16039. count = group.count;
  16040. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16041. for ( j = 0; j < 3; j ++ ) {
  16042. edge1 = indices.getX( i + j );
  16043. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16044. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16045. edge[ 1 ] = Math.max( edge1, edge2 );
  16046. key = edge[ 0 ] + ',' + edge[ 1 ];
  16047. if ( edges[ key ] === undefined ) {
  16048. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16049. }
  16050. }
  16051. }
  16052. }
  16053. // generate vertices
  16054. for ( key in edges ) {
  16055. e = edges[ key ];
  16056. vertex.fromBufferAttribute( position, e.index1 );
  16057. vertices.push( vertex.x, vertex.y, vertex.z );
  16058. vertex.fromBufferAttribute( position, e.index2 );
  16059. vertices.push( vertex.x, vertex.y, vertex.z );
  16060. }
  16061. } else {
  16062. // non-indexed BufferGeometry
  16063. position = geometry.attributes.position;
  16064. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16065. for ( j = 0; j < 3; j ++ ) {
  16066. // three edges per triangle, an edge is represented as (index1, index2)
  16067. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16068. index1 = 3 * i + j;
  16069. vertex.fromBufferAttribute( position, index1 );
  16070. vertices.push( vertex.x, vertex.y, vertex.z );
  16071. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16072. vertex.fromBufferAttribute( position, index2 );
  16073. vertices.push( vertex.x, vertex.y, vertex.z );
  16074. }
  16075. }
  16076. }
  16077. }
  16078. // build geometry
  16079. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16080. }
  16081. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16082. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16083. /**
  16084. * @author zz85 / https://github.com/zz85
  16085. * @author Mugen87 / https://github.com/Mugen87
  16086. *
  16087. * Parametric Surfaces Geometry
  16088. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16089. */
  16090. // ParametricGeometry
  16091. function ParametricGeometry( func, slices, stacks ) {
  16092. Geometry.call( this );
  16093. this.type = 'ParametricGeometry';
  16094. this.parameters = {
  16095. func: func,
  16096. slices: slices,
  16097. stacks: stacks
  16098. };
  16099. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16100. this.mergeVertices();
  16101. }
  16102. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16103. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16104. // ParametricBufferGeometry
  16105. function ParametricBufferGeometry( func, slices, stacks ) {
  16106. BufferGeometry.call( this );
  16107. this.type = 'ParametricBufferGeometry';
  16108. this.parameters = {
  16109. func: func,
  16110. slices: slices,
  16111. stacks: stacks
  16112. };
  16113. // buffers
  16114. var indices = [];
  16115. var vertices = [];
  16116. var normals = [];
  16117. var uvs = [];
  16118. var EPS = 0.00001;
  16119. var normal = new Vector3();
  16120. var p0 = new Vector3(), p1 = new Vector3();
  16121. var pu = new Vector3(), pv = new Vector3();
  16122. var i, j;
  16123. if ( func.length < 3 ) {
  16124. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16125. }
  16126. // generate vertices, normals and uvs
  16127. var sliceCount = slices + 1;
  16128. for ( i = 0; i <= stacks; i ++ ) {
  16129. var v = i / stacks;
  16130. for ( j = 0; j <= slices; j ++ ) {
  16131. var u = j / slices;
  16132. // vertex
  16133. func( u, v, p0 );
  16134. vertices.push( p0.x, p0.y, p0.z );
  16135. // normal
  16136. // approximate tangent vectors via finite differences
  16137. if ( u - EPS >= 0 ) {
  16138. func( u - EPS, v, p1 );
  16139. pu.subVectors( p0, p1 );
  16140. } else {
  16141. func( u + EPS, v, p1 );
  16142. pu.subVectors( p1, p0 );
  16143. }
  16144. if ( v - EPS >= 0 ) {
  16145. func( u, v - EPS, p1 );
  16146. pv.subVectors( p0, p1 );
  16147. } else {
  16148. func( u, v + EPS, p1 );
  16149. pv.subVectors( p1, p0 );
  16150. }
  16151. // cross product of tangent vectors returns surface normal
  16152. normal.crossVectors( pu, pv ).normalize();
  16153. normals.push( normal.x, normal.y, normal.z );
  16154. // uv
  16155. uvs.push( u, v );
  16156. }
  16157. }
  16158. // generate indices
  16159. for ( i = 0; i < stacks; i ++ ) {
  16160. for ( j = 0; j < slices; j ++ ) {
  16161. var a = i * sliceCount + j;
  16162. var b = i * sliceCount + j + 1;
  16163. var c = ( i + 1 ) * sliceCount + j + 1;
  16164. var d = ( i + 1 ) * sliceCount + j;
  16165. // faces one and two
  16166. indices.push( a, b, d );
  16167. indices.push( b, c, d );
  16168. }
  16169. }
  16170. // build geometry
  16171. this.setIndex( indices );
  16172. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16173. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16174. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16175. }
  16176. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16177. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16178. /**
  16179. * @author clockworkgeek / https://github.com/clockworkgeek
  16180. * @author timothypratley / https://github.com/timothypratley
  16181. * @author WestLangley / http://github.com/WestLangley
  16182. * @author Mugen87 / https://github.com/Mugen87
  16183. */
  16184. // PolyhedronGeometry
  16185. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16186. Geometry.call( this );
  16187. this.type = 'PolyhedronGeometry';
  16188. this.parameters = {
  16189. vertices: vertices,
  16190. indices: indices,
  16191. radius: radius,
  16192. detail: detail
  16193. };
  16194. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16195. this.mergeVertices();
  16196. }
  16197. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16198. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16199. // PolyhedronBufferGeometry
  16200. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16201. BufferGeometry.call( this );
  16202. this.type = 'PolyhedronBufferGeometry';
  16203. this.parameters = {
  16204. vertices: vertices,
  16205. indices: indices,
  16206. radius: radius,
  16207. detail: detail
  16208. };
  16209. radius = radius || 1;
  16210. detail = detail || 0;
  16211. // default buffer data
  16212. var vertexBuffer = [];
  16213. var uvBuffer = [];
  16214. // the subdivision creates the vertex buffer data
  16215. subdivide( detail );
  16216. // all vertices should lie on a conceptual sphere with a given radius
  16217. appplyRadius( radius );
  16218. // finally, create the uv data
  16219. generateUVs();
  16220. // build non-indexed geometry
  16221. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16222. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16223. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16224. if ( detail === 0 ) {
  16225. this.computeVertexNormals(); // flat normals
  16226. } else {
  16227. this.normalizeNormals(); // smooth normals
  16228. }
  16229. // helper functions
  16230. function subdivide( detail ) {
  16231. var a = new Vector3();
  16232. var b = new Vector3();
  16233. var c = new Vector3();
  16234. // iterate over all faces and apply a subdivison with the given detail value
  16235. for ( var i = 0; i < indices.length; i += 3 ) {
  16236. // get the vertices of the face
  16237. getVertexByIndex( indices[ i + 0 ], a );
  16238. getVertexByIndex( indices[ i + 1 ], b );
  16239. getVertexByIndex( indices[ i + 2 ], c );
  16240. // perform subdivision
  16241. subdivideFace( a, b, c, detail );
  16242. }
  16243. }
  16244. function subdivideFace( a, b, c, detail ) {
  16245. var cols = Math.pow( 2, detail );
  16246. // we use this multidimensional array as a data structure for creating the subdivision
  16247. var v = [];
  16248. var i, j;
  16249. // construct all of the vertices for this subdivision
  16250. for ( i = 0; i <= cols; i ++ ) {
  16251. v[ i ] = [];
  16252. var aj = a.clone().lerp( c, i / cols );
  16253. var bj = b.clone().lerp( c, i / cols );
  16254. var rows = cols - i;
  16255. for ( j = 0; j <= rows; j ++ ) {
  16256. if ( j === 0 && i === cols ) {
  16257. v[ i ][ j ] = aj;
  16258. } else {
  16259. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16260. }
  16261. }
  16262. }
  16263. // construct all of the faces
  16264. for ( i = 0; i < cols; i ++ ) {
  16265. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16266. var k = Math.floor( j / 2 );
  16267. if ( j % 2 === 0 ) {
  16268. pushVertex( v[ i ][ k + 1 ] );
  16269. pushVertex( v[ i + 1 ][ k ] );
  16270. pushVertex( v[ i ][ k ] );
  16271. } else {
  16272. pushVertex( v[ i ][ k + 1 ] );
  16273. pushVertex( v[ i + 1 ][ k + 1 ] );
  16274. pushVertex( v[ i + 1 ][ k ] );
  16275. }
  16276. }
  16277. }
  16278. }
  16279. function appplyRadius( radius ) {
  16280. var vertex = new Vector3();
  16281. // iterate over the entire buffer and apply the radius to each vertex
  16282. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16283. vertex.x = vertexBuffer[ i + 0 ];
  16284. vertex.y = vertexBuffer[ i + 1 ];
  16285. vertex.z = vertexBuffer[ i + 2 ];
  16286. vertex.normalize().multiplyScalar( radius );
  16287. vertexBuffer[ i + 0 ] = vertex.x;
  16288. vertexBuffer[ i + 1 ] = vertex.y;
  16289. vertexBuffer[ i + 2 ] = vertex.z;
  16290. }
  16291. }
  16292. function generateUVs() {
  16293. var vertex = new Vector3();
  16294. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16295. vertex.x = vertexBuffer[ i + 0 ];
  16296. vertex.y = vertexBuffer[ i + 1 ];
  16297. vertex.z = vertexBuffer[ i + 2 ];
  16298. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16299. var v = inclination( vertex ) / Math.PI + 0.5;
  16300. uvBuffer.push( u, 1 - v );
  16301. }
  16302. correctUVs();
  16303. correctSeam();
  16304. }
  16305. function correctSeam() {
  16306. // handle case when face straddles the seam, see #3269
  16307. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16308. // uv data of a single face
  16309. var x0 = uvBuffer[ i + 0 ];
  16310. var x1 = uvBuffer[ i + 2 ];
  16311. var x2 = uvBuffer[ i + 4 ];
  16312. var max = Math.max( x0, x1, x2 );
  16313. var min = Math.min( x0, x1, x2 );
  16314. // 0.9 is somewhat arbitrary
  16315. if ( max > 0.9 && min < 0.1 ) {
  16316. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16317. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16318. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16319. }
  16320. }
  16321. }
  16322. function pushVertex( vertex ) {
  16323. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16324. }
  16325. function getVertexByIndex( index, vertex ) {
  16326. var stride = index * 3;
  16327. vertex.x = vertices[ stride + 0 ];
  16328. vertex.y = vertices[ stride + 1 ];
  16329. vertex.z = vertices[ stride + 2 ];
  16330. }
  16331. function correctUVs() {
  16332. var a = new Vector3();
  16333. var b = new Vector3();
  16334. var c = new Vector3();
  16335. var centroid = new Vector3();
  16336. var uvA = new Vector2();
  16337. var uvB = new Vector2();
  16338. var uvC = new Vector2();
  16339. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16340. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16341. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16342. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16343. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16344. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16345. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16346. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16347. var azi = azimuth( centroid );
  16348. correctUV( uvA, j + 0, a, azi );
  16349. correctUV( uvB, j + 2, b, azi );
  16350. correctUV( uvC, j + 4, c, azi );
  16351. }
  16352. }
  16353. function correctUV( uv, stride, vector, azimuth ) {
  16354. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16355. uvBuffer[ stride ] = uv.x - 1;
  16356. }
  16357. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16358. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16359. }
  16360. }
  16361. // Angle around the Y axis, counter-clockwise when looking from above.
  16362. function azimuth( vector ) {
  16363. return Math.atan2( vector.z, - vector.x );
  16364. }
  16365. // Angle above the XZ plane.
  16366. function inclination( vector ) {
  16367. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16368. }
  16369. }
  16370. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16371. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16372. /**
  16373. * @author timothypratley / https://github.com/timothypratley
  16374. * @author Mugen87 / https://github.com/Mugen87
  16375. */
  16376. // TetrahedronGeometry
  16377. function TetrahedronGeometry( radius, detail ) {
  16378. Geometry.call( this );
  16379. this.type = 'TetrahedronGeometry';
  16380. this.parameters = {
  16381. radius: radius,
  16382. detail: detail
  16383. };
  16384. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16385. this.mergeVertices();
  16386. }
  16387. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16388. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16389. // TetrahedronBufferGeometry
  16390. function TetrahedronBufferGeometry( radius, detail ) {
  16391. var vertices = [
  16392. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16393. ];
  16394. var indices = [
  16395. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16396. ];
  16397. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16398. this.type = 'TetrahedronBufferGeometry';
  16399. this.parameters = {
  16400. radius: radius,
  16401. detail: detail
  16402. };
  16403. }
  16404. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16405. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16406. /**
  16407. * @author timothypratley / https://github.com/timothypratley
  16408. * @author Mugen87 / https://github.com/Mugen87
  16409. */
  16410. // OctahedronGeometry
  16411. function OctahedronGeometry( radius, detail ) {
  16412. Geometry.call( this );
  16413. this.type = 'OctahedronGeometry';
  16414. this.parameters = {
  16415. radius: radius,
  16416. detail: detail
  16417. };
  16418. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16419. this.mergeVertices();
  16420. }
  16421. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16422. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16423. // OctahedronBufferGeometry
  16424. function OctahedronBufferGeometry( radius, detail ) {
  16425. var vertices = [
  16426. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16427. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16428. ];
  16429. var indices = [
  16430. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16431. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16432. 1, 3, 4, 1, 4, 2
  16433. ];
  16434. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16435. this.type = 'OctahedronBufferGeometry';
  16436. this.parameters = {
  16437. radius: radius,
  16438. detail: detail
  16439. };
  16440. }
  16441. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16442. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16443. /**
  16444. * @author timothypratley / https://github.com/timothypratley
  16445. * @author Mugen87 / https://github.com/Mugen87
  16446. */
  16447. // IcosahedronGeometry
  16448. function IcosahedronGeometry( radius, detail ) {
  16449. Geometry.call( this );
  16450. this.type = 'IcosahedronGeometry';
  16451. this.parameters = {
  16452. radius: radius,
  16453. detail: detail
  16454. };
  16455. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16456. this.mergeVertices();
  16457. }
  16458. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16459. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16460. // IcosahedronBufferGeometry
  16461. function IcosahedronBufferGeometry( radius, detail ) {
  16462. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16463. var vertices = [
  16464. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16465. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16466. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16467. ];
  16468. var indices = [
  16469. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16470. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16471. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16472. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16473. ];
  16474. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16475. this.type = 'IcosahedronBufferGeometry';
  16476. this.parameters = {
  16477. radius: radius,
  16478. detail: detail
  16479. };
  16480. }
  16481. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16482. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16483. /**
  16484. * @author Abe Pazos / https://hamoid.com
  16485. * @author Mugen87 / https://github.com/Mugen87
  16486. */
  16487. // DodecahedronGeometry
  16488. function DodecahedronGeometry( radius, detail ) {
  16489. Geometry.call( this );
  16490. this.type = 'DodecahedronGeometry';
  16491. this.parameters = {
  16492. radius: radius,
  16493. detail: detail
  16494. };
  16495. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16496. this.mergeVertices();
  16497. }
  16498. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16499. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16500. // DodecahedronBufferGeometry
  16501. function DodecahedronBufferGeometry( radius, detail ) {
  16502. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16503. var r = 1 / t;
  16504. var vertices = [
  16505. // (±1, ±1, ±1)
  16506. - 1, - 1, - 1, - 1, - 1, 1,
  16507. - 1, 1, - 1, - 1, 1, 1,
  16508. 1, - 1, - 1, 1, - 1, 1,
  16509. 1, 1, - 1, 1, 1, 1,
  16510. // (0, ±1/φ, ±φ)
  16511. 0, - r, - t, 0, - r, t,
  16512. 0, r, - t, 0, r, t,
  16513. // (±1/φ, ±φ, 0)
  16514. - r, - t, 0, - r, t, 0,
  16515. r, - t, 0, r, t, 0,
  16516. // (±φ, 0, ±1/φ)
  16517. - t, 0, - r, t, 0, - r,
  16518. - t, 0, r, t, 0, r
  16519. ];
  16520. var indices = [
  16521. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16522. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16523. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16524. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16525. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16526. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16527. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16528. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16529. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16530. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16531. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16532. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16533. ];
  16534. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16535. this.type = 'DodecahedronBufferGeometry';
  16536. this.parameters = {
  16537. radius: radius,
  16538. detail: detail
  16539. };
  16540. }
  16541. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16542. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16543. /**
  16544. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16545. * @author WestLangley / https://github.com/WestLangley
  16546. * @author zz85 / https://github.com/zz85
  16547. * @author miningold / https://github.com/miningold
  16548. * @author jonobr1 / https://github.com/jonobr1
  16549. * @author Mugen87 / https://github.com/Mugen87
  16550. *
  16551. */
  16552. // TubeGeometry
  16553. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16554. Geometry.call( this );
  16555. this.type = 'TubeGeometry';
  16556. this.parameters = {
  16557. path: path,
  16558. tubularSegments: tubularSegments,
  16559. radius: radius,
  16560. radialSegments: radialSegments,
  16561. closed: closed
  16562. };
  16563. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16564. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16565. // expose internals
  16566. this.tangents = bufferGeometry.tangents;
  16567. this.normals = bufferGeometry.normals;
  16568. this.binormals = bufferGeometry.binormals;
  16569. // create geometry
  16570. this.fromBufferGeometry( bufferGeometry );
  16571. this.mergeVertices();
  16572. }
  16573. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16574. TubeGeometry.prototype.constructor = TubeGeometry;
  16575. // TubeBufferGeometry
  16576. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16577. BufferGeometry.call( this );
  16578. this.type = 'TubeBufferGeometry';
  16579. this.parameters = {
  16580. path: path,
  16581. tubularSegments: tubularSegments,
  16582. radius: radius,
  16583. radialSegments: radialSegments,
  16584. closed: closed
  16585. };
  16586. tubularSegments = tubularSegments || 64;
  16587. radius = radius || 1;
  16588. radialSegments = radialSegments || 8;
  16589. closed = closed || false;
  16590. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16591. // expose internals
  16592. this.tangents = frames.tangents;
  16593. this.normals = frames.normals;
  16594. this.binormals = frames.binormals;
  16595. // helper variables
  16596. var vertex = new Vector3();
  16597. var normal = new Vector3();
  16598. var uv = new Vector2();
  16599. var P = new Vector3();
  16600. var i, j;
  16601. // buffer
  16602. var vertices = [];
  16603. var normals = [];
  16604. var uvs = [];
  16605. var indices = [];
  16606. // create buffer data
  16607. generateBufferData();
  16608. // build geometry
  16609. this.setIndex( indices );
  16610. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16611. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16612. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16613. // functions
  16614. function generateBufferData() {
  16615. for ( i = 0; i < tubularSegments; i ++ ) {
  16616. generateSegment( i );
  16617. }
  16618. // if the geometry is not closed, generate the last row of vertices and normals
  16619. // at the regular position on the given path
  16620. //
  16621. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16622. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16623. // uvs are generated in a separate function.
  16624. // this makes it easy compute correct values for closed geometries
  16625. generateUVs();
  16626. // finally create faces
  16627. generateIndices();
  16628. }
  16629. function generateSegment( i ) {
  16630. // we use getPointAt to sample evenly distributed points from the given path
  16631. P = path.getPointAt( i / tubularSegments, P );
  16632. // retrieve corresponding normal and binormal
  16633. var N = frames.normals[ i ];
  16634. var B = frames.binormals[ i ];
  16635. // generate normals and vertices for the current segment
  16636. for ( j = 0; j <= radialSegments; j ++ ) {
  16637. var v = j / radialSegments * Math.PI * 2;
  16638. var sin = Math.sin( v );
  16639. var cos = - Math.cos( v );
  16640. // normal
  16641. normal.x = ( cos * N.x + sin * B.x );
  16642. normal.y = ( cos * N.y + sin * B.y );
  16643. normal.z = ( cos * N.z + sin * B.z );
  16644. normal.normalize();
  16645. normals.push( normal.x, normal.y, normal.z );
  16646. // vertex
  16647. vertex.x = P.x + radius * normal.x;
  16648. vertex.y = P.y + radius * normal.y;
  16649. vertex.z = P.z + radius * normal.z;
  16650. vertices.push( vertex.x, vertex.y, vertex.z );
  16651. }
  16652. }
  16653. function generateIndices() {
  16654. for ( j = 1; j <= tubularSegments; j ++ ) {
  16655. for ( i = 1; i <= radialSegments; i ++ ) {
  16656. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16657. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16658. var c = ( radialSegments + 1 ) * j + i;
  16659. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16660. // faces
  16661. indices.push( a, b, d );
  16662. indices.push( b, c, d );
  16663. }
  16664. }
  16665. }
  16666. function generateUVs() {
  16667. for ( i = 0; i <= tubularSegments; i ++ ) {
  16668. for ( j = 0; j <= radialSegments; j ++ ) {
  16669. uv.x = i / tubularSegments;
  16670. uv.y = j / radialSegments;
  16671. uvs.push( uv.x, uv.y );
  16672. }
  16673. }
  16674. }
  16675. }
  16676. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16677. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16678. TubeBufferGeometry.prototype.toJSON = function () {
  16679. var data = BufferGeometry.prototype.toJSON.call( this );
  16680. data.path = this.parameters.path.toJSON();
  16681. return data;
  16682. };
  16683. /**
  16684. * @author oosmoxiecode
  16685. * @author Mugen87 / https://github.com/Mugen87
  16686. *
  16687. * based on http://www.blackpawn.com/texts/pqtorus/
  16688. */
  16689. // TorusKnotGeometry
  16690. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16691. Geometry.call( this );
  16692. this.type = 'TorusKnotGeometry';
  16693. this.parameters = {
  16694. radius: radius,
  16695. tube: tube,
  16696. tubularSegments: tubularSegments,
  16697. radialSegments: radialSegments,
  16698. p: p,
  16699. q: q
  16700. };
  16701. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16702. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16703. this.mergeVertices();
  16704. }
  16705. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16706. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16707. // TorusKnotBufferGeometry
  16708. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16709. BufferGeometry.call( this );
  16710. this.type = 'TorusKnotBufferGeometry';
  16711. this.parameters = {
  16712. radius: radius,
  16713. tube: tube,
  16714. tubularSegments: tubularSegments,
  16715. radialSegments: radialSegments,
  16716. p: p,
  16717. q: q
  16718. };
  16719. radius = radius || 1;
  16720. tube = tube || 0.4;
  16721. tubularSegments = Math.floor( tubularSegments ) || 64;
  16722. radialSegments = Math.floor( radialSegments ) || 8;
  16723. p = p || 2;
  16724. q = q || 3;
  16725. // buffers
  16726. var indices = [];
  16727. var vertices = [];
  16728. var normals = [];
  16729. var uvs = [];
  16730. // helper variables
  16731. var i, j;
  16732. var vertex = new Vector3();
  16733. var normal = new Vector3();
  16734. var P1 = new Vector3();
  16735. var P2 = new Vector3();
  16736. var B = new Vector3();
  16737. var T = new Vector3();
  16738. var N = new Vector3();
  16739. // generate vertices, normals and uvs
  16740. for ( i = 0; i <= tubularSegments; ++ i ) {
  16741. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16742. var u = i / tubularSegments * p * Math.PI * 2;
  16743. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16744. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16745. calculatePositionOnCurve( u, p, q, radius, P1 );
  16746. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16747. // calculate orthonormal basis
  16748. T.subVectors( P2, P1 );
  16749. N.addVectors( P2, P1 );
  16750. B.crossVectors( T, N );
  16751. N.crossVectors( B, T );
  16752. // normalize B, N. T can be ignored, we don't use it
  16753. B.normalize();
  16754. N.normalize();
  16755. for ( j = 0; j <= radialSegments; ++ j ) {
  16756. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16757. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16758. var v = j / radialSegments * Math.PI * 2;
  16759. var cx = - tube * Math.cos( v );
  16760. var cy = tube * Math.sin( v );
  16761. // now calculate the final vertex position.
  16762. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16763. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16764. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16765. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16766. vertices.push( vertex.x, vertex.y, vertex.z );
  16767. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16768. normal.subVectors( vertex, P1 ).normalize();
  16769. normals.push( normal.x, normal.y, normal.z );
  16770. // uv
  16771. uvs.push( i / tubularSegments );
  16772. uvs.push( j / radialSegments );
  16773. }
  16774. }
  16775. // generate indices
  16776. for ( j = 1; j <= tubularSegments; j ++ ) {
  16777. for ( i = 1; i <= radialSegments; i ++ ) {
  16778. // indices
  16779. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16780. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16781. var c = ( radialSegments + 1 ) * j + i;
  16782. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16783. // faces
  16784. indices.push( a, b, d );
  16785. indices.push( b, c, d );
  16786. }
  16787. }
  16788. // build geometry
  16789. this.setIndex( indices );
  16790. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16791. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16792. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16793. // this function calculates the current position on the torus curve
  16794. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16795. var cu = Math.cos( u );
  16796. var su = Math.sin( u );
  16797. var quOverP = q / p * u;
  16798. var cs = Math.cos( quOverP );
  16799. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16800. position.y = radius * ( 2 + cs ) * su * 0.5;
  16801. position.z = radius * Math.sin( quOverP ) * 0.5;
  16802. }
  16803. }
  16804. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16805. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16806. /**
  16807. * @author oosmoxiecode
  16808. * @author mrdoob / http://mrdoob.com/
  16809. * @author Mugen87 / https://github.com/Mugen87
  16810. */
  16811. // TorusGeometry
  16812. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16813. Geometry.call( this );
  16814. this.type = 'TorusGeometry';
  16815. this.parameters = {
  16816. radius: radius,
  16817. tube: tube,
  16818. radialSegments: radialSegments,
  16819. tubularSegments: tubularSegments,
  16820. arc: arc
  16821. };
  16822. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16823. this.mergeVertices();
  16824. }
  16825. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16826. TorusGeometry.prototype.constructor = TorusGeometry;
  16827. // TorusBufferGeometry
  16828. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16829. BufferGeometry.call( this );
  16830. this.type = 'TorusBufferGeometry';
  16831. this.parameters = {
  16832. radius: radius,
  16833. tube: tube,
  16834. radialSegments: radialSegments,
  16835. tubularSegments: tubularSegments,
  16836. arc: arc
  16837. };
  16838. radius = radius || 1;
  16839. tube = tube || 0.4;
  16840. radialSegments = Math.floor( radialSegments ) || 8;
  16841. tubularSegments = Math.floor( tubularSegments ) || 6;
  16842. arc = arc || Math.PI * 2;
  16843. // buffers
  16844. var indices = [];
  16845. var vertices = [];
  16846. var normals = [];
  16847. var uvs = [];
  16848. // helper variables
  16849. var center = new Vector3();
  16850. var vertex = new Vector3();
  16851. var normal = new Vector3();
  16852. var j, i;
  16853. // generate vertices, normals and uvs
  16854. for ( j = 0; j <= radialSegments; j ++ ) {
  16855. for ( i = 0; i <= tubularSegments; i ++ ) {
  16856. var u = i / tubularSegments * arc;
  16857. var v = j / radialSegments * Math.PI * 2;
  16858. // vertex
  16859. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  16860. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  16861. vertex.z = tube * Math.sin( v );
  16862. vertices.push( vertex.x, vertex.y, vertex.z );
  16863. // normal
  16864. center.x = radius * Math.cos( u );
  16865. center.y = radius * Math.sin( u );
  16866. normal.subVectors( vertex, center ).normalize();
  16867. normals.push( normal.x, normal.y, normal.z );
  16868. // uv
  16869. uvs.push( i / tubularSegments );
  16870. uvs.push( j / radialSegments );
  16871. }
  16872. }
  16873. // generate indices
  16874. for ( j = 1; j <= radialSegments; j ++ ) {
  16875. for ( i = 1; i <= tubularSegments; i ++ ) {
  16876. // indices
  16877. var a = ( tubularSegments + 1 ) * j + i - 1;
  16878. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  16879. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  16880. var d = ( tubularSegments + 1 ) * j + i;
  16881. // faces
  16882. indices.push( a, b, d );
  16883. indices.push( b, c, d );
  16884. }
  16885. }
  16886. // build geometry
  16887. this.setIndex( indices );
  16888. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16889. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16890. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16891. }
  16892. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16893. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  16894. /**
  16895. * @author Mugen87 / https://github.com/Mugen87
  16896. * Port from https://github.com/mapbox/earcut (v2.1.2)
  16897. */
  16898. var Earcut = {
  16899. triangulate: function ( data, holeIndices, dim ) {
  16900. dim = dim || 2;
  16901. var hasHoles = holeIndices && holeIndices.length,
  16902. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  16903. outerNode = linkedList( data, 0, outerLen, dim, true ),
  16904. triangles = [];
  16905. if ( ! outerNode ) return triangles;
  16906. var minX, minY, maxX, maxY, x, y, invSize;
  16907. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  16908. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  16909. if ( data.length > 80 * dim ) {
  16910. minX = maxX = data[ 0 ];
  16911. minY = maxY = data[ 1 ];
  16912. for ( var i = dim; i < outerLen; i += dim ) {
  16913. x = data[ i ];
  16914. y = data[ i + 1 ];
  16915. if ( x < minX ) minX = x;
  16916. if ( y < minY ) minY = y;
  16917. if ( x > maxX ) maxX = x;
  16918. if ( y > maxY ) maxY = y;
  16919. }
  16920. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  16921. invSize = Math.max( maxX - minX, maxY - minY );
  16922. invSize = invSize !== 0 ? 1 / invSize : 0;
  16923. }
  16924. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  16925. return triangles;
  16926. }
  16927. };
  16928. // create a circular doubly linked list from polygon points in the specified winding order
  16929. function linkedList( data, start, end, dim, clockwise ) {
  16930. var i, last;
  16931. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  16932. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16933. } else {
  16934. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16935. }
  16936. if ( last && equals( last, last.next ) ) {
  16937. removeNode( last );
  16938. last = last.next;
  16939. }
  16940. return last;
  16941. }
  16942. // eliminate colinear or duplicate points
  16943. function filterPoints( start, end ) {
  16944. if ( ! start ) return start;
  16945. if ( ! end ) end = start;
  16946. var p = start, again;
  16947. do {
  16948. again = false;
  16949. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  16950. removeNode( p );
  16951. p = end = p.prev;
  16952. if ( p === p.next ) break;
  16953. again = true;
  16954. } else {
  16955. p = p.next;
  16956. }
  16957. } while ( again || p !== end );
  16958. return end;
  16959. }
  16960. // main ear slicing loop which triangulates a polygon (given as a linked list)
  16961. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  16962. if ( ! ear ) return;
  16963. // interlink polygon nodes in z-order
  16964. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  16965. var stop = ear, prev, next;
  16966. // iterate through ears, slicing them one by one
  16967. while ( ear.prev !== ear.next ) {
  16968. prev = ear.prev;
  16969. next = ear.next;
  16970. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  16971. // cut off the triangle
  16972. triangles.push( prev.i / dim );
  16973. triangles.push( ear.i / dim );
  16974. triangles.push( next.i / dim );
  16975. removeNode( ear );
  16976. // skipping the next vertice leads to less sliver triangles
  16977. ear = next.next;
  16978. stop = next.next;
  16979. continue;
  16980. }
  16981. ear = next;
  16982. // if we looped through the whole remaining polygon and can't find any more ears
  16983. if ( ear === stop ) {
  16984. // try filtering points and slicing again
  16985. if ( ! pass ) {
  16986. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  16987. // if this didn't work, try curing all small self-intersections locally
  16988. } else if ( pass === 1 ) {
  16989. ear = cureLocalIntersections( ear, triangles, dim );
  16990. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  16991. // as a last resort, try splitting the remaining polygon into two
  16992. } else if ( pass === 2 ) {
  16993. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  16994. }
  16995. break;
  16996. }
  16997. }
  16998. }
  16999. // check whether a polygon node forms a valid ear with adjacent nodes
  17000. function isEar( ear ) {
  17001. var a = ear.prev,
  17002. b = ear,
  17003. c = ear.next;
  17004. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17005. // now make sure we don't have other points inside the potential ear
  17006. var p = ear.next.next;
  17007. while ( p !== ear.prev ) {
  17008. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
  17009. return false;
  17010. }
  17011. p = p.next;
  17012. }
  17013. return true;
  17014. }
  17015. function isEarHashed( ear, minX, minY, invSize ) {
  17016. var a = ear.prev,
  17017. b = ear,
  17018. c = ear.next;
  17019. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17020. // triangle bbox; min & max are calculated like this for speed
  17021. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17022. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17023. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17024. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17025. // z-order range for the current triangle bbox;
  17026. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17027. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17028. // first look for points inside the triangle in increasing z-order
  17029. var p = ear.nextZ;
  17030. while ( p && p.z <= maxZ ) {
  17031. if ( p !== ear.prev && p !== ear.next &&
  17032. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17033. area( p.prev, p, p.next ) >= 0 ) return false;
  17034. p = p.nextZ;
  17035. }
  17036. // then look for points in decreasing z-order
  17037. p = ear.prevZ;
  17038. while ( p && p.z >= minZ ) {
  17039. if ( p !== ear.prev && p !== ear.next &&
  17040. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17041. area( p.prev, p, p.next ) >= 0 ) return false;
  17042. p = p.prevZ;
  17043. }
  17044. return true;
  17045. }
  17046. // go through all polygon nodes and cure small local self-intersections
  17047. function cureLocalIntersections( start, triangles, dim ) {
  17048. var p = start;
  17049. do {
  17050. var a = p.prev, b = p.next.next;
  17051. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17052. triangles.push( a.i / dim );
  17053. triangles.push( p.i / dim );
  17054. triangles.push( b.i / dim );
  17055. // remove two nodes involved
  17056. removeNode( p );
  17057. removeNode( p.next );
  17058. p = start = b;
  17059. }
  17060. p = p.next;
  17061. } while ( p !== start );
  17062. return p;
  17063. }
  17064. // try splitting polygon into two and triangulate them independently
  17065. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17066. // look for a valid diagonal that divides the polygon into two
  17067. var a = start;
  17068. do {
  17069. var b = a.next.next;
  17070. while ( b !== a.prev ) {
  17071. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17072. // split the polygon in two by the diagonal
  17073. var c = splitPolygon( a, b );
  17074. // filter colinear points around the cuts
  17075. a = filterPoints( a, a.next );
  17076. c = filterPoints( c, c.next );
  17077. // run earcut on each half
  17078. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17079. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17080. return;
  17081. }
  17082. b = b.next;
  17083. }
  17084. a = a.next;
  17085. } while ( a !== start );
  17086. }
  17087. // link every hole into the outer loop, producing a single-ring polygon without holes
  17088. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17089. var queue = [], i, len, start, end, list;
  17090. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17091. start = holeIndices[ i ] * dim;
  17092. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17093. list = linkedList( data, start, end, dim, false );
  17094. if ( list === list.next ) list.steiner = true;
  17095. queue.push( getLeftmost( list ) );
  17096. }
  17097. queue.sort( compareX );
  17098. // process holes from left to right
  17099. for ( i = 0; i < queue.length; i ++ ) {
  17100. eliminateHole( queue[ i ], outerNode );
  17101. outerNode = filterPoints( outerNode, outerNode.next );
  17102. }
  17103. return outerNode;
  17104. }
  17105. function compareX( a, b ) {
  17106. return a.x - b.x;
  17107. }
  17108. // find a bridge between vertices that connects hole with an outer ring and and link it
  17109. function eliminateHole( hole, outerNode ) {
  17110. outerNode = findHoleBridge( hole, outerNode );
  17111. if ( outerNode ) {
  17112. var b = splitPolygon( outerNode, hole );
  17113. filterPoints( b, b.next );
  17114. }
  17115. }
  17116. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17117. function findHoleBridge( hole, outerNode ) {
  17118. var p = outerNode,
  17119. hx = hole.x,
  17120. hy = hole.y,
  17121. qx = - Infinity,
  17122. m;
  17123. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17124. // segment's endpoint with lesser x will be potential connection point
  17125. do {
  17126. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17127. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17128. if ( x <= hx && x > qx ) {
  17129. qx = x;
  17130. if ( x === hx ) {
  17131. if ( hy === p.y ) return p;
  17132. if ( hy === p.next.y ) return p.next;
  17133. }
  17134. m = p.x < p.next.x ? p : p.next;
  17135. }
  17136. }
  17137. p = p.next;
  17138. } while ( p !== outerNode );
  17139. if ( ! m ) return null;
  17140. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17141. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17142. // if there are no points found, we have a valid connection;
  17143. // otherwise choose the point of the minimum angle with the ray as connection point
  17144. var stop = m,
  17145. mx = m.x,
  17146. my = m.y,
  17147. tanMin = Infinity,
  17148. tan;
  17149. p = m.next;
  17150. while ( p !== stop ) {
  17151. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17152. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17153. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17154. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17155. m = p;
  17156. tanMin = tan;
  17157. }
  17158. }
  17159. p = p.next;
  17160. }
  17161. return m;
  17162. }
  17163. // interlink polygon nodes in z-order
  17164. function indexCurve( start, minX, minY, invSize ) {
  17165. var p = start;
  17166. do {
  17167. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17168. p.prevZ = p.prev;
  17169. p.nextZ = p.next;
  17170. p = p.next;
  17171. } while ( p !== start );
  17172. p.prevZ.nextZ = null;
  17173. p.prevZ = null;
  17174. sortLinked( p );
  17175. }
  17176. // Simon Tatham's linked list merge sort algorithm
  17177. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17178. function sortLinked( list ) {
  17179. var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
  17180. do {
  17181. p = list;
  17182. list = null;
  17183. tail = null;
  17184. numMerges = 0;
  17185. while ( p ) {
  17186. numMerges ++;
  17187. q = p;
  17188. pSize = 0;
  17189. for ( i = 0; i < inSize; i ++ ) {
  17190. pSize ++;
  17191. q = q.nextZ;
  17192. if ( ! q ) break;
  17193. }
  17194. qSize = inSize;
  17195. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17196. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17197. e = p;
  17198. p = p.nextZ;
  17199. pSize --;
  17200. } else {
  17201. e = q;
  17202. q = q.nextZ;
  17203. qSize --;
  17204. }
  17205. if ( tail ) tail.nextZ = e;
  17206. else list = e;
  17207. e.prevZ = tail;
  17208. tail = e;
  17209. }
  17210. p = q;
  17211. }
  17212. tail.nextZ = null;
  17213. inSize *= 2;
  17214. } while ( numMerges > 1 );
  17215. return list;
  17216. }
  17217. // z-order of a point given coords and inverse of the longer side of data bbox
  17218. function zOrder( x, y, minX, minY, invSize ) {
  17219. // coords are transformed into non-negative 15-bit integer range
  17220. x = 32767 * ( x - minX ) * invSize;
  17221. y = 32767 * ( y - minY ) * invSize;
  17222. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17223. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17224. x = ( x | ( x << 2 ) ) & 0x33333333;
  17225. x = ( x | ( x << 1 ) ) & 0x55555555;
  17226. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17227. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17228. y = ( y | ( y << 2 ) ) & 0x33333333;
  17229. y = ( y | ( y << 1 ) ) & 0x55555555;
  17230. return x | ( y << 1 );
  17231. }
  17232. // find the leftmost node of a polygon ring
  17233. function getLeftmost( start ) {
  17234. var p = start, leftmost = start;
  17235. do {
  17236. if ( p.x < leftmost.x ) leftmost = p;
  17237. p = p.next;
  17238. } while ( p !== start );
  17239. return leftmost;
  17240. }
  17241. // check if a point lies within a convex triangle
  17242. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17243. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17244. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17245. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17246. }
  17247. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17248. function isValidDiagonal( a, b ) {
  17249. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17250. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17251. }
  17252. // signed area of a triangle
  17253. function area( p, q, r ) {
  17254. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17255. }
  17256. // check if two points are equal
  17257. function equals( p1, p2 ) {
  17258. return p1.x === p2.x && p1.y === p2.y;
  17259. }
  17260. // check if two segments intersect
  17261. function intersects( p1, q1, p2, q2 ) {
  17262. if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
  17263. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17264. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17265. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17266. }
  17267. // check if a polygon diagonal intersects any polygon segments
  17268. function intersectsPolygon( a, b ) {
  17269. var p = a;
  17270. do {
  17271. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17272. intersects( p, p.next, a, b ) ) {
  17273. return true;
  17274. }
  17275. p = p.next;
  17276. } while ( p !== a );
  17277. return false;
  17278. }
  17279. // check if a polygon diagonal is locally inside the polygon
  17280. function locallyInside( a, b ) {
  17281. return area( a.prev, a, a.next ) < 0 ?
  17282. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17283. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17284. }
  17285. // check if the middle point of a polygon diagonal is inside the polygon
  17286. function middleInside( a, b ) {
  17287. var p = a,
  17288. inside = false,
  17289. px = ( a.x + b.x ) / 2,
  17290. py = ( a.y + b.y ) / 2;
  17291. do {
  17292. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17293. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
  17294. inside = ! inside;
  17295. }
  17296. p = p.next;
  17297. } while ( p !== a );
  17298. return inside;
  17299. }
  17300. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17301. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17302. function splitPolygon( a, b ) {
  17303. var a2 = new Node( a.i, a.x, a.y ),
  17304. b2 = new Node( b.i, b.x, b.y ),
  17305. an = a.next,
  17306. bp = b.prev;
  17307. a.next = b;
  17308. b.prev = a;
  17309. a2.next = an;
  17310. an.prev = a2;
  17311. b2.next = a2;
  17312. a2.prev = b2;
  17313. bp.next = b2;
  17314. b2.prev = bp;
  17315. return b2;
  17316. }
  17317. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17318. function insertNode( i, x, y, last ) {
  17319. var p = new Node( i, x, y );
  17320. if ( ! last ) {
  17321. p.prev = p;
  17322. p.next = p;
  17323. } else {
  17324. p.next = last.next;
  17325. p.prev = last;
  17326. last.next.prev = p;
  17327. last.next = p;
  17328. }
  17329. return p;
  17330. }
  17331. function removeNode( p ) {
  17332. p.next.prev = p.prev;
  17333. p.prev.next = p.next;
  17334. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17335. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17336. }
  17337. function Node( i, x, y ) {
  17338. // vertice index in coordinates array
  17339. this.i = i;
  17340. // vertex coordinates
  17341. this.x = x;
  17342. this.y = y;
  17343. // previous and next vertice nodes in a polygon ring
  17344. this.prev = null;
  17345. this.next = null;
  17346. // z-order curve value
  17347. this.z = null;
  17348. // previous and next nodes in z-order
  17349. this.prevZ = null;
  17350. this.nextZ = null;
  17351. // indicates whether this is a steiner point
  17352. this.steiner = false;
  17353. }
  17354. function signedArea( data, start, end, dim ) {
  17355. var sum = 0;
  17356. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17357. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17358. j = i;
  17359. }
  17360. return sum;
  17361. }
  17362. /**
  17363. * @author zz85 / http://www.lab4games.net/zz85/blog
  17364. */
  17365. var ShapeUtils = {
  17366. // calculate area of the contour polygon
  17367. area: function ( contour ) {
  17368. var n = contour.length;
  17369. var a = 0.0;
  17370. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17371. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17372. }
  17373. return a * 0.5;
  17374. },
  17375. isClockWise: function ( pts ) {
  17376. return ShapeUtils.area( pts ) < 0;
  17377. },
  17378. triangulateShape: function ( contour, holes ) {
  17379. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17380. var holeIndices = []; // array of hole indices
  17381. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17382. removeDupEndPts( contour );
  17383. addContour( vertices, contour );
  17384. //
  17385. var holeIndex = contour.length;
  17386. holes.forEach( removeDupEndPts );
  17387. for ( var i = 0; i < holes.length; i ++ ) {
  17388. holeIndices.push( holeIndex );
  17389. holeIndex += holes[ i ].length;
  17390. addContour( vertices, holes[ i ] );
  17391. }
  17392. //
  17393. var triangles = Earcut.triangulate( vertices, holeIndices );
  17394. //
  17395. for ( var i = 0; i < triangles.length; i += 3 ) {
  17396. faces.push( triangles.slice( i, i + 3 ) );
  17397. }
  17398. return faces;
  17399. }
  17400. };
  17401. function removeDupEndPts( points ) {
  17402. var l = points.length;
  17403. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17404. points.pop();
  17405. }
  17406. }
  17407. function addContour( vertices, contour ) {
  17408. for ( var i = 0; i < contour.length; i ++ ) {
  17409. vertices.push( contour[ i ].x );
  17410. vertices.push( contour[ i ].y );
  17411. }
  17412. }
  17413. /**
  17414. * @author zz85 / http://www.lab4games.net/zz85/blog
  17415. *
  17416. * Creates extruded geometry from a path shape.
  17417. *
  17418. * parameters = {
  17419. *
  17420. * curveSegments: <int>, // number of points on the curves
  17421. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17422. * depth: <float>, // Depth to extrude the shape
  17423. *
  17424. * bevelEnabled: <bool>, // turn on bevel
  17425. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17426. * bevelSize: <float>, // how far from shape outline is bevel
  17427. * bevelSegments: <int>, // number of bevel layers
  17428. *
  17429. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17430. *
  17431. * UVGenerator: <Object> // object that provides UV generator functions
  17432. *
  17433. * }
  17434. */
  17435. // ExtrudeGeometry
  17436. function ExtrudeGeometry( shapes, options ) {
  17437. Geometry.call( this );
  17438. this.type = 'ExtrudeGeometry';
  17439. this.parameters = {
  17440. shapes: shapes,
  17441. options: options
  17442. };
  17443. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17444. this.mergeVertices();
  17445. }
  17446. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17447. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17448. ExtrudeGeometry.prototype.toJSON = function () {
  17449. var data = Geometry.prototype.toJSON.call( this );
  17450. var shapes = this.parameters.shapes;
  17451. var options = this.parameters.options;
  17452. return toJSON( shapes, options, data );
  17453. };
  17454. // ExtrudeBufferGeometry
  17455. function ExtrudeBufferGeometry( shapes, options ) {
  17456. BufferGeometry.call( this );
  17457. this.type = 'ExtrudeBufferGeometry';
  17458. this.parameters = {
  17459. shapes: shapes,
  17460. options: options
  17461. };
  17462. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17463. var scope = this;
  17464. var verticesArray = [];
  17465. var uvArray = [];
  17466. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17467. var shape = shapes[ i ];
  17468. addShape( shape );
  17469. }
  17470. // build geometry
  17471. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17472. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17473. this.computeVertexNormals();
  17474. // functions
  17475. function addShape( shape ) {
  17476. var placeholder = [];
  17477. // options
  17478. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17479. var steps = options.steps !== undefined ? options.steps : 1;
  17480. var depth = options.depth !== undefined ? options.depth : 100;
  17481. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17482. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17483. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17484. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17485. var extrudePath = options.extrudePath;
  17486. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17487. // deprecated options
  17488. if ( options.amount !== undefined ) {
  17489. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17490. depth = options.amount;
  17491. }
  17492. //
  17493. var extrudePts, extrudeByPath = false;
  17494. var splineTube, binormal, normal, position2;
  17495. if ( extrudePath ) {
  17496. extrudePts = extrudePath.getSpacedPoints( steps );
  17497. extrudeByPath = true;
  17498. bevelEnabled = false; // bevels not supported for path extrusion
  17499. // SETUP TNB variables
  17500. // TODO1 - have a .isClosed in spline?
  17501. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17502. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17503. binormal = new Vector3();
  17504. normal = new Vector3();
  17505. position2 = new Vector3();
  17506. }
  17507. // Safeguards if bevels are not enabled
  17508. if ( ! bevelEnabled ) {
  17509. bevelSegments = 0;
  17510. bevelThickness = 0;
  17511. bevelSize = 0;
  17512. }
  17513. // Variables initialization
  17514. var ahole, h, hl; // looping of holes
  17515. var shapePoints = shape.extractPoints( curveSegments );
  17516. var vertices = shapePoints.shape;
  17517. var holes = shapePoints.holes;
  17518. var reverse = ! ShapeUtils.isClockWise( vertices );
  17519. if ( reverse ) {
  17520. vertices = vertices.reverse();
  17521. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17522. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17523. ahole = holes[ h ];
  17524. if ( ShapeUtils.isClockWise( ahole ) ) {
  17525. holes[ h ] = ahole.reverse();
  17526. }
  17527. }
  17528. }
  17529. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17530. /* Vertices */
  17531. var contour = vertices; // vertices has all points but contour has only points of circumference
  17532. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17533. ahole = holes[ h ];
  17534. vertices = vertices.concat( ahole );
  17535. }
  17536. function scalePt2( pt, vec, size ) {
  17537. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17538. return vec.clone().multiplyScalar( size ).add( pt );
  17539. }
  17540. var b, bs, t, z,
  17541. vert, vlen = vertices.length,
  17542. face, flen = faces.length;
  17543. // Find directions for point movement
  17544. function getBevelVec( inPt, inPrev, inNext ) {
  17545. // computes for inPt the corresponding point inPt' on a new contour
  17546. // shifted by 1 unit (length of normalized vector) to the left
  17547. // if we walk along contour clockwise, this new contour is outside the old one
  17548. //
  17549. // inPt' is the intersection of the two lines parallel to the two
  17550. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17551. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17552. // good reading for geometry algorithms (here: line-line intersection)
  17553. // http://geomalgorithms.com/a05-_intersect-1.html
  17554. var v_prev_x = inPt.x - inPrev.x,
  17555. v_prev_y = inPt.y - inPrev.y;
  17556. var v_next_x = inNext.x - inPt.x,
  17557. v_next_y = inNext.y - inPt.y;
  17558. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17559. // check for collinear edges
  17560. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17561. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17562. // not collinear
  17563. // length of vectors for normalizing
  17564. var v_prev_len = Math.sqrt( v_prev_lensq );
  17565. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17566. // shift adjacent points by unit vectors to the left
  17567. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17568. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17569. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17570. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17571. // scaling factor for v_prev to intersection point
  17572. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17573. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17574. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17575. // vector from inPt to intersection point
  17576. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17577. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17578. // Don't normalize!, otherwise sharp corners become ugly
  17579. // but prevent crazy spikes
  17580. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17581. if ( v_trans_lensq <= 2 ) {
  17582. return new Vector2( v_trans_x, v_trans_y );
  17583. } else {
  17584. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17585. }
  17586. } else {
  17587. // handle special case of collinear edges
  17588. var direction_eq = false; // assumes: opposite
  17589. if ( v_prev_x > Number.EPSILON ) {
  17590. if ( v_next_x > Number.EPSILON ) {
  17591. direction_eq = true;
  17592. }
  17593. } else {
  17594. if ( v_prev_x < - Number.EPSILON ) {
  17595. if ( v_next_x < - Number.EPSILON ) {
  17596. direction_eq = true;
  17597. }
  17598. } else {
  17599. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17600. direction_eq = true;
  17601. }
  17602. }
  17603. }
  17604. if ( direction_eq ) {
  17605. // console.log("Warning: lines are a straight sequence");
  17606. v_trans_x = - v_prev_y;
  17607. v_trans_y = v_prev_x;
  17608. shrink_by = Math.sqrt( v_prev_lensq );
  17609. } else {
  17610. // console.log("Warning: lines are a straight spike");
  17611. v_trans_x = v_prev_x;
  17612. v_trans_y = v_prev_y;
  17613. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17614. }
  17615. }
  17616. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17617. }
  17618. var contourMovements = [];
  17619. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17620. if ( j === il ) j = 0;
  17621. if ( k === il ) k = 0;
  17622. // (j)---(i)---(k)
  17623. // console.log('i,j,k', i, j , k)
  17624. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17625. }
  17626. var holesMovements = [],
  17627. oneHoleMovements, verticesMovements = contourMovements.concat();
  17628. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17629. ahole = holes[ h ];
  17630. oneHoleMovements = [];
  17631. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17632. if ( j === il ) j = 0;
  17633. if ( k === il ) k = 0;
  17634. // (j)---(i)---(k)
  17635. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17636. }
  17637. holesMovements.push( oneHoleMovements );
  17638. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17639. }
  17640. // Loop bevelSegments, 1 for the front, 1 for the back
  17641. for ( b = 0; b < bevelSegments; b ++ ) {
  17642. //for ( b = bevelSegments; b > 0; b -- ) {
  17643. t = b / bevelSegments;
  17644. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17645. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17646. // contract shape
  17647. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17648. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17649. v( vert.x, vert.y, - z );
  17650. }
  17651. // expand holes
  17652. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17653. ahole = holes[ h ];
  17654. oneHoleMovements = holesMovements[ h ];
  17655. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17656. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17657. v( vert.x, vert.y, - z );
  17658. }
  17659. }
  17660. }
  17661. bs = bevelSize;
  17662. // Back facing vertices
  17663. for ( i = 0; i < vlen; i ++ ) {
  17664. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17665. if ( ! extrudeByPath ) {
  17666. v( vert.x, vert.y, 0 );
  17667. } else {
  17668. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17669. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17670. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17671. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17672. v( position2.x, position2.y, position2.z );
  17673. }
  17674. }
  17675. // Add stepped vertices...
  17676. // Including front facing vertices
  17677. var s;
  17678. for ( s = 1; s <= steps; s ++ ) {
  17679. for ( i = 0; i < vlen; i ++ ) {
  17680. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17681. if ( ! extrudeByPath ) {
  17682. v( vert.x, vert.y, depth / steps * s );
  17683. } else {
  17684. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17685. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17686. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17687. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17688. v( position2.x, position2.y, position2.z );
  17689. }
  17690. }
  17691. }
  17692. // Add bevel segments planes
  17693. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17694. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17695. t = b / bevelSegments;
  17696. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17697. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17698. // contract shape
  17699. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17700. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17701. v( vert.x, vert.y, depth + z );
  17702. }
  17703. // expand holes
  17704. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17705. ahole = holes[ h ];
  17706. oneHoleMovements = holesMovements[ h ];
  17707. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17708. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17709. if ( ! extrudeByPath ) {
  17710. v( vert.x, vert.y, depth + z );
  17711. } else {
  17712. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17713. }
  17714. }
  17715. }
  17716. }
  17717. /* Faces */
  17718. // Top and bottom faces
  17719. buildLidFaces();
  17720. // Sides faces
  17721. buildSideFaces();
  17722. ///// Internal functions
  17723. function buildLidFaces() {
  17724. var start = verticesArray.length / 3;
  17725. if ( bevelEnabled ) {
  17726. var layer = 0; // steps + 1
  17727. var offset = vlen * layer;
  17728. // Bottom faces
  17729. for ( i = 0; i < flen; i ++ ) {
  17730. face = faces[ i ];
  17731. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17732. }
  17733. layer = steps + bevelSegments * 2;
  17734. offset = vlen * layer;
  17735. // Top faces
  17736. for ( i = 0; i < flen; i ++ ) {
  17737. face = faces[ i ];
  17738. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17739. }
  17740. } else {
  17741. // Bottom faces
  17742. for ( i = 0; i < flen; i ++ ) {
  17743. face = faces[ i ];
  17744. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17745. }
  17746. // Top faces
  17747. for ( i = 0; i < flen; i ++ ) {
  17748. face = faces[ i ];
  17749. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17750. }
  17751. }
  17752. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17753. }
  17754. // Create faces for the z-sides of the shape
  17755. function buildSideFaces() {
  17756. var start = verticesArray.length / 3;
  17757. var layeroffset = 0;
  17758. sidewalls( contour, layeroffset );
  17759. layeroffset += contour.length;
  17760. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17761. ahole = holes[ h ];
  17762. sidewalls( ahole, layeroffset );
  17763. //, true
  17764. layeroffset += ahole.length;
  17765. }
  17766. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17767. }
  17768. function sidewalls( contour, layeroffset ) {
  17769. var j, k;
  17770. i = contour.length;
  17771. while ( -- i >= 0 ) {
  17772. j = i;
  17773. k = i - 1;
  17774. if ( k < 0 ) k = contour.length - 1;
  17775. //console.log('b', i,j, i-1, k,vertices.length);
  17776. var s = 0,
  17777. sl = steps + bevelSegments * 2;
  17778. for ( s = 0; s < sl; s ++ ) {
  17779. var slen1 = vlen * s;
  17780. var slen2 = vlen * ( s + 1 );
  17781. var a = layeroffset + j + slen1,
  17782. b = layeroffset + k + slen1,
  17783. c = layeroffset + k + slen2,
  17784. d = layeroffset + j + slen2;
  17785. f4( a, b, c, d );
  17786. }
  17787. }
  17788. }
  17789. function v( x, y, z ) {
  17790. placeholder.push( x );
  17791. placeholder.push( y );
  17792. placeholder.push( z );
  17793. }
  17794. function f3( a, b, c ) {
  17795. addVertex( a );
  17796. addVertex( b );
  17797. addVertex( c );
  17798. var nextIndex = verticesArray.length / 3;
  17799. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17800. addUV( uvs[ 0 ] );
  17801. addUV( uvs[ 1 ] );
  17802. addUV( uvs[ 2 ] );
  17803. }
  17804. function f4( a, b, c, d ) {
  17805. addVertex( a );
  17806. addVertex( b );
  17807. addVertex( d );
  17808. addVertex( b );
  17809. addVertex( c );
  17810. addVertex( d );
  17811. var nextIndex = verticesArray.length / 3;
  17812. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17813. addUV( uvs[ 0 ] );
  17814. addUV( uvs[ 1 ] );
  17815. addUV( uvs[ 3 ] );
  17816. addUV( uvs[ 1 ] );
  17817. addUV( uvs[ 2 ] );
  17818. addUV( uvs[ 3 ] );
  17819. }
  17820. function addVertex( index ) {
  17821. verticesArray.push( placeholder[ index * 3 + 0 ] );
  17822. verticesArray.push( placeholder[ index * 3 + 1 ] );
  17823. verticesArray.push( placeholder[ index * 3 + 2 ] );
  17824. }
  17825. function addUV( vector2 ) {
  17826. uvArray.push( vector2.x );
  17827. uvArray.push( vector2.y );
  17828. }
  17829. }
  17830. }
  17831. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17832. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  17833. ExtrudeBufferGeometry.prototype.toJSON = function () {
  17834. var data = BufferGeometry.prototype.toJSON.call( this );
  17835. var shapes = this.parameters.shapes;
  17836. var options = this.parameters.options;
  17837. return toJSON( shapes, options, data );
  17838. };
  17839. //
  17840. var WorldUVGenerator = {
  17841. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  17842. var a_x = vertices[ indexA * 3 ];
  17843. var a_y = vertices[ indexA * 3 + 1 ];
  17844. var b_x = vertices[ indexB * 3 ];
  17845. var b_y = vertices[ indexB * 3 + 1 ];
  17846. var c_x = vertices[ indexC * 3 ];
  17847. var c_y = vertices[ indexC * 3 + 1 ];
  17848. return [
  17849. new Vector2( a_x, a_y ),
  17850. new Vector2( b_x, b_y ),
  17851. new Vector2( c_x, c_y )
  17852. ];
  17853. },
  17854. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  17855. var a_x = vertices[ indexA * 3 ];
  17856. var a_y = vertices[ indexA * 3 + 1 ];
  17857. var a_z = vertices[ indexA * 3 + 2 ];
  17858. var b_x = vertices[ indexB * 3 ];
  17859. var b_y = vertices[ indexB * 3 + 1 ];
  17860. var b_z = vertices[ indexB * 3 + 2 ];
  17861. var c_x = vertices[ indexC * 3 ];
  17862. var c_y = vertices[ indexC * 3 + 1 ];
  17863. var c_z = vertices[ indexC * 3 + 2 ];
  17864. var d_x = vertices[ indexD * 3 ];
  17865. var d_y = vertices[ indexD * 3 + 1 ];
  17866. var d_z = vertices[ indexD * 3 + 2 ];
  17867. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  17868. return [
  17869. new Vector2( a_x, 1 - a_z ),
  17870. new Vector2( b_x, 1 - b_z ),
  17871. new Vector2( c_x, 1 - c_z ),
  17872. new Vector2( d_x, 1 - d_z )
  17873. ];
  17874. } else {
  17875. return [
  17876. new Vector2( a_y, 1 - a_z ),
  17877. new Vector2( b_y, 1 - b_z ),
  17878. new Vector2( c_y, 1 - c_z ),
  17879. new Vector2( d_y, 1 - d_z )
  17880. ];
  17881. }
  17882. }
  17883. };
  17884. function toJSON( shapes, options, data ) {
  17885. //
  17886. data.shapes = [];
  17887. if ( Array.isArray( shapes ) ) {
  17888. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17889. var shape = shapes[ i ];
  17890. data.shapes.push( shape.uuid );
  17891. }
  17892. } else {
  17893. data.shapes.push( shapes.uuid );
  17894. }
  17895. //
  17896. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  17897. return data;
  17898. }
  17899. /**
  17900. * @author zz85 / http://www.lab4games.net/zz85/blog
  17901. * @author alteredq / http://alteredqualia.com/
  17902. *
  17903. * Text = 3D Text
  17904. *
  17905. * parameters = {
  17906. * font: <THREE.Font>, // font
  17907. *
  17908. * size: <float>, // size of the text
  17909. * height: <float>, // thickness to extrude text
  17910. * curveSegments: <int>, // number of points on the curves
  17911. *
  17912. * bevelEnabled: <bool>, // turn on bevel
  17913. * bevelThickness: <float>, // how deep into text bevel goes
  17914. * bevelSize: <float> // how far from text outline is bevel
  17915. * }
  17916. */
  17917. // TextGeometry
  17918. function TextGeometry( text, parameters ) {
  17919. Geometry.call( this );
  17920. this.type = 'TextGeometry';
  17921. this.parameters = {
  17922. text: text,
  17923. parameters: parameters
  17924. };
  17925. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  17926. this.mergeVertices();
  17927. }
  17928. TextGeometry.prototype = Object.create( Geometry.prototype );
  17929. TextGeometry.prototype.constructor = TextGeometry;
  17930. // TextBufferGeometry
  17931. function TextBufferGeometry( text, parameters ) {
  17932. parameters = parameters || {};
  17933. var font = parameters.font;
  17934. if ( ! ( font && font.isFont ) ) {
  17935. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  17936. return new Geometry();
  17937. }
  17938. var shapes = font.generateShapes( text, parameters.size );
  17939. // translate parameters to ExtrudeGeometry API
  17940. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  17941. // defaults
  17942. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  17943. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  17944. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  17945. ExtrudeBufferGeometry.call( this, shapes, parameters );
  17946. this.type = 'TextBufferGeometry';
  17947. }
  17948. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  17949. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  17950. /**
  17951. * @author mrdoob / http://mrdoob.com/
  17952. * @author benaadams / https://twitter.com/ben_a_adams
  17953. * @author Mugen87 / https://github.com/Mugen87
  17954. */
  17955. // SphereGeometry
  17956. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  17957. Geometry.call( this );
  17958. this.type = 'SphereGeometry';
  17959. this.parameters = {
  17960. radius: radius,
  17961. widthSegments: widthSegments,
  17962. heightSegments: heightSegments,
  17963. phiStart: phiStart,
  17964. phiLength: phiLength,
  17965. thetaStart: thetaStart,
  17966. thetaLength: thetaLength
  17967. };
  17968. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  17969. this.mergeVertices();
  17970. }
  17971. SphereGeometry.prototype = Object.create( Geometry.prototype );
  17972. SphereGeometry.prototype.constructor = SphereGeometry;
  17973. // SphereBufferGeometry
  17974. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  17975. BufferGeometry.call( this );
  17976. this.type = 'SphereBufferGeometry';
  17977. this.parameters = {
  17978. radius: radius,
  17979. widthSegments: widthSegments,
  17980. heightSegments: heightSegments,
  17981. phiStart: phiStart,
  17982. phiLength: phiLength,
  17983. thetaStart: thetaStart,
  17984. thetaLength: thetaLength
  17985. };
  17986. radius = radius || 1;
  17987. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  17988. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  17989. phiStart = phiStart !== undefined ? phiStart : 0;
  17990. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  17991. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17992. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  17993. var thetaEnd = thetaStart + thetaLength;
  17994. var ix, iy;
  17995. var index = 0;
  17996. var grid = [];
  17997. var vertex = new Vector3();
  17998. var normal = new Vector3();
  17999. // buffers
  18000. var indices = [];
  18001. var vertices = [];
  18002. var normals = [];
  18003. var uvs = [];
  18004. // generate vertices, normals and uvs
  18005. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18006. var verticesRow = [];
  18007. var v = iy / heightSegments;
  18008. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18009. var u = ix / widthSegments;
  18010. // vertex
  18011. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18012. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18013. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18014. vertices.push( vertex.x, vertex.y, vertex.z );
  18015. // normal
  18016. normal.set( vertex.x, vertex.y, vertex.z ).normalize();
  18017. normals.push( normal.x, normal.y, normal.z );
  18018. // uv
  18019. uvs.push( u, 1 - v );
  18020. verticesRow.push( index ++ );
  18021. }
  18022. grid.push( verticesRow );
  18023. }
  18024. // indices
  18025. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18026. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18027. var a = grid[ iy ][ ix + 1 ];
  18028. var b = grid[ iy ][ ix ];
  18029. var c = grid[ iy + 1 ][ ix ];
  18030. var d = grid[ iy + 1 ][ ix + 1 ];
  18031. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18032. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18033. }
  18034. }
  18035. // build geometry
  18036. this.setIndex( indices );
  18037. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18038. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18039. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18040. }
  18041. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18042. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18043. /**
  18044. * @author Kaleb Murphy
  18045. * @author Mugen87 / https://github.com/Mugen87
  18046. */
  18047. // RingGeometry
  18048. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18049. Geometry.call( this );
  18050. this.type = 'RingGeometry';
  18051. this.parameters = {
  18052. innerRadius: innerRadius,
  18053. outerRadius: outerRadius,
  18054. thetaSegments: thetaSegments,
  18055. phiSegments: phiSegments,
  18056. thetaStart: thetaStart,
  18057. thetaLength: thetaLength
  18058. };
  18059. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18060. this.mergeVertices();
  18061. }
  18062. RingGeometry.prototype = Object.create( Geometry.prototype );
  18063. RingGeometry.prototype.constructor = RingGeometry;
  18064. // RingBufferGeometry
  18065. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18066. BufferGeometry.call( this );
  18067. this.type = 'RingBufferGeometry';
  18068. this.parameters = {
  18069. innerRadius: innerRadius,
  18070. outerRadius: outerRadius,
  18071. thetaSegments: thetaSegments,
  18072. phiSegments: phiSegments,
  18073. thetaStart: thetaStart,
  18074. thetaLength: thetaLength
  18075. };
  18076. innerRadius = innerRadius || 0.5;
  18077. outerRadius = outerRadius || 1;
  18078. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18079. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18080. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18081. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18082. // buffers
  18083. var indices = [];
  18084. var vertices = [];
  18085. var normals = [];
  18086. var uvs = [];
  18087. // some helper variables
  18088. var segment;
  18089. var radius = innerRadius;
  18090. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18091. var vertex = new Vector3();
  18092. var uv = new Vector2();
  18093. var j, i;
  18094. // generate vertices, normals and uvs
  18095. for ( j = 0; j <= phiSegments; j ++ ) {
  18096. for ( i = 0; i <= thetaSegments; i ++ ) {
  18097. // values are generate from the inside of the ring to the outside
  18098. segment = thetaStart + i / thetaSegments * thetaLength;
  18099. // vertex
  18100. vertex.x = radius * Math.cos( segment );
  18101. vertex.y = radius * Math.sin( segment );
  18102. vertices.push( vertex.x, vertex.y, vertex.z );
  18103. // normal
  18104. normals.push( 0, 0, 1 );
  18105. // uv
  18106. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18107. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18108. uvs.push( uv.x, uv.y );
  18109. }
  18110. // increase the radius for next row of vertices
  18111. radius += radiusStep;
  18112. }
  18113. // indices
  18114. for ( j = 0; j < phiSegments; j ++ ) {
  18115. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18116. for ( i = 0; i < thetaSegments; i ++ ) {
  18117. segment = i + thetaSegmentLevel;
  18118. var a = segment;
  18119. var b = segment + thetaSegments + 1;
  18120. var c = segment + thetaSegments + 2;
  18121. var d = segment + 1;
  18122. // faces
  18123. indices.push( a, b, d );
  18124. indices.push( b, c, d );
  18125. }
  18126. }
  18127. // build geometry
  18128. this.setIndex( indices );
  18129. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18130. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18131. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18132. }
  18133. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18134. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18135. /**
  18136. * @author zz85 / https://github.com/zz85
  18137. * @author bhouston / http://clara.io
  18138. * @author Mugen87 / https://github.com/Mugen87
  18139. */
  18140. // LatheGeometry
  18141. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18142. Geometry.call( this );
  18143. this.type = 'LatheGeometry';
  18144. this.parameters = {
  18145. points: points,
  18146. segments: segments,
  18147. phiStart: phiStart,
  18148. phiLength: phiLength
  18149. };
  18150. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18151. this.mergeVertices();
  18152. }
  18153. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18154. LatheGeometry.prototype.constructor = LatheGeometry;
  18155. // LatheBufferGeometry
  18156. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18157. BufferGeometry.call( this );
  18158. this.type = 'LatheBufferGeometry';
  18159. this.parameters = {
  18160. points: points,
  18161. segments: segments,
  18162. phiStart: phiStart,
  18163. phiLength: phiLength
  18164. };
  18165. segments = Math.floor( segments ) || 12;
  18166. phiStart = phiStart || 0;
  18167. phiLength = phiLength || Math.PI * 2;
  18168. // clamp phiLength so it's in range of [ 0, 2PI ]
  18169. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18170. // buffers
  18171. var indices = [];
  18172. var vertices = [];
  18173. var uvs = [];
  18174. // helper variables
  18175. var base;
  18176. var inverseSegments = 1.0 / segments;
  18177. var vertex = new Vector3();
  18178. var uv = new Vector2();
  18179. var i, j;
  18180. // generate vertices and uvs
  18181. for ( i = 0; i <= segments; i ++ ) {
  18182. var phi = phiStart + i * inverseSegments * phiLength;
  18183. var sin = Math.sin( phi );
  18184. var cos = Math.cos( phi );
  18185. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18186. // vertex
  18187. vertex.x = points[ j ].x * sin;
  18188. vertex.y = points[ j ].y;
  18189. vertex.z = points[ j ].x * cos;
  18190. vertices.push( vertex.x, vertex.y, vertex.z );
  18191. // uv
  18192. uv.x = i / segments;
  18193. uv.y = j / ( points.length - 1 );
  18194. uvs.push( uv.x, uv.y );
  18195. }
  18196. }
  18197. // indices
  18198. for ( i = 0; i < segments; i ++ ) {
  18199. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18200. base = j + i * points.length;
  18201. var a = base;
  18202. var b = base + points.length;
  18203. var c = base + points.length + 1;
  18204. var d = base + 1;
  18205. // faces
  18206. indices.push( a, b, d );
  18207. indices.push( b, c, d );
  18208. }
  18209. }
  18210. // build geometry
  18211. this.setIndex( indices );
  18212. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18213. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18214. // generate normals
  18215. this.computeVertexNormals();
  18216. // if the geometry is closed, we need to average the normals along the seam.
  18217. // because the corresponding vertices are identical (but still have different UVs).
  18218. if ( phiLength === Math.PI * 2 ) {
  18219. var normals = this.attributes.normal.array;
  18220. var n1 = new Vector3();
  18221. var n2 = new Vector3();
  18222. var n = new Vector3();
  18223. // this is the buffer offset for the last line of vertices
  18224. base = segments * points.length * 3;
  18225. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18226. // select the normal of the vertex in the first line
  18227. n1.x = normals[ j + 0 ];
  18228. n1.y = normals[ j + 1 ];
  18229. n1.z = normals[ j + 2 ];
  18230. // select the normal of the vertex in the last line
  18231. n2.x = normals[ base + j + 0 ];
  18232. n2.y = normals[ base + j + 1 ];
  18233. n2.z = normals[ base + j + 2 ];
  18234. // average normals
  18235. n.addVectors( n1, n2 ).normalize();
  18236. // assign the new values to both normals
  18237. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18238. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18239. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18240. }
  18241. }
  18242. }
  18243. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18244. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18245. /**
  18246. * @author jonobr1 / http://jonobr1.com
  18247. * @author Mugen87 / https://github.com/Mugen87
  18248. */
  18249. // ShapeGeometry
  18250. function ShapeGeometry( shapes, curveSegments ) {
  18251. Geometry.call( this );
  18252. this.type = 'ShapeGeometry';
  18253. if ( typeof curveSegments === 'object' ) {
  18254. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18255. curveSegments = curveSegments.curveSegments;
  18256. }
  18257. this.parameters = {
  18258. shapes: shapes,
  18259. curveSegments: curveSegments
  18260. };
  18261. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18262. this.mergeVertices();
  18263. }
  18264. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18265. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18266. ShapeGeometry.prototype.toJSON = function () {
  18267. var data = Geometry.prototype.toJSON.call( this );
  18268. var shapes = this.parameters.shapes;
  18269. return toJSON$1( shapes, data );
  18270. };
  18271. // ShapeBufferGeometry
  18272. function ShapeBufferGeometry( shapes, curveSegments ) {
  18273. BufferGeometry.call( this );
  18274. this.type = 'ShapeBufferGeometry';
  18275. this.parameters = {
  18276. shapes: shapes,
  18277. curveSegments: curveSegments
  18278. };
  18279. curveSegments = curveSegments || 12;
  18280. // buffers
  18281. var indices = [];
  18282. var vertices = [];
  18283. var normals = [];
  18284. var uvs = [];
  18285. // helper variables
  18286. var groupStart = 0;
  18287. var groupCount = 0;
  18288. // allow single and array values for "shapes" parameter
  18289. if ( Array.isArray( shapes ) === false ) {
  18290. addShape( shapes );
  18291. } else {
  18292. for ( var i = 0; i < shapes.length; i ++ ) {
  18293. addShape( shapes[ i ] );
  18294. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18295. groupStart += groupCount;
  18296. groupCount = 0;
  18297. }
  18298. }
  18299. // build geometry
  18300. this.setIndex( indices );
  18301. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18302. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18303. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18304. // helper functions
  18305. function addShape( shape ) {
  18306. var i, l, shapeHole;
  18307. var indexOffset = vertices.length / 3;
  18308. var points = shape.extractPoints( curveSegments );
  18309. var shapeVertices = points.shape;
  18310. var shapeHoles = points.holes;
  18311. // check direction of vertices
  18312. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18313. shapeVertices = shapeVertices.reverse();
  18314. }
  18315. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18316. shapeHole = shapeHoles[ i ];
  18317. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18318. shapeHoles[ i ] = shapeHole.reverse();
  18319. }
  18320. }
  18321. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18322. // join vertices of inner and outer paths to a single array
  18323. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18324. shapeHole = shapeHoles[ i ];
  18325. shapeVertices = shapeVertices.concat( shapeHole );
  18326. }
  18327. // vertices, normals, uvs
  18328. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18329. var vertex = shapeVertices[ i ];
  18330. vertices.push( vertex.x, vertex.y, 0 );
  18331. normals.push( 0, 0, 1 );
  18332. uvs.push( vertex.x, vertex.y ); // world uvs
  18333. }
  18334. // incides
  18335. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18336. var face = faces[ i ];
  18337. var a = face[ 0 ] + indexOffset;
  18338. var b = face[ 1 ] + indexOffset;
  18339. var c = face[ 2 ] + indexOffset;
  18340. indices.push( a, b, c );
  18341. groupCount += 3;
  18342. }
  18343. }
  18344. }
  18345. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18346. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18347. ShapeBufferGeometry.prototype.toJSON = function () {
  18348. var data = BufferGeometry.prototype.toJSON.call( this );
  18349. var shapes = this.parameters.shapes;
  18350. return toJSON$1( shapes, data );
  18351. };
  18352. //
  18353. function toJSON$1( shapes, data ) {
  18354. data.shapes = [];
  18355. if ( Array.isArray( shapes ) ) {
  18356. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18357. var shape = shapes[ i ];
  18358. data.shapes.push( shape.uuid );
  18359. }
  18360. } else {
  18361. data.shapes.push( shapes.uuid );
  18362. }
  18363. return data;
  18364. }
  18365. /**
  18366. * @author WestLangley / http://github.com/WestLangley
  18367. * @author Mugen87 / https://github.com/Mugen87
  18368. */
  18369. function EdgesGeometry( geometry, thresholdAngle ) {
  18370. BufferGeometry.call( this );
  18371. this.type = 'EdgesGeometry';
  18372. this.parameters = {
  18373. thresholdAngle: thresholdAngle
  18374. };
  18375. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18376. // buffer
  18377. var vertices = [];
  18378. // helper variables
  18379. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18380. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18381. var key, keys = [ 'a', 'b', 'c' ];
  18382. // prepare source geometry
  18383. var geometry2;
  18384. if ( geometry.isBufferGeometry ) {
  18385. geometry2 = new Geometry();
  18386. geometry2.fromBufferGeometry( geometry );
  18387. } else {
  18388. geometry2 = geometry.clone();
  18389. }
  18390. geometry2.mergeVertices();
  18391. geometry2.computeFaceNormals();
  18392. var sourceVertices = geometry2.vertices;
  18393. var faces = geometry2.faces;
  18394. // now create a data structure where each entry represents an edge with its adjoining faces
  18395. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18396. var face = faces[ i ];
  18397. for ( var j = 0; j < 3; j ++ ) {
  18398. edge1 = face[ keys[ j ] ];
  18399. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18400. edge[ 0 ] = Math.min( edge1, edge2 );
  18401. edge[ 1 ] = Math.max( edge1, edge2 );
  18402. key = edge[ 0 ] + ',' + edge[ 1 ];
  18403. if ( edges[ key ] === undefined ) {
  18404. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18405. } else {
  18406. edges[ key ].face2 = i;
  18407. }
  18408. }
  18409. }
  18410. // generate vertices
  18411. for ( key in edges ) {
  18412. var e = edges[ key ];
  18413. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18414. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18415. var vertex = sourceVertices[ e.index1 ];
  18416. vertices.push( vertex.x, vertex.y, vertex.z );
  18417. vertex = sourceVertices[ e.index2 ];
  18418. vertices.push( vertex.x, vertex.y, vertex.z );
  18419. }
  18420. }
  18421. // build geometry
  18422. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18423. }
  18424. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18425. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18426. /**
  18427. * @author mrdoob / http://mrdoob.com/
  18428. * @author Mugen87 / https://github.com/Mugen87
  18429. */
  18430. // CylinderGeometry
  18431. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18432. Geometry.call( this );
  18433. this.type = 'CylinderGeometry';
  18434. this.parameters = {
  18435. radiusTop: radiusTop,
  18436. radiusBottom: radiusBottom,
  18437. height: height,
  18438. radialSegments: radialSegments,
  18439. heightSegments: heightSegments,
  18440. openEnded: openEnded,
  18441. thetaStart: thetaStart,
  18442. thetaLength: thetaLength
  18443. };
  18444. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18445. this.mergeVertices();
  18446. }
  18447. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18448. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18449. // CylinderBufferGeometry
  18450. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18451. BufferGeometry.call( this );
  18452. this.type = 'CylinderBufferGeometry';
  18453. this.parameters = {
  18454. radiusTop: radiusTop,
  18455. radiusBottom: radiusBottom,
  18456. height: height,
  18457. radialSegments: radialSegments,
  18458. heightSegments: heightSegments,
  18459. openEnded: openEnded,
  18460. thetaStart: thetaStart,
  18461. thetaLength: thetaLength
  18462. };
  18463. var scope = this;
  18464. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18465. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18466. height = height || 1;
  18467. radialSegments = Math.floor( radialSegments ) || 8;
  18468. heightSegments = Math.floor( heightSegments ) || 1;
  18469. openEnded = openEnded !== undefined ? openEnded : false;
  18470. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18471. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18472. // buffers
  18473. var indices = [];
  18474. var vertices = [];
  18475. var normals = [];
  18476. var uvs = [];
  18477. // helper variables
  18478. var index = 0;
  18479. var indexArray = [];
  18480. var halfHeight = height / 2;
  18481. var groupStart = 0;
  18482. // generate geometry
  18483. generateTorso();
  18484. if ( openEnded === false ) {
  18485. if ( radiusTop > 0 ) generateCap( true );
  18486. if ( radiusBottom > 0 ) generateCap( false );
  18487. }
  18488. // build geometry
  18489. this.setIndex( indices );
  18490. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18491. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18492. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18493. function generateTorso() {
  18494. var x, y;
  18495. var normal = new Vector3();
  18496. var vertex = new Vector3();
  18497. var groupCount = 0;
  18498. // this will be used to calculate the normal
  18499. var slope = ( radiusBottom - radiusTop ) / height;
  18500. // generate vertices, normals and uvs
  18501. for ( y = 0; y <= heightSegments; y ++ ) {
  18502. var indexRow = [];
  18503. var v = y / heightSegments;
  18504. // calculate the radius of the current row
  18505. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18506. for ( x = 0; x <= radialSegments; x ++ ) {
  18507. var u = x / radialSegments;
  18508. var theta = u * thetaLength + thetaStart;
  18509. var sinTheta = Math.sin( theta );
  18510. var cosTheta = Math.cos( theta );
  18511. // vertex
  18512. vertex.x = radius * sinTheta;
  18513. vertex.y = - v * height + halfHeight;
  18514. vertex.z = radius * cosTheta;
  18515. vertices.push( vertex.x, vertex.y, vertex.z );
  18516. // normal
  18517. normal.set( sinTheta, slope, cosTheta ).normalize();
  18518. normals.push( normal.x, normal.y, normal.z );
  18519. // uv
  18520. uvs.push( u, 1 - v );
  18521. // save index of vertex in respective row
  18522. indexRow.push( index ++ );
  18523. }
  18524. // now save vertices of the row in our index array
  18525. indexArray.push( indexRow );
  18526. }
  18527. // generate indices
  18528. for ( x = 0; x < radialSegments; x ++ ) {
  18529. for ( y = 0; y < heightSegments; y ++ ) {
  18530. // we use the index array to access the correct indices
  18531. var a = indexArray[ y ][ x ];
  18532. var b = indexArray[ y + 1 ][ x ];
  18533. var c = indexArray[ y + 1 ][ x + 1 ];
  18534. var d = indexArray[ y ][ x + 1 ];
  18535. // faces
  18536. indices.push( a, b, d );
  18537. indices.push( b, c, d );
  18538. // update group counter
  18539. groupCount += 6;
  18540. }
  18541. }
  18542. // add a group to the geometry. this will ensure multi material support
  18543. scope.addGroup( groupStart, groupCount, 0 );
  18544. // calculate new start value for groups
  18545. groupStart += groupCount;
  18546. }
  18547. function generateCap( top ) {
  18548. var x, centerIndexStart, centerIndexEnd;
  18549. var uv = new Vector2();
  18550. var vertex = new Vector3();
  18551. var groupCount = 0;
  18552. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18553. var sign = ( top === true ) ? 1 : - 1;
  18554. // save the index of the first center vertex
  18555. centerIndexStart = index;
  18556. // first we generate the center vertex data of the cap.
  18557. // because the geometry needs one set of uvs per face,
  18558. // we must generate a center vertex per face/segment
  18559. for ( x = 1; x <= radialSegments; x ++ ) {
  18560. // vertex
  18561. vertices.push( 0, halfHeight * sign, 0 );
  18562. // normal
  18563. normals.push( 0, sign, 0 );
  18564. // uv
  18565. uvs.push( 0.5, 0.5 );
  18566. // increase index
  18567. index ++;
  18568. }
  18569. // save the index of the last center vertex
  18570. centerIndexEnd = index;
  18571. // now we generate the surrounding vertices, normals and uvs
  18572. for ( x = 0; x <= radialSegments; x ++ ) {
  18573. var u = x / radialSegments;
  18574. var theta = u * thetaLength + thetaStart;
  18575. var cosTheta = Math.cos( theta );
  18576. var sinTheta = Math.sin( theta );
  18577. // vertex
  18578. vertex.x = radius * sinTheta;
  18579. vertex.y = halfHeight * sign;
  18580. vertex.z = radius * cosTheta;
  18581. vertices.push( vertex.x, vertex.y, vertex.z );
  18582. // normal
  18583. normals.push( 0, sign, 0 );
  18584. // uv
  18585. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18586. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18587. uvs.push( uv.x, uv.y );
  18588. // increase index
  18589. index ++;
  18590. }
  18591. // generate indices
  18592. for ( x = 0; x < radialSegments; x ++ ) {
  18593. var c = centerIndexStart + x;
  18594. var i = centerIndexEnd + x;
  18595. if ( top === true ) {
  18596. // face top
  18597. indices.push( i, i + 1, c );
  18598. } else {
  18599. // face bottom
  18600. indices.push( i + 1, i, c );
  18601. }
  18602. groupCount += 3;
  18603. }
  18604. // add a group to the geometry. this will ensure multi material support
  18605. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18606. // calculate new start value for groups
  18607. groupStart += groupCount;
  18608. }
  18609. }
  18610. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18611. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18612. /**
  18613. * @author abelnation / http://github.com/abelnation
  18614. */
  18615. // ConeGeometry
  18616. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18617. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18618. this.type = 'ConeGeometry';
  18619. this.parameters = {
  18620. radius: radius,
  18621. height: height,
  18622. radialSegments: radialSegments,
  18623. heightSegments: heightSegments,
  18624. openEnded: openEnded,
  18625. thetaStart: thetaStart,
  18626. thetaLength: thetaLength
  18627. };
  18628. }
  18629. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18630. ConeGeometry.prototype.constructor = ConeGeometry;
  18631. // ConeBufferGeometry
  18632. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18633. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18634. this.type = 'ConeBufferGeometry';
  18635. this.parameters = {
  18636. radius: radius,
  18637. height: height,
  18638. radialSegments: radialSegments,
  18639. heightSegments: heightSegments,
  18640. openEnded: openEnded,
  18641. thetaStart: thetaStart,
  18642. thetaLength: thetaLength
  18643. };
  18644. }
  18645. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18646. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18647. /**
  18648. * @author benaadams / https://twitter.com/ben_a_adams
  18649. * @author Mugen87 / https://github.com/Mugen87
  18650. * @author hughes
  18651. */
  18652. // CircleGeometry
  18653. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18654. Geometry.call( this );
  18655. this.type = 'CircleGeometry';
  18656. this.parameters = {
  18657. radius: radius,
  18658. segments: segments,
  18659. thetaStart: thetaStart,
  18660. thetaLength: thetaLength
  18661. };
  18662. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18663. this.mergeVertices();
  18664. }
  18665. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18666. CircleGeometry.prototype.constructor = CircleGeometry;
  18667. // CircleBufferGeometry
  18668. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18669. BufferGeometry.call( this );
  18670. this.type = 'CircleBufferGeometry';
  18671. this.parameters = {
  18672. radius: radius,
  18673. segments: segments,
  18674. thetaStart: thetaStart,
  18675. thetaLength: thetaLength
  18676. };
  18677. radius = radius || 1;
  18678. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18679. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18680. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18681. // buffers
  18682. var indices = [];
  18683. var vertices = [];
  18684. var normals = [];
  18685. var uvs = [];
  18686. // helper variables
  18687. var i, s;
  18688. var vertex = new Vector3();
  18689. var uv = new Vector2();
  18690. // center point
  18691. vertices.push( 0, 0, 0 );
  18692. normals.push( 0, 0, 1 );
  18693. uvs.push( 0.5, 0.5 );
  18694. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18695. var segment = thetaStart + s / segments * thetaLength;
  18696. // vertex
  18697. vertex.x = radius * Math.cos( segment );
  18698. vertex.y = radius * Math.sin( segment );
  18699. vertices.push( vertex.x, vertex.y, vertex.z );
  18700. // normal
  18701. normals.push( 0, 0, 1 );
  18702. // uvs
  18703. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18704. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18705. uvs.push( uv.x, uv.y );
  18706. }
  18707. // indices
  18708. for ( i = 1; i <= segments; i ++ ) {
  18709. indices.push( i, i + 1, 0 );
  18710. }
  18711. // build geometry
  18712. this.setIndex( indices );
  18713. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18714. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18715. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18716. }
  18717. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18718. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18719. var Geometries = /*#__PURE__*/Object.freeze({
  18720. WireframeGeometry: WireframeGeometry,
  18721. ParametricGeometry: ParametricGeometry,
  18722. ParametricBufferGeometry: ParametricBufferGeometry,
  18723. TetrahedronGeometry: TetrahedronGeometry,
  18724. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18725. OctahedronGeometry: OctahedronGeometry,
  18726. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18727. IcosahedronGeometry: IcosahedronGeometry,
  18728. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18729. DodecahedronGeometry: DodecahedronGeometry,
  18730. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18731. PolyhedronGeometry: PolyhedronGeometry,
  18732. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18733. TubeGeometry: TubeGeometry,
  18734. TubeBufferGeometry: TubeBufferGeometry,
  18735. TorusKnotGeometry: TorusKnotGeometry,
  18736. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18737. TorusGeometry: TorusGeometry,
  18738. TorusBufferGeometry: TorusBufferGeometry,
  18739. TextGeometry: TextGeometry,
  18740. TextBufferGeometry: TextBufferGeometry,
  18741. SphereGeometry: SphereGeometry,
  18742. SphereBufferGeometry: SphereBufferGeometry,
  18743. RingGeometry: RingGeometry,
  18744. RingBufferGeometry: RingBufferGeometry,
  18745. PlaneGeometry: PlaneGeometry,
  18746. PlaneBufferGeometry: PlaneBufferGeometry,
  18747. LatheGeometry: LatheGeometry,
  18748. LatheBufferGeometry: LatheBufferGeometry,
  18749. ShapeGeometry: ShapeGeometry,
  18750. ShapeBufferGeometry: ShapeBufferGeometry,
  18751. ExtrudeGeometry: ExtrudeGeometry,
  18752. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18753. EdgesGeometry: EdgesGeometry,
  18754. ConeGeometry: ConeGeometry,
  18755. ConeBufferGeometry: ConeBufferGeometry,
  18756. CylinderGeometry: CylinderGeometry,
  18757. CylinderBufferGeometry: CylinderBufferGeometry,
  18758. CircleGeometry: CircleGeometry,
  18759. CircleBufferGeometry: CircleBufferGeometry,
  18760. BoxGeometry: BoxGeometry,
  18761. BoxBufferGeometry: BoxBufferGeometry
  18762. });
  18763. /**
  18764. * @author mrdoob / http://mrdoob.com/
  18765. *
  18766. * parameters = {
  18767. * color: <THREE.Color>
  18768. * }
  18769. */
  18770. function ShadowMaterial( parameters ) {
  18771. Material.call( this );
  18772. this.type = 'ShadowMaterial';
  18773. this.color = new Color( 0x000000 );
  18774. this.transparent = true;
  18775. this.setValues( parameters );
  18776. }
  18777. ShadowMaterial.prototype = Object.create( Material.prototype );
  18778. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18779. ShadowMaterial.prototype.isShadowMaterial = true;
  18780. ShadowMaterial.prototype.copy = function ( source ) {
  18781. Material.prototype.copy.call( this, source );
  18782. this.color.copy( source.color );
  18783. return this;
  18784. };
  18785. /**
  18786. * @author mrdoob / http://mrdoob.com/
  18787. */
  18788. function RawShaderMaterial( parameters ) {
  18789. ShaderMaterial.call( this, parameters );
  18790. this.type = 'RawShaderMaterial';
  18791. }
  18792. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18793. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18794. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18795. /**
  18796. * @author WestLangley / http://github.com/WestLangley
  18797. *
  18798. * parameters = {
  18799. * color: <hex>,
  18800. * roughness: <float>,
  18801. * metalness: <float>,
  18802. * opacity: <float>,
  18803. *
  18804. * map: new THREE.Texture( <Image> ),
  18805. *
  18806. * lightMap: new THREE.Texture( <Image> ),
  18807. * lightMapIntensity: <float>
  18808. *
  18809. * aoMap: new THREE.Texture( <Image> ),
  18810. * aoMapIntensity: <float>
  18811. *
  18812. * emissive: <hex>,
  18813. * emissiveIntensity: <float>
  18814. * emissiveMap: new THREE.Texture( <Image> ),
  18815. *
  18816. * bumpMap: new THREE.Texture( <Image> ),
  18817. * bumpScale: <float>,
  18818. *
  18819. * normalMap: new THREE.Texture( <Image> ),
  18820. * normalMapType: THREE.TangentSpaceNormalMap,
  18821. * normalScale: <Vector2>,
  18822. *
  18823. * displacementMap: new THREE.Texture( <Image> ),
  18824. * displacementScale: <float>,
  18825. * displacementBias: <float>,
  18826. *
  18827. * roughnessMap: new THREE.Texture( <Image> ),
  18828. *
  18829. * metalnessMap: new THREE.Texture( <Image> ),
  18830. *
  18831. * alphaMap: new THREE.Texture( <Image> ),
  18832. *
  18833. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18834. * envMapIntensity: <float>
  18835. *
  18836. * refractionRatio: <float>,
  18837. *
  18838. * wireframe: <boolean>,
  18839. * wireframeLinewidth: <float>,
  18840. *
  18841. * skinning: <bool>,
  18842. * morphTargets: <bool>,
  18843. * morphNormals: <bool>
  18844. * }
  18845. */
  18846. function MeshStandardMaterial( parameters ) {
  18847. Material.call( this );
  18848. this.defines = { 'STANDARD': '' };
  18849. this.type = 'MeshStandardMaterial';
  18850. this.color = new Color( 0xffffff ); // diffuse
  18851. this.roughness = 0.5;
  18852. this.metalness = 0.5;
  18853. this.map = null;
  18854. this.lightMap = null;
  18855. this.lightMapIntensity = 1.0;
  18856. this.aoMap = null;
  18857. this.aoMapIntensity = 1.0;
  18858. this.emissive = new Color( 0x000000 );
  18859. this.emissiveIntensity = 1.0;
  18860. this.emissiveMap = null;
  18861. this.bumpMap = null;
  18862. this.bumpScale = 1;
  18863. this.normalMap = null;
  18864. this.normalMapType = TangentSpaceNormalMap;
  18865. this.normalScale = new Vector2( 1, 1 );
  18866. this.displacementMap = null;
  18867. this.displacementScale = 1;
  18868. this.displacementBias = 0;
  18869. this.roughnessMap = null;
  18870. this.metalnessMap = null;
  18871. this.alphaMap = null;
  18872. this.envMap = null;
  18873. this.envMapIntensity = 1.0;
  18874. this.refractionRatio = 0.98;
  18875. this.wireframe = false;
  18876. this.wireframeLinewidth = 1;
  18877. this.wireframeLinecap = 'round';
  18878. this.wireframeLinejoin = 'round';
  18879. this.skinning = false;
  18880. this.morphTargets = false;
  18881. this.morphNormals = false;
  18882. this.setValues( parameters );
  18883. }
  18884. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  18885. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  18886. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  18887. MeshStandardMaterial.prototype.copy = function ( source ) {
  18888. Material.prototype.copy.call( this, source );
  18889. this.defines = { 'STANDARD': '' };
  18890. this.color.copy( source.color );
  18891. this.roughness = source.roughness;
  18892. this.metalness = source.metalness;
  18893. this.map = source.map;
  18894. this.lightMap = source.lightMap;
  18895. this.lightMapIntensity = source.lightMapIntensity;
  18896. this.aoMap = source.aoMap;
  18897. this.aoMapIntensity = source.aoMapIntensity;
  18898. this.emissive.copy( source.emissive );
  18899. this.emissiveMap = source.emissiveMap;
  18900. this.emissiveIntensity = source.emissiveIntensity;
  18901. this.bumpMap = source.bumpMap;
  18902. this.bumpScale = source.bumpScale;
  18903. this.normalMap = source.normalMap;
  18904. this.normalMapType = source.normalMapType;
  18905. this.normalScale.copy( source.normalScale );
  18906. this.displacementMap = source.displacementMap;
  18907. this.displacementScale = source.displacementScale;
  18908. this.displacementBias = source.displacementBias;
  18909. this.roughnessMap = source.roughnessMap;
  18910. this.metalnessMap = source.metalnessMap;
  18911. this.alphaMap = source.alphaMap;
  18912. this.envMap = source.envMap;
  18913. this.envMapIntensity = source.envMapIntensity;
  18914. this.refractionRatio = source.refractionRatio;
  18915. this.wireframe = source.wireframe;
  18916. this.wireframeLinewidth = source.wireframeLinewidth;
  18917. this.wireframeLinecap = source.wireframeLinecap;
  18918. this.wireframeLinejoin = source.wireframeLinejoin;
  18919. this.skinning = source.skinning;
  18920. this.morphTargets = source.morphTargets;
  18921. this.morphNormals = source.morphNormals;
  18922. return this;
  18923. };
  18924. /**
  18925. * @author WestLangley / http://github.com/WestLangley
  18926. *
  18927. * parameters = {
  18928. * reflectivity: <float>
  18929. * clearCoat: <float>
  18930. * clearCoatRoughness: <float>
  18931. * }
  18932. */
  18933. function MeshPhysicalMaterial( parameters ) {
  18934. MeshStandardMaterial.call( this );
  18935. this.defines = { 'PHYSICAL': '' };
  18936. this.type = 'MeshPhysicalMaterial';
  18937. this.reflectivity = 0.5; // maps to F0 = 0.04
  18938. this.clearCoat = 0.0;
  18939. this.clearCoatRoughness = 0.0;
  18940. this.setValues( parameters );
  18941. }
  18942. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  18943. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  18944. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  18945. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  18946. MeshStandardMaterial.prototype.copy.call( this, source );
  18947. this.defines = { 'PHYSICAL': '' };
  18948. this.reflectivity = source.reflectivity;
  18949. this.clearCoat = source.clearCoat;
  18950. this.clearCoatRoughness = source.clearCoatRoughness;
  18951. return this;
  18952. };
  18953. /**
  18954. * @author mrdoob / http://mrdoob.com/
  18955. * @author alteredq / http://alteredqualia.com/
  18956. *
  18957. * parameters = {
  18958. * color: <hex>,
  18959. * specular: <hex>,
  18960. * shininess: <float>,
  18961. * opacity: <float>,
  18962. *
  18963. * map: new THREE.Texture( <Image> ),
  18964. *
  18965. * lightMap: new THREE.Texture( <Image> ),
  18966. * lightMapIntensity: <float>
  18967. *
  18968. * aoMap: new THREE.Texture( <Image> ),
  18969. * aoMapIntensity: <float>
  18970. *
  18971. * emissive: <hex>,
  18972. * emissiveIntensity: <float>
  18973. * emissiveMap: new THREE.Texture( <Image> ),
  18974. *
  18975. * bumpMap: new THREE.Texture( <Image> ),
  18976. * bumpScale: <float>,
  18977. *
  18978. * normalMap: new THREE.Texture( <Image> ),
  18979. * normalMapType: THREE.TangentSpaceNormalMap,
  18980. * normalScale: <Vector2>,
  18981. *
  18982. * displacementMap: new THREE.Texture( <Image> ),
  18983. * displacementScale: <float>,
  18984. * displacementBias: <float>,
  18985. *
  18986. * specularMap: new THREE.Texture( <Image> ),
  18987. *
  18988. * alphaMap: new THREE.Texture( <Image> ),
  18989. *
  18990. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18991. * combine: THREE.Multiply,
  18992. * reflectivity: <float>,
  18993. * refractionRatio: <float>,
  18994. *
  18995. * wireframe: <boolean>,
  18996. * wireframeLinewidth: <float>,
  18997. *
  18998. * skinning: <bool>,
  18999. * morphTargets: <bool>,
  19000. * morphNormals: <bool>
  19001. * }
  19002. */
  19003. function MeshPhongMaterial( parameters ) {
  19004. Material.call( this );
  19005. this.type = 'MeshPhongMaterial';
  19006. this.color = new Color( 0xffffff ); // diffuse
  19007. this.specular = new Color( 0x111111 );
  19008. this.shininess = 30;
  19009. this.map = null;
  19010. this.lightMap = null;
  19011. this.lightMapIntensity = 1.0;
  19012. this.aoMap = null;
  19013. this.aoMapIntensity = 1.0;
  19014. this.emissive = new Color( 0x000000 );
  19015. this.emissiveIntensity = 1.0;
  19016. this.emissiveMap = null;
  19017. this.bumpMap = null;
  19018. this.bumpScale = 1;
  19019. this.normalMap = null;
  19020. this.normalMapType = TangentSpaceNormalMap;
  19021. this.normalScale = new Vector2( 1, 1 );
  19022. this.displacementMap = null;
  19023. this.displacementScale = 1;
  19024. this.displacementBias = 0;
  19025. this.specularMap = null;
  19026. this.alphaMap = null;
  19027. this.envMap = null;
  19028. this.combine = MultiplyOperation;
  19029. this.reflectivity = 1;
  19030. this.refractionRatio = 0.98;
  19031. this.wireframe = false;
  19032. this.wireframeLinewidth = 1;
  19033. this.wireframeLinecap = 'round';
  19034. this.wireframeLinejoin = 'round';
  19035. this.skinning = false;
  19036. this.morphTargets = false;
  19037. this.morphNormals = false;
  19038. this.setValues( parameters );
  19039. }
  19040. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19041. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19042. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19043. MeshPhongMaterial.prototype.copy = function ( source ) {
  19044. Material.prototype.copy.call( this, source );
  19045. this.color.copy( source.color );
  19046. this.specular.copy( source.specular );
  19047. this.shininess = source.shininess;
  19048. this.map = source.map;
  19049. this.lightMap = source.lightMap;
  19050. this.lightMapIntensity = source.lightMapIntensity;
  19051. this.aoMap = source.aoMap;
  19052. this.aoMapIntensity = source.aoMapIntensity;
  19053. this.emissive.copy( source.emissive );
  19054. this.emissiveMap = source.emissiveMap;
  19055. this.emissiveIntensity = source.emissiveIntensity;
  19056. this.bumpMap = source.bumpMap;
  19057. this.bumpScale = source.bumpScale;
  19058. this.normalMap = source.normalMap;
  19059. this.normalMapType = source.normalMapType;
  19060. this.normalScale.copy( source.normalScale );
  19061. this.displacementMap = source.displacementMap;
  19062. this.displacementScale = source.displacementScale;
  19063. this.displacementBias = source.displacementBias;
  19064. this.specularMap = source.specularMap;
  19065. this.alphaMap = source.alphaMap;
  19066. this.envMap = source.envMap;
  19067. this.combine = source.combine;
  19068. this.reflectivity = source.reflectivity;
  19069. this.refractionRatio = source.refractionRatio;
  19070. this.wireframe = source.wireframe;
  19071. this.wireframeLinewidth = source.wireframeLinewidth;
  19072. this.wireframeLinecap = source.wireframeLinecap;
  19073. this.wireframeLinejoin = source.wireframeLinejoin;
  19074. this.skinning = source.skinning;
  19075. this.morphTargets = source.morphTargets;
  19076. this.morphNormals = source.morphNormals;
  19077. return this;
  19078. };
  19079. /**
  19080. * @author takahirox / http://github.com/takahirox
  19081. *
  19082. * parameters = {
  19083. * gradientMap: new THREE.Texture( <Image> )
  19084. * }
  19085. */
  19086. function MeshToonMaterial( parameters ) {
  19087. MeshPhongMaterial.call( this );
  19088. this.defines = { 'TOON': '' };
  19089. this.type = 'MeshToonMaterial';
  19090. this.gradientMap = null;
  19091. this.setValues( parameters );
  19092. }
  19093. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19094. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19095. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19096. MeshToonMaterial.prototype.copy = function ( source ) {
  19097. MeshPhongMaterial.prototype.copy.call( this, source );
  19098. this.gradientMap = source.gradientMap;
  19099. return this;
  19100. };
  19101. /**
  19102. * @author mrdoob / http://mrdoob.com/
  19103. * @author WestLangley / http://github.com/WestLangley
  19104. *
  19105. * parameters = {
  19106. * opacity: <float>,
  19107. *
  19108. * bumpMap: new THREE.Texture( <Image> ),
  19109. * bumpScale: <float>,
  19110. *
  19111. * normalMap: new THREE.Texture( <Image> ),
  19112. * normalMapType: THREE.TangentSpaceNormalMap,
  19113. * normalScale: <Vector2>,
  19114. *
  19115. * displacementMap: new THREE.Texture( <Image> ),
  19116. * displacementScale: <float>,
  19117. * displacementBias: <float>,
  19118. *
  19119. * wireframe: <boolean>,
  19120. * wireframeLinewidth: <float>
  19121. *
  19122. * skinning: <bool>,
  19123. * morphTargets: <bool>,
  19124. * morphNormals: <bool>
  19125. * }
  19126. */
  19127. function MeshNormalMaterial( parameters ) {
  19128. Material.call( this );
  19129. this.type = 'MeshNormalMaterial';
  19130. this.bumpMap = null;
  19131. this.bumpScale = 1;
  19132. this.normalMap = null;
  19133. this.normalMapType = TangentSpaceNormalMap;
  19134. this.normalScale = new Vector2( 1, 1 );
  19135. this.displacementMap = null;
  19136. this.displacementScale = 1;
  19137. this.displacementBias = 0;
  19138. this.wireframe = false;
  19139. this.wireframeLinewidth = 1;
  19140. this.fog = false;
  19141. this.lights = false;
  19142. this.skinning = false;
  19143. this.morphTargets = false;
  19144. this.morphNormals = false;
  19145. this.setValues( parameters );
  19146. }
  19147. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19148. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19149. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19150. MeshNormalMaterial.prototype.copy = function ( source ) {
  19151. Material.prototype.copy.call( this, source );
  19152. this.bumpMap = source.bumpMap;
  19153. this.bumpScale = source.bumpScale;
  19154. this.normalMap = source.normalMap;
  19155. this.normalMapType = source.normalMapType;
  19156. this.normalScale.copy( source.normalScale );
  19157. this.displacementMap = source.displacementMap;
  19158. this.displacementScale = source.displacementScale;
  19159. this.displacementBias = source.displacementBias;
  19160. this.wireframe = source.wireframe;
  19161. this.wireframeLinewidth = source.wireframeLinewidth;
  19162. this.skinning = source.skinning;
  19163. this.morphTargets = source.morphTargets;
  19164. this.morphNormals = source.morphNormals;
  19165. return this;
  19166. };
  19167. /**
  19168. * @author mrdoob / http://mrdoob.com/
  19169. * @author alteredq / http://alteredqualia.com/
  19170. *
  19171. * parameters = {
  19172. * color: <hex>,
  19173. * opacity: <float>,
  19174. *
  19175. * map: new THREE.Texture( <Image> ),
  19176. *
  19177. * lightMap: new THREE.Texture( <Image> ),
  19178. * lightMapIntensity: <float>
  19179. *
  19180. * aoMap: new THREE.Texture( <Image> ),
  19181. * aoMapIntensity: <float>
  19182. *
  19183. * emissive: <hex>,
  19184. * emissiveIntensity: <float>
  19185. * emissiveMap: new THREE.Texture( <Image> ),
  19186. *
  19187. * specularMap: new THREE.Texture( <Image> ),
  19188. *
  19189. * alphaMap: new THREE.Texture( <Image> ),
  19190. *
  19191. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19192. * combine: THREE.Multiply,
  19193. * reflectivity: <float>,
  19194. * refractionRatio: <float>,
  19195. *
  19196. * wireframe: <boolean>,
  19197. * wireframeLinewidth: <float>,
  19198. *
  19199. * skinning: <bool>,
  19200. * morphTargets: <bool>,
  19201. * morphNormals: <bool>
  19202. * }
  19203. */
  19204. function MeshLambertMaterial( parameters ) {
  19205. Material.call( this );
  19206. this.type = 'MeshLambertMaterial';
  19207. this.color = new Color( 0xffffff ); // diffuse
  19208. this.map = null;
  19209. this.lightMap = null;
  19210. this.lightMapIntensity = 1.0;
  19211. this.aoMap = null;
  19212. this.aoMapIntensity = 1.0;
  19213. this.emissive = new Color( 0x000000 );
  19214. this.emissiveIntensity = 1.0;
  19215. this.emissiveMap = null;
  19216. this.specularMap = null;
  19217. this.alphaMap = null;
  19218. this.envMap = null;
  19219. this.combine = MultiplyOperation;
  19220. this.reflectivity = 1;
  19221. this.refractionRatio = 0.98;
  19222. this.wireframe = false;
  19223. this.wireframeLinewidth = 1;
  19224. this.wireframeLinecap = 'round';
  19225. this.wireframeLinejoin = 'round';
  19226. this.skinning = false;
  19227. this.morphTargets = false;
  19228. this.morphNormals = false;
  19229. this.setValues( parameters );
  19230. }
  19231. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19232. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19233. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19234. MeshLambertMaterial.prototype.copy = function ( source ) {
  19235. Material.prototype.copy.call( this, source );
  19236. this.color.copy( source.color );
  19237. this.map = source.map;
  19238. this.lightMap = source.lightMap;
  19239. this.lightMapIntensity = source.lightMapIntensity;
  19240. this.aoMap = source.aoMap;
  19241. this.aoMapIntensity = source.aoMapIntensity;
  19242. this.emissive.copy( source.emissive );
  19243. this.emissiveMap = source.emissiveMap;
  19244. this.emissiveIntensity = source.emissiveIntensity;
  19245. this.specularMap = source.specularMap;
  19246. this.alphaMap = source.alphaMap;
  19247. this.envMap = source.envMap;
  19248. this.combine = source.combine;
  19249. this.reflectivity = source.reflectivity;
  19250. this.refractionRatio = source.refractionRatio;
  19251. this.wireframe = source.wireframe;
  19252. this.wireframeLinewidth = source.wireframeLinewidth;
  19253. this.wireframeLinecap = source.wireframeLinecap;
  19254. this.wireframeLinejoin = source.wireframeLinejoin;
  19255. this.skinning = source.skinning;
  19256. this.morphTargets = source.morphTargets;
  19257. this.morphNormals = source.morphNormals;
  19258. return this;
  19259. };
  19260. /**
  19261. * @author WestLangley / http://github.com/WestLangley
  19262. *
  19263. * parameters = {
  19264. * color: <hex>,
  19265. * opacity: <float>,
  19266. *
  19267. * matcap: new THREE.Texture( <Image> ),
  19268. *
  19269. * map: new THREE.Texture( <Image> ),
  19270. *
  19271. * bumpMap: new THREE.Texture( <Image> ),
  19272. * bumpScale: <float>,
  19273. *
  19274. * normalMap: new THREE.Texture( <Image> ),
  19275. * normalMapType: THREE.TangentSpaceNormalMap,
  19276. * normalScale: <Vector2>,
  19277. *
  19278. * displacementMap: new THREE.Texture( <Image> ),
  19279. * displacementScale: <float>,
  19280. * displacementBias: <float>,
  19281. *
  19282. * alphaMap: new THREE.Texture( <Image> ),
  19283. *
  19284. * skinning: <bool>,
  19285. * morphTargets: <bool>,
  19286. * morphNormals: <bool>
  19287. * }
  19288. */
  19289. function MeshMatcapMaterial( parameters ) {
  19290. Material.call( this );
  19291. this.defines = { 'MATCAP': '' };
  19292. this.type = 'MeshMatcapMaterial';
  19293. this.color = new Color( 0xffffff ); // diffuse
  19294. this.matcap = null;
  19295. this.map = null;
  19296. this.bumpMap = null;
  19297. this.bumpScale = 1;
  19298. this.normalMap = null;
  19299. this.normalMapType = TangentSpaceNormalMap;
  19300. this.normalScale = new Vector2( 1, 1 );
  19301. this.displacementMap = null;
  19302. this.displacementScale = 1;
  19303. this.displacementBias = 0;
  19304. this.alphaMap = null;
  19305. this.skinning = false;
  19306. this.morphTargets = false;
  19307. this.morphNormals = false;
  19308. this.lights = false;
  19309. this.setValues( parameters );
  19310. }
  19311. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19312. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19313. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19314. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19315. Material.prototype.copy.call( this, source );
  19316. this.defines = { 'MATCAP': '' };
  19317. this.color.copy( source.color );
  19318. this.matcap = source.matcap;
  19319. this.map = source.map;
  19320. this.bumpMap = source.bumpMap;
  19321. this.bumpScale = source.bumpScale;
  19322. this.normalMap = source.normalMap;
  19323. this.normalMapType = source.normalMapType;
  19324. this.normalScale.copy( source.normalScale );
  19325. this.displacementMap = source.displacementMap;
  19326. this.displacementScale = source.displacementScale;
  19327. this.displacementBias = source.displacementBias;
  19328. this.alphaMap = source.alphaMap;
  19329. this.skinning = source.skinning;
  19330. this.morphTargets = source.morphTargets;
  19331. this.morphNormals = source.morphNormals;
  19332. return this;
  19333. };
  19334. /**
  19335. * @author alteredq / http://alteredqualia.com/
  19336. *
  19337. * parameters = {
  19338. * color: <hex>,
  19339. * opacity: <float>,
  19340. *
  19341. * linewidth: <float>,
  19342. *
  19343. * scale: <float>,
  19344. * dashSize: <float>,
  19345. * gapSize: <float>
  19346. * }
  19347. */
  19348. function LineDashedMaterial( parameters ) {
  19349. LineBasicMaterial.call( this );
  19350. this.type = 'LineDashedMaterial';
  19351. this.scale = 1;
  19352. this.dashSize = 3;
  19353. this.gapSize = 1;
  19354. this.setValues( parameters );
  19355. }
  19356. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19357. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19358. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19359. LineDashedMaterial.prototype.copy = function ( source ) {
  19360. LineBasicMaterial.prototype.copy.call( this, source );
  19361. this.scale = source.scale;
  19362. this.dashSize = source.dashSize;
  19363. this.gapSize = source.gapSize;
  19364. return this;
  19365. };
  19366. var Materials = /*#__PURE__*/Object.freeze({
  19367. ShadowMaterial: ShadowMaterial,
  19368. SpriteMaterial: SpriteMaterial,
  19369. RawShaderMaterial: RawShaderMaterial,
  19370. ShaderMaterial: ShaderMaterial,
  19371. PointsMaterial: PointsMaterial,
  19372. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19373. MeshStandardMaterial: MeshStandardMaterial,
  19374. MeshPhongMaterial: MeshPhongMaterial,
  19375. MeshToonMaterial: MeshToonMaterial,
  19376. MeshNormalMaterial: MeshNormalMaterial,
  19377. MeshLambertMaterial: MeshLambertMaterial,
  19378. MeshDepthMaterial: MeshDepthMaterial,
  19379. MeshDistanceMaterial: MeshDistanceMaterial,
  19380. MeshBasicMaterial: MeshBasicMaterial,
  19381. MeshMatcapMaterial: MeshMatcapMaterial,
  19382. LineDashedMaterial: LineDashedMaterial,
  19383. LineBasicMaterial: LineBasicMaterial,
  19384. Material: Material
  19385. });
  19386. /**
  19387. * @author tschw
  19388. * @author Ben Houston / http://clara.io/
  19389. * @author David Sarno / http://lighthaus.us/
  19390. */
  19391. var AnimationUtils = {
  19392. // same as Array.prototype.slice, but also works on typed arrays
  19393. arraySlice: function ( array, from, to ) {
  19394. if ( AnimationUtils.isTypedArray( array ) ) {
  19395. // in ios9 array.subarray(from, undefined) will return empty array
  19396. // but array.subarray(from) or array.subarray(from, len) is correct
  19397. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19398. }
  19399. return array.slice( from, to );
  19400. },
  19401. // converts an array to a specific type
  19402. convertArray: function ( array, type, forceClone ) {
  19403. if ( ! array || // let 'undefined' and 'null' pass
  19404. ! forceClone && array.constructor === type ) return array;
  19405. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19406. return new type( array ); // create typed array
  19407. }
  19408. return Array.prototype.slice.call( array ); // create Array
  19409. },
  19410. isTypedArray: function ( object ) {
  19411. return ArrayBuffer.isView( object ) &&
  19412. ! ( object instanceof DataView );
  19413. },
  19414. // returns an array by which times and values can be sorted
  19415. getKeyframeOrder: function ( times ) {
  19416. function compareTime( i, j ) {
  19417. return times[ i ] - times[ j ];
  19418. }
  19419. var n = times.length;
  19420. var result = new Array( n );
  19421. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19422. result.sort( compareTime );
  19423. return result;
  19424. },
  19425. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19426. sortedArray: function ( values, stride, order ) {
  19427. var nValues = values.length;
  19428. var result = new values.constructor( nValues );
  19429. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19430. var srcOffset = order[ i ] * stride;
  19431. for ( var j = 0; j !== stride; ++ j ) {
  19432. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19433. }
  19434. }
  19435. return result;
  19436. },
  19437. // function for parsing AOS keyframe formats
  19438. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19439. var i = 1, key = jsonKeys[ 0 ];
  19440. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19441. key = jsonKeys[ i ++ ];
  19442. }
  19443. if ( key === undefined ) return; // no data
  19444. var value = key[ valuePropertyName ];
  19445. if ( value === undefined ) return; // no data
  19446. if ( Array.isArray( value ) ) {
  19447. do {
  19448. value = key[ valuePropertyName ];
  19449. if ( value !== undefined ) {
  19450. times.push( key.time );
  19451. values.push.apply( values, value ); // push all elements
  19452. }
  19453. key = jsonKeys[ i ++ ];
  19454. } while ( key !== undefined );
  19455. } else if ( value.toArray !== undefined ) {
  19456. // ...assume THREE.Math-ish
  19457. do {
  19458. value = key[ valuePropertyName ];
  19459. if ( value !== undefined ) {
  19460. times.push( key.time );
  19461. value.toArray( values, values.length );
  19462. }
  19463. key = jsonKeys[ i ++ ];
  19464. } while ( key !== undefined );
  19465. } else {
  19466. // otherwise push as-is
  19467. do {
  19468. value = key[ valuePropertyName ];
  19469. if ( value !== undefined ) {
  19470. times.push( key.time );
  19471. values.push( value );
  19472. }
  19473. key = jsonKeys[ i ++ ];
  19474. } while ( key !== undefined );
  19475. }
  19476. }
  19477. };
  19478. /**
  19479. * Abstract base class of interpolants over parametric samples.
  19480. *
  19481. * The parameter domain is one dimensional, typically the time or a path
  19482. * along a curve defined by the data.
  19483. *
  19484. * The sample values can have any dimensionality and derived classes may
  19485. * apply special interpretations to the data.
  19486. *
  19487. * This class provides the interval seek in a Template Method, deferring
  19488. * the actual interpolation to derived classes.
  19489. *
  19490. * Time complexity is O(1) for linear access crossing at most two points
  19491. * and O(log N) for random access, where N is the number of positions.
  19492. *
  19493. * References:
  19494. *
  19495. * http://www.oodesign.com/template-method-pattern.html
  19496. *
  19497. * @author tschw
  19498. */
  19499. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19500. this.parameterPositions = parameterPositions;
  19501. this._cachedIndex = 0;
  19502. this.resultBuffer = resultBuffer !== undefined ?
  19503. resultBuffer : new sampleValues.constructor( sampleSize );
  19504. this.sampleValues = sampleValues;
  19505. this.valueSize = sampleSize;
  19506. }
  19507. Object.assign( Interpolant.prototype, {
  19508. evaluate: function ( t ) {
  19509. var pp = this.parameterPositions,
  19510. i1 = this._cachedIndex,
  19511. t1 = pp[ i1 ],
  19512. t0 = pp[ i1 - 1 ];
  19513. validate_interval: {
  19514. seek: {
  19515. var right;
  19516. linear_scan: {
  19517. //- See http://jsperf.com/comparison-to-undefined/3
  19518. //- slower code:
  19519. //-
  19520. //- if ( t >= t1 || t1 === undefined ) {
  19521. forward_scan: if ( ! ( t < t1 ) ) {
  19522. for ( var giveUpAt = i1 + 2; ; ) {
  19523. if ( t1 === undefined ) {
  19524. if ( t < t0 ) break forward_scan;
  19525. // after end
  19526. i1 = pp.length;
  19527. this._cachedIndex = i1;
  19528. return this.afterEnd_( i1 - 1, t, t0 );
  19529. }
  19530. if ( i1 === giveUpAt ) break; // this loop
  19531. t0 = t1;
  19532. t1 = pp[ ++ i1 ];
  19533. if ( t < t1 ) {
  19534. // we have arrived at the sought interval
  19535. break seek;
  19536. }
  19537. }
  19538. // prepare binary search on the right side of the index
  19539. right = pp.length;
  19540. break linear_scan;
  19541. }
  19542. //- slower code:
  19543. //- if ( t < t0 || t0 === undefined ) {
  19544. if ( ! ( t >= t0 ) ) {
  19545. // looping?
  19546. var t1global = pp[ 1 ];
  19547. if ( t < t1global ) {
  19548. i1 = 2; // + 1, using the scan for the details
  19549. t0 = t1global;
  19550. }
  19551. // linear reverse scan
  19552. for ( var giveUpAt = i1 - 2; ; ) {
  19553. if ( t0 === undefined ) {
  19554. // before start
  19555. this._cachedIndex = 0;
  19556. return this.beforeStart_( 0, t, t1 );
  19557. }
  19558. if ( i1 === giveUpAt ) break; // this loop
  19559. t1 = t0;
  19560. t0 = pp[ -- i1 - 1 ];
  19561. if ( t >= t0 ) {
  19562. // we have arrived at the sought interval
  19563. break seek;
  19564. }
  19565. }
  19566. // prepare binary search on the left side of the index
  19567. right = i1;
  19568. i1 = 0;
  19569. break linear_scan;
  19570. }
  19571. // the interval is valid
  19572. break validate_interval;
  19573. } // linear scan
  19574. // binary search
  19575. while ( i1 < right ) {
  19576. var mid = ( i1 + right ) >>> 1;
  19577. if ( t < pp[ mid ] ) {
  19578. right = mid;
  19579. } else {
  19580. i1 = mid + 1;
  19581. }
  19582. }
  19583. t1 = pp[ i1 ];
  19584. t0 = pp[ i1 - 1 ];
  19585. // check boundary cases, again
  19586. if ( t0 === undefined ) {
  19587. this._cachedIndex = 0;
  19588. return this.beforeStart_( 0, t, t1 );
  19589. }
  19590. if ( t1 === undefined ) {
  19591. i1 = pp.length;
  19592. this._cachedIndex = i1;
  19593. return this.afterEnd_( i1 - 1, t0, t );
  19594. }
  19595. } // seek
  19596. this._cachedIndex = i1;
  19597. this.intervalChanged_( i1, t0, t1 );
  19598. } // validate_interval
  19599. return this.interpolate_( i1, t0, t, t1 );
  19600. },
  19601. settings: null, // optional, subclass-specific settings structure
  19602. // Note: The indirection allows central control of many interpolants.
  19603. // --- Protected interface
  19604. DefaultSettings_: {},
  19605. getSettings_: function () {
  19606. return this.settings || this.DefaultSettings_;
  19607. },
  19608. copySampleValue_: function ( index ) {
  19609. // copies a sample value to the result buffer
  19610. var result = this.resultBuffer,
  19611. values = this.sampleValues,
  19612. stride = this.valueSize,
  19613. offset = index * stride;
  19614. for ( var i = 0; i !== stride; ++ i ) {
  19615. result[ i ] = values[ offset + i ];
  19616. }
  19617. return result;
  19618. },
  19619. // Template methods for derived classes:
  19620. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19621. throw new Error( 'call to abstract method' );
  19622. // implementations shall return this.resultBuffer
  19623. },
  19624. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19625. // empty
  19626. }
  19627. } );
  19628. //!\ DECLARE ALIAS AFTER assign prototype !
  19629. Object.assign( Interpolant.prototype, {
  19630. //( 0, t, t0 ), returns this.resultBuffer
  19631. beforeStart_: Interpolant.prototype.copySampleValue_,
  19632. //( N-1, tN-1, t ), returns this.resultBuffer
  19633. afterEnd_: Interpolant.prototype.copySampleValue_,
  19634. } );
  19635. /**
  19636. * Fast and simple cubic spline interpolant.
  19637. *
  19638. * It was derived from a Hermitian construction setting the first derivative
  19639. * at each sample position to the linear slope between neighboring positions
  19640. * over their parameter interval.
  19641. *
  19642. * @author tschw
  19643. */
  19644. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19645. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19646. this._weightPrev = - 0;
  19647. this._offsetPrev = - 0;
  19648. this._weightNext = - 0;
  19649. this._offsetNext = - 0;
  19650. }
  19651. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19652. constructor: CubicInterpolant,
  19653. DefaultSettings_: {
  19654. endingStart: ZeroCurvatureEnding,
  19655. endingEnd: ZeroCurvatureEnding
  19656. },
  19657. intervalChanged_: function ( i1, t0, t1 ) {
  19658. var pp = this.parameterPositions,
  19659. iPrev = i1 - 2,
  19660. iNext = i1 + 1,
  19661. tPrev = pp[ iPrev ],
  19662. tNext = pp[ iNext ];
  19663. if ( tPrev === undefined ) {
  19664. switch ( this.getSettings_().endingStart ) {
  19665. case ZeroSlopeEnding:
  19666. // f'(t0) = 0
  19667. iPrev = i1;
  19668. tPrev = 2 * t0 - t1;
  19669. break;
  19670. case WrapAroundEnding:
  19671. // use the other end of the curve
  19672. iPrev = pp.length - 2;
  19673. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19674. break;
  19675. default: // ZeroCurvatureEnding
  19676. // f''(t0) = 0 a.k.a. Natural Spline
  19677. iPrev = i1;
  19678. tPrev = t1;
  19679. }
  19680. }
  19681. if ( tNext === undefined ) {
  19682. switch ( this.getSettings_().endingEnd ) {
  19683. case ZeroSlopeEnding:
  19684. // f'(tN) = 0
  19685. iNext = i1;
  19686. tNext = 2 * t1 - t0;
  19687. break;
  19688. case WrapAroundEnding:
  19689. // use the other end of the curve
  19690. iNext = 1;
  19691. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19692. break;
  19693. default: // ZeroCurvatureEnding
  19694. // f''(tN) = 0, a.k.a. Natural Spline
  19695. iNext = i1 - 1;
  19696. tNext = t0;
  19697. }
  19698. }
  19699. var halfDt = ( t1 - t0 ) * 0.5,
  19700. stride = this.valueSize;
  19701. this._weightPrev = halfDt / ( t0 - tPrev );
  19702. this._weightNext = halfDt / ( tNext - t1 );
  19703. this._offsetPrev = iPrev * stride;
  19704. this._offsetNext = iNext * stride;
  19705. },
  19706. interpolate_: function ( i1, t0, t, t1 ) {
  19707. var result = this.resultBuffer,
  19708. values = this.sampleValues,
  19709. stride = this.valueSize,
  19710. o1 = i1 * stride, o0 = o1 - stride,
  19711. oP = this._offsetPrev, oN = this._offsetNext,
  19712. wP = this._weightPrev, wN = this._weightNext,
  19713. p = ( t - t0 ) / ( t1 - t0 ),
  19714. pp = p * p,
  19715. ppp = pp * p;
  19716. // evaluate polynomials
  19717. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19718. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19719. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19720. var sN = wN * ppp - wN * pp;
  19721. // combine data linearly
  19722. for ( var i = 0; i !== stride; ++ i ) {
  19723. result[ i ] =
  19724. sP * values[ oP + i ] +
  19725. s0 * values[ o0 + i ] +
  19726. s1 * values[ o1 + i ] +
  19727. sN * values[ oN + i ];
  19728. }
  19729. return result;
  19730. }
  19731. } );
  19732. /**
  19733. * @author tschw
  19734. */
  19735. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19736. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19737. }
  19738. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19739. constructor: LinearInterpolant,
  19740. interpolate_: function ( i1, t0, t, t1 ) {
  19741. var result = this.resultBuffer,
  19742. values = this.sampleValues,
  19743. stride = this.valueSize,
  19744. offset1 = i1 * stride,
  19745. offset0 = offset1 - stride,
  19746. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19747. weight0 = 1 - weight1;
  19748. for ( var i = 0; i !== stride; ++ i ) {
  19749. result[ i ] =
  19750. values[ offset0 + i ] * weight0 +
  19751. values[ offset1 + i ] * weight1;
  19752. }
  19753. return result;
  19754. }
  19755. } );
  19756. /**
  19757. *
  19758. * Interpolant that evaluates to the sample value at the position preceeding
  19759. * the parameter.
  19760. *
  19761. * @author tschw
  19762. */
  19763. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19764. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19765. }
  19766. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19767. constructor: DiscreteInterpolant,
  19768. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19769. return this.copySampleValue_( i1 - 1 );
  19770. }
  19771. } );
  19772. /**
  19773. *
  19774. * A timed sequence of keyframes for a specific property.
  19775. *
  19776. *
  19777. * @author Ben Houston / http://clara.io/
  19778. * @author David Sarno / http://lighthaus.us/
  19779. * @author tschw
  19780. */
  19781. function KeyframeTrack( name, times, values, interpolation ) {
  19782. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19783. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19784. this.name = name;
  19785. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19786. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19787. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19788. }
  19789. // Static methods
  19790. Object.assign( KeyframeTrack, {
  19791. // Serialization (in static context, because of constructor invocation
  19792. // and automatic invocation of .toJSON):
  19793. toJSON: function ( track ) {
  19794. var trackType = track.constructor;
  19795. var json;
  19796. // derived classes can define a static toJSON method
  19797. if ( trackType.toJSON !== undefined ) {
  19798. json = trackType.toJSON( track );
  19799. } else {
  19800. // by default, we assume the data can be serialized as-is
  19801. json = {
  19802. 'name': track.name,
  19803. 'times': AnimationUtils.convertArray( track.times, Array ),
  19804. 'values': AnimationUtils.convertArray( track.values, Array )
  19805. };
  19806. var interpolation = track.getInterpolation();
  19807. if ( interpolation !== track.DefaultInterpolation ) {
  19808. json.interpolation = interpolation;
  19809. }
  19810. }
  19811. json.type = track.ValueTypeName; // mandatory
  19812. return json;
  19813. }
  19814. } );
  19815. Object.assign( KeyframeTrack.prototype, {
  19816. constructor: KeyframeTrack,
  19817. TimeBufferType: Float32Array,
  19818. ValueBufferType: Float32Array,
  19819. DefaultInterpolation: InterpolateLinear,
  19820. InterpolantFactoryMethodDiscrete: function ( result ) {
  19821. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  19822. },
  19823. InterpolantFactoryMethodLinear: function ( result ) {
  19824. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  19825. },
  19826. InterpolantFactoryMethodSmooth: function ( result ) {
  19827. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  19828. },
  19829. setInterpolation: function ( interpolation ) {
  19830. var factoryMethod;
  19831. switch ( interpolation ) {
  19832. case InterpolateDiscrete:
  19833. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  19834. break;
  19835. case InterpolateLinear:
  19836. factoryMethod = this.InterpolantFactoryMethodLinear;
  19837. break;
  19838. case InterpolateSmooth:
  19839. factoryMethod = this.InterpolantFactoryMethodSmooth;
  19840. break;
  19841. }
  19842. if ( factoryMethod === undefined ) {
  19843. var message = "unsupported interpolation for " +
  19844. this.ValueTypeName + " keyframe track named " + this.name;
  19845. if ( this.createInterpolant === undefined ) {
  19846. // fall back to default, unless the default itself is messed up
  19847. if ( interpolation !== this.DefaultInterpolation ) {
  19848. this.setInterpolation( this.DefaultInterpolation );
  19849. } else {
  19850. throw new Error( message ); // fatal, in this case
  19851. }
  19852. }
  19853. console.warn( 'THREE.KeyframeTrack:', message );
  19854. return this;
  19855. }
  19856. this.createInterpolant = factoryMethod;
  19857. return this;
  19858. },
  19859. getInterpolation: function () {
  19860. switch ( this.createInterpolant ) {
  19861. case this.InterpolantFactoryMethodDiscrete:
  19862. return InterpolateDiscrete;
  19863. case this.InterpolantFactoryMethodLinear:
  19864. return InterpolateLinear;
  19865. case this.InterpolantFactoryMethodSmooth:
  19866. return InterpolateSmooth;
  19867. }
  19868. },
  19869. getValueSize: function () {
  19870. return this.values.length / this.times.length;
  19871. },
  19872. // move all keyframes either forwards or backwards in time
  19873. shift: function ( timeOffset ) {
  19874. if ( timeOffset !== 0.0 ) {
  19875. var times = this.times;
  19876. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19877. times[ i ] += timeOffset;
  19878. }
  19879. }
  19880. return this;
  19881. },
  19882. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  19883. scale: function ( timeScale ) {
  19884. if ( timeScale !== 1.0 ) {
  19885. var times = this.times;
  19886. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19887. times[ i ] *= timeScale;
  19888. }
  19889. }
  19890. return this;
  19891. },
  19892. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  19893. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  19894. trim: function ( startTime, endTime ) {
  19895. var times = this.times,
  19896. nKeys = times.length,
  19897. from = 0,
  19898. to = nKeys - 1;
  19899. while ( from !== nKeys && times[ from ] < startTime ) {
  19900. ++ from;
  19901. }
  19902. while ( to !== - 1 && times[ to ] > endTime ) {
  19903. -- to;
  19904. }
  19905. ++ to; // inclusive -> exclusive bound
  19906. if ( from !== 0 || to !== nKeys ) {
  19907. // empty tracks are forbidden, so keep at least one keyframe
  19908. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  19909. var stride = this.getValueSize();
  19910. this.times = AnimationUtils.arraySlice( times, from, to );
  19911. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  19912. }
  19913. return this;
  19914. },
  19915. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  19916. validate: function () {
  19917. var valid = true;
  19918. var valueSize = this.getValueSize();
  19919. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  19920. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  19921. valid = false;
  19922. }
  19923. var times = this.times,
  19924. values = this.values,
  19925. nKeys = times.length;
  19926. if ( nKeys === 0 ) {
  19927. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  19928. valid = false;
  19929. }
  19930. var prevTime = null;
  19931. for ( var i = 0; i !== nKeys; i ++ ) {
  19932. var currTime = times[ i ];
  19933. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  19934. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  19935. valid = false;
  19936. break;
  19937. }
  19938. if ( prevTime !== null && prevTime > currTime ) {
  19939. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  19940. valid = false;
  19941. break;
  19942. }
  19943. prevTime = currTime;
  19944. }
  19945. if ( values !== undefined ) {
  19946. if ( AnimationUtils.isTypedArray( values ) ) {
  19947. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  19948. var value = values[ i ];
  19949. if ( isNaN( value ) ) {
  19950. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  19951. valid = false;
  19952. break;
  19953. }
  19954. }
  19955. }
  19956. }
  19957. return valid;
  19958. },
  19959. // removes equivalent sequential keys as common in morph target sequences
  19960. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  19961. optimize: function () {
  19962. var times = this.times,
  19963. values = this.values,
  19964. stride = this.getValueSize(),
  19965. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  19966. writeIndex = 1,
  19967. lastIndex = times.length - 1;
  19968. for ( var i = 1; i < lastIndex; ++ i ) {
  19969. var keep = false;
  19970. var time = times[ i ];
  19971. var timeNext = times[ i + 1 ];
  19972. // remove adjacent keyframes scheduled at the same time
  19973. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  19974. if ( ! smoothInterpolation ) {
  19975. // remove unnecessary keyframes same as their neighbors
  19976. var offset = i * stride,
  19977. offsetP = offset - stride,
  19978. offsetN = offset + stride;
  19979. for ( var j = 0; j !== stride; ++ j ) {
  19980. var value = values[ offset + j ];
  19981. if ( value !== values[ offsetP + j ] ||
  19982. value !== values[ offsetN + j ] ) {
  19983. keep = true;
  19984. break;
  19985. }
  19986. }
  19987. } else {
  19988. keep = true;
  19989. }
  19990. }
  19991. // in-place compaction
  19992. if ( keep ) {
  19993. if ( i !== writeIndex ) {
  19994. times[ writeIndex ] = times[ i ];
  19995. var readOffset = i * stride,
  19996. writeOffset = writeIndex * stride;
  19997. for ( var j = 0; j !== stride; ++ j ) {
  19998. values[ writeOffset + j ] = values[ readOffset + j ];
  19999. }
  20000. }
  20001. ++ writeIndex;
  20002. }
  20003. }
  20004. // flush last keyframe (compaction looks ahead)
  20005. if ( lastIndex > 0 ) {
  20006. times[ writeIndex ] = times[ lastIndex ];
  20007. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20008. values[ writeOffset + j ] = values[ readOffset + j ];
  20009. }
  20010. ++ writeIndex;
  20011. }
  20012. if ( writeIndex !== times.length ) {
  20013. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20014. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20015. }
  20016. return this;
  20017. },
  20018. clone: function () {
  20019. var times = AnimationUtils.arraySlice( this.times, 0 );
  20020. var values = AnimationUtils.arraySlice( this.values, 0 );
  20021. var TypedKeyframeTrack = this.constructor;
  20022. var track = new TypedKeyframeTrack( this.name, times, values );
  20023. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20024. track.createInterpolant = this.createInterpolant;
  20025. return track;
  20026. }
  20027. } );
  20028. /**
  20029. *
  20030. * A Track of Boolean keyframe values.
  20031. *
  20032. *
  20033. * @author Ben Houston / http://clara.io/
  20034. * @author David Sarno / http://lighthaus.us/
  20035. * @author tschw
  20036. */
  20037. function BooleanKeyframeTrack( name, times, values ) {
  20038. KeyframeTrack.call( this, name, times, values );
  20039. }
  20040. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20041. constructor: BooleanKeyframeTrack,
  20042. ValueTypeName: 'bool',
  20043. ValueBufferType: Array,
  20044. DefaultInterpolation: InterpolateDiscrete,
  20045. InterpolantFactoryMethodLinear: undefined,
  20046. InterpolantFactoryMethodSmooth: undefined
  20047. // Note: Actually this track could have a optimized / compressed
  20048. // representation of a single value and a custom interpolant that
  20049. // computes "firstValue ^ isOdd( index )".
  20050. } );
  20051. /**
  20052. *
  20053. * A Track of keyframe values that represent color.
  20054. *
  20055. *
  20056. * @author Ben Houston / http://clara.io/
  20057. * @author David Sarno / http://lighthaus.us/
  20058. * @author tschw
  20059. */
  20060. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20061. KeyframeTrack.call( this, name, times, values, interpolation );
  20062. }
  20063. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20064. constructor: ColorKeyframeTrack,
  20065. ValueTypeName: 'color'
  20066. // ValueBufferType is inherited
  20067. // DefaultInterpolation is inherited
  20068. // Note: Very basic implementation and nothing special yet.
  20069. // However, this is the place for color space parameterization.
  20070. } );
  20071. /**
  20072. *
  20073. * A Track of numeric keyframe values.
  20074. *
  20075. * @author Ben Houston / http://clara.io/
  20076. * @author David Sarno / http://lighthaus.us/
  20077. * @author tschw
  20078. */
  20079. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20080. KeyframeTrack.call( this, name, times, values, interpolation );
  20081. }
  20082. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20083. constructor: NumberKeyframeTrack,
  20084. ValueTypeName: 'number'
  20085. // ValueBufferType is inherited
  20086. // DefaultInterpolation is inherited
  20087. } );
  20088. /**
  20089. * Spherical linear unit quaternion interpolant.
  20090. *
  20091. * @author tschw
  20092. */
  20093. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20094. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20095. }
  20096. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20097. constructor: QuaternionLinearInterpolant,
  20098. interpolate_: function ( i1, t0, t, t1 ) {
  20099. var result = this.resultBuffer,
  20100. values = this.sampleValues,
  20101. stride = this.valueSize,
  20102. offset = i1 * stride,
  20103. alpha = ( t - t0 ) / ( t1 - t0 );
  20104. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20105. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20106. }
  20107. return result;
  20108. }
  20109. } );
  20110. /**
  20111. *
  20112. * A Track of quaternion keyframe values.
  20113. *
  20114. * @author Ben Houston / http://clara.io/
  20115. * @author David Sarno / http://lighthaus.us/
  20116. * @author tschw
  20117. */
  20118. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20119. KeyframeTrack.call( this, name, times, values, interpolation );
  20120. }
  20121. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20122. constructor: QuaternionKeyframeTrack,
  20123. ValueTypeName: 'quaternion',
  20124. // ValueBufferType is inherited
  20125. DefaultInterpolation: InterpolateLinear,
  20126. InterpolantFactoryMethodLinear: function ( result ) {
  20127. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20128. },
  20129. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20130. } );
  20131. /**
  20132. *
  20133. * A Track that interpolates Strings
  20134. *
  20135. *
  20136. * @author Ben Houston / http://clara.io/
  20137. * @author David Sarno / http://lighthaus.us/
  20138. * @author tschw
  20139. */
  20140. function StringKeyframeTrack( name, times, values, interpolation ) {
  20141. KeyframeTrack.call( this, name, times, values, interpolation );
  20142. }
  20143. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20144. constructor: StringKeyframeTrack,
  20145. ValueTypeName: 'string',
  20146. ValueBufferType: Array,
  20147. DefaultInterpolation: InterpolateDiscrete,
  20148. InterpolantFactoryMethodLinear: undefined,
  20149. InterpolantFactoryMethodSmooth: undefined
  20150. } );
  20151. /**
  20152. *
  20153. * A Track of vectored keyframe values.
  20154. *
  20155. *
  20156. * @author Ben Houston / http://clara.io/
  20157. * @author David Sarno / http://lighthaus.us/
  20158. * @author tschw
  20159. */
  20160. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20161. KeyframeTrack.call( this, name, times, values, interpolation );
  20162. }
  20163. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20164. constructor: VectorKeyframeTrack,
  20165. ValueTypeName: 'vector'
  20166. // ValueBufferType is inherited
  20167. // DefaultInterpolation is inherited
  20168. } );
  20169. /**
  20170. *
  20171. * Reusable set of Tracks that represent an animation.
  20172. *
  20173. * @author Ben Houston / http://clara.io/
  20174. * @author David Sarno / http://lighthaus.us/
  20175. */
  20176. function AnimationClip( name, duration, tracks ) {
  20177. this.name = name;
  20178. this.tracks = tracks;
  20179. this.duration = ( duration !== undefined ) ? duration : - 1;
  20180. this.uuid = _Math.generateUUID();
  20181. // this means it should figure out its duration by scanning the tracks
  20182. if ( this.duration < 0 ) {
  20183. this.resetDuration();
  20184. }
  20185. }
  20186. function getTrackTypeForValueTypeName( typeName ) {
  20187. switch ( typeName.toLowerCase() ) {
  20188. case 'scalar':
  20189. case 'double':
  20190. case 'float':
  20191. case 'number':
  20192. case 'integer':
  20193. return NumberKeyframeTrack;
  20194. case 'vector':
  20195. case 'vector2':
  20196. case 'vector3':
  20197. case 'vector4':
  20198. return VectorKeyframeTrack;
  20199. case 'color':
  20200. return ColorKeyframeTrack;
  20201. case 'quaternion':
  20202. return QuaternionKeyframeTrack;
  20203. case 'bool':
  20204. case 'boolean':
  20205. return BooleanKeyframeTrack;
  20206. case 'string':
  20207. return StringKeyframeTrack;
  20208. }
  20209. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20210. }
  20211. function parseKeyframeTrack( json ) {
  20212. if ( json.type === undefined ) {
  20213. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20214. }
  20215. var trackType = getTrackTypeForValueTypeName( json.type );
  20216. if ( json.times === undefined ) {
  20217. var times = [], values = [];
  20218. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20219. json.times = times;
  20220. json.values = values;
  20221. }
  20222. // derived classes can define a static parse method
  20223. if ( trackType.parse !== undefined ) {
  20224. return trackType.parse( json );
  20225. } else {
  20226. // by default, we assume a constructor compatible with the base
  20227. return new trackType( json.name, json.times, json.values, json.interpolation );
  20228. }
  20229. }
  20230. Object.assign( AnimationClip, {
  20231. parse: function ( json ) {
  20232. var tracks = [],
  20233. jsonTracks = json.tracks,
  20234. frameTime = 1.0 / ( json.fps || 1.0 );
  20235. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20236. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20237. }
  20238. return new AnimationClip( json.name, json.duration, tracks );
  20239. },
  20240. toJSON: function ( clip ) {
  20241. var tracks = [],
  20242. clipTracks = clip.tracks;
  20243. var json = {
  20244. 'name': clip.name,
  20245. 'duration': clip.duration,
  20246. 'tracks': tracks,
  20247. 'uuid': clip.uuid
  20248. };
  20249. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20250. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20251. }
  20252. return json;
  20253. },
  20254. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20255. var numMorphTargets = morphTargetSequence.length;
  20256. var tracks = [];
  20257. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20258. var times = [];
  20259. var values = [];
  20260. times.push(
  20261. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20262. i,
  20263. ( i + 1 ) % numMorphTargets );
  20264. values.push( 0, 1, 0 );
  20265. var order = AnimationUtils.getKeyframeOrder( times );
  20266. times = AnimationUtils.sortedArray( times, 1, order );
  20267. values = AnimationUtils.sortedArray( values, 1, order );
  20268. // if there is a key at the first frame, duplicate it as the
  20269. // last frame as well for perfect loop.
  20270. if ( ! noLoop && times[ 0 ] === 0 ) {
  20271. times.push( numMorphTargets );
  20272. values.push( values[ 0 ] );
  20273. }
  20274. tracks.push(
  20275. new NumberKeyframeTrack(
  20276. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20277. times, values
  20278. ).scale( 1.0 / fps ) );
  20279. }
  20280. return new AnimationClip( name, - 1, tracks );
  20281. },
  20282. findByName: function ( objectOrClipArray, name ) {
  20283. var clipArray = objectOrClipArray;
  20284. if ( ! Array.isArray( objectOrClipArray ) ) {
  20285. var o = objectOrClipArray;
  20286. clipArray = o.geometry && o.geometry.animations || o.animations;
  20287. }
  20288. for ( var i = 0; i < clipArray.length; i ++ ) {
  20289. if ( clipArray[ i ].name === name ) {
  20290. return clipArray[ i ];
  20291. }
  20292. }
  20293. return null;
  20294. },
  20295. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20296. var animationToMorphTargets = {};
  20297. // tested with https://regex101.com/ on trick sequences
  20298. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20299. var pattern = /^([\w-]*?)([\d]+)$/;
  20300. // sort morph target names into animation groups based
  20301. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20302. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20303. var morphTarget = morphTargets[ i ];
  20304. var parts = morphTarget.name.match( pattern );
  20305. if ( parts && parts.length > 1 ) {
  20306. var name = parts[ 1 ];
  20307. var animationMorphTargets = animationToMorphTargets[ name ];
  20308. if ( ! animationMorphTargets ) {
  20309. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20310. }
  20311. animationMorphTargets.push( morphTarget );
  20312. }
  20313. }
  20314. var clips = [];
  20315. for ( var name in animationToMorphTargets ) {
  20316. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20317. }
  20318. return clips;
  20319. },
  20320. // parse the animation.hierarchy format
  20321. parseAnimation: function ( animation, bones ) {
  20322. if ( ! animation ) {
  20323. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20324. return null;
  20325. }
  20326. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20327. // only return track if there are actually keys.
  20328. if ( animationKeys.length !== 0 ) {
  20329. var times = [];
  20330. var values = [];
  20331. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20332. // empty keys are filtered out, so check again
  20333. if ( times.length !== 0 ) {
  20334. destTracks.push( new trackType( trackName, times, values ) );
  20335. }
  20336. }
  20337. };
  20338. var tracks = [];
  20339. var clipName = animation.name || 'default';
  20340. // automatic length determination in AnimationClip.
  20341. var duration = animation.length || - 1;
  20342. var fps = animation.fps || 30;
  20343. var hierarchyTracks = animation.hierarchy || [];
  20344. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20345. var animationKeys = hierarchyTracks[ h ].keys;
  20346. // skip empty tracks
  20347. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20348. // process morph targets
  20349. if ( animationKeys[ 0 ].morphTargets ) {
  20350. // figure out all morph targets used in this track
  20351. var morphTargetNames = {};
  20352. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20353. if ( animationKeys[ k ].morphTargets ) {
  20354. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20355. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20356. }
  20357. }
  20358. }
  20359. // create a track for each morph target with all zero
  20360. // morphTargetInfluences except for the keys in which
  20361. // the morphTarget is named.
  20362. for ( var morphTargetName in morphTargetNames ) {
  20363. var times = [];
  20364. var values = [];
  20365. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20366. var animationKey = animationKeys[ k ];
  20367. times.push( animationKey.time );
  20368. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20369. }
  20370. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20371. }
  20372. duration = morphTargetNames.length * ( fps || 1.0 );
  20373. } else {
  20374. // ...assume skeletal animation
  20375. var boneName = '.bones[' + bones[ h ].name + ']';
  20376. addNonemptyTrack(
  20377. VectorKeyframeTrack, boneName + '.position',
  20378. animationKeys, 'pos', tracks );
  20379. addNonemptyTrack(
  20380. QuaternionKeyframeTrack, boneName + '.quaternion',
  20381. animationKeys, 'rot', tracks );
  20382. addNonemptyTrack(
  20383. VectorKeyframeTrack, boneName + '.scale',
  20384. animationKeys, 'scl', tracks );
  20385. }
  20386. }
  20387. if ( tracks.length === 0 ) {
  20388. return null;
  20389. }
  20390. var clip = new AnimationClip( clipName, duration, tracks );
  20391. return clip;
  20392. }
  20393. } );
  20394. Object.assign( AnimationClip.prototype, {
  20395. resetDuration: function () {
  20396. var tracks = this.tracks, duration = 0;
  20397. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20398. var track = this.tracks[ i ];
  20399. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20400. }
  20401. this.duration = duration;
  20402. return this;
  20403. },
  20404. trim: function () {
  20405. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20406. this.tracks[ i ].trim( 0, this.duration );
  20407. }
  20408. return this;
  20409. },
  20410. validate: function () {
  20411. var valid = true;
  20412. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20413. valid = valid && this.tracks[ i ].validate();
  20414. }
  20415. return valid;
  20416. },
  20417. optimize: function () {
  20418. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20419. this.tracks[ i ].optimize();
  20420. }
  20421. return this;
  20422. },
  20423. clone: function () {
  20424. var tracks = [];
  20425. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20426. tracks.push( this.tracks[ i ].clone() );
  20427. }
  20428. return new AnimationClip( this.name, this.duration, tracks );
  20429. }
  20430. } );
  20431. /**
  20432. * @author mrdoob / http://mrdoob.com/
  20433. */
  20434. var Cache = {
  20435. enabled: false,
  20436. files: {},
  20437. add: function ( key, file ) {
  20438. if ( this.enabled === false ) return;
  20439. // console.log( 'THREE.Cache', 'Adding key:', key );
  20440. this.files[ key ] = file;
  20441. },
  20442. get: function ( key ) {
  20443. if ( this.enabled === false ) return;
  20444. // console.log( 'THREE.Cache', 'Checking key:', key );
  20445. return this.files[ key ];
  20446. },
  20447. remove: function ( key ) {
  20448. delete this.files[ key ];
  20449. },
  20450. clear: function () {
  20451. this.files = {};
  20452. }
  20453. };
  20454. /**
  20455. * @author mrdoob / http://mrdoob.com/
  20456. */
  20457. function LoadingManager( onLoad, onProgress, onError ) {
  20458. var scope = this;
  20459. var isLoading = false;
  20460. var itemsLoaded = 0;
  20461. var itemsTotal = 0;
  20462. var urlModifier = undefined;
  20463. // Refer to #5689 for the reason why we don't set .onStart
  20464. // in the constructor
  20465. this.onStart = undefined;
  20466. this.onLoad = onLoad;
  20467. this.onProgress = onProgress;
  20468. this.onError = onError;
  20469. this.itemStart = function ( url ) {
  20470. itemsTotal ++;
  20471. if ( isLoading === false ) {
  20472. if ( scope.onStart !== undefined ) {
  20473. scope.onStart( url, itemsLoaded, itemsTotal );
  20474. }
  20475. }
  20476. isLoading = true;
  20477. };
  20478. this.itemEnd = function ( url ) {
  20479. itemsLoaded ++;
  20480. if ( scope.onProgress !== undefined ) {
  20481. scope.onProgress( url, itemsLoaded, itemsTotal );
  20482. }
  20483. if ( itemsLoaded === itemsTotal ) {
  20484. isLoading = false;
  20485. if ( scope.onLoad !== undefined ) {
  20486. scope.onLoad();
  20487. }
  20488. }
  20489. };
  20490. this.itemError = function ( url ) {
  20491. if ( scope.onError !== undefined ) {
  20492. scope.onError( url );
  20493. }
  20494. };
  20495. this.resolveURL = function ( url ) {
  20496. if ( urlModifier ) {
  20497. return urlModifier( url );
  20498. }
  20499. return url;
  20500. };
  20501. this.setURLModifier = function ( transform ) {
  20502. urlModifier = transform;
  20503. return this;
  20504. };
  20505. }
  20506. var DefaultLoadingManager = new LoadingManager();
  20507. /**
  20508. * @author mrdoob / http://mrdoob.com/
  20509. */
  20510. var loading = {};
  20511. function FileLoader( manager ) {
  20512. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20513. }
  20514. Object.assign( FileLoader.prototype, {
  20515. load: function ( url, onLoad, onProgress, onError ) {
  20516. if ( url === undefined ) url = '';
  20517. if ( this.path !== undefined ) url = this.path + url;
  20518. url = this.manager.resolveURL( url );
  20519. var scope = this;
  20520. var cached = Cache.get( url );
  20521. if ( cached !== undefined ) {
  20522. scope.manager.itemStart( url );
  20523. setTimeout( function () {
  20524. if ( onLoad ) onLoad( cached );
  20525. scope.manager.itemEnd( url );
  20526. }, 0 );
  20527. return cached;
  20528. }
  20529. // Check if request is duplicate
  20530. if ( loading[ url ] !== undefined ) {
  20531. loading[ url ].push( {
  20532. onLoad: onLoad,
  20533. onProgress: onProgress,
  20534. onError: onError
  20535. } );
  20536. return;
  20537. }
  20538. // Check for data: URI
  20539. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20540. var dataUriRegexResult = url.match( dataUriRegex );
  20541. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20542. if ( dataUriRegexResult ) {
  20543. var mimeType = dataUriRegexResult[ 1 ];
  20544. var isBase64 = !! dataUriRegexResult[ 2 ];
  20545. var data = dataUriRegexResult[ 3 ];
  20546. data = decodeURIComponent( data );
  20547. if ( isBase64 ) data = atob( data );
  20548. try {
  20549. var response;
  20550. var responseType = ( this.responseType || '' ).toLowerCase();
  20551. switch ( responseType ) {
  20552. case 'arraybuffer':
  20553. case 'blob':
  20554. var view = new Uint8Array( data.length );
  20555. for ( var i = 0; i < data.length; i ++ ) {
  20556. view[ i ] = data.charCodeAt( i );
  20557. }
  20558. if ( responseType === 'blob' ) {
  20559. response = new Blob( [ view.buffer ], { type: mimeType } );
  20560. } else {
  20561. response = view.buffer;
  20562. }
  20563. break;
  20564. case 'document':
  20565. var parser = new DOMParser();
  20566. response = parser.parseFromString( data, mimeType );
  20567. break;
  20568. case 'json':
  20569. response = JSON.parse( data );
  20570. break;
  20571. default: // 'text' or other
  20572. response = data;
  20573. break;
  20574. }
  20575. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20576. setTimeout( function () {
  20577. if ( onLoad ) onLoad( response );
  20578. scope.manager.itemEnd( url );
  20579. }, 0 );
  20580. } catch ( error ) {
  20581. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20582. setTimeout( function () {
  20583. if ( onError ) onError( error );
  20584. scope.manager.itemError( url );
  20585. scope.manager.itemEnd( url );
  20586. }, 0 );
  20587. }
  20588. } else {
  20589. // Initialise array for duplicate requests
  20590. loading[ url ] = [];
  20591. loading[ url ].push( {
  20592. onLoad: onLoad,
  20593. onProgress: onProgress,
  20594. onError: onError
  20595. } );
  20596. var request = new XMLHttpRequest();
  20597. request.open( 'GET', url, true );
  20598. request.addEventListener( 'load', function ( event ) {
  20599. var response = this.response;
  20600. Cache.add( url, response );
  20601. var callbacks = loading[ url ];
  20602. delete loading[ url ];
  20603. if ( this.status === 200 || this.status === 0 ) {
  20604. // Some browsers return HTTP Status 0 when using non-http protocol
  20605. // e.g. 'file://' or 'data://'. Handle as success.
  20606. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20607. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20608. var callback = callbacks[ i ];
  20609. if ( callback.onLoad ) callback.onLoad( response );
  20610. }
  20611. scope.manager.itemEnd( url );
  20612. } else {
  20613. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20614. var callback = callbacks[ i ];
  20615. if ( callback.onError ) callback.onError( event );
  20616. }
  20617. scope.manager.itemError( url );
  20618. scope.manager.itemEnd( url );
  20619. }
  20620. }, false );
  20621. request.addEventListener( 'progress', function ( event ) {
  20622. var callbacks = loading[ url ];
  20623. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20624. var callback = callbacks[ i ];
  20625. if ( callback.onProgress ) callback.onProgress( event );
  20626. }
  20627. }, false );
  20628. request.addEventListener( 'error', function ( event ) {
  20629. var callbacks = loading[ url ];
  20630. delete loading[ url ];
  20631. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20632. var callback = callbacks[ i ];
  20633. if ( callback.onError ) callback.onError( event );
  20634. }
  20635. scope.manager.itemError( url );
  20636. scope.manager.itemEnd( url );
  20637. }, false );
  20638. request.addEventListener( 'abort', function ( event ) {
  20639. var callbacks = loading[ url ];
  20640. delete loading[ url ];
  20641. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20642. var callback = callbacks[ i ];
  20643. if ( callback.onError ) callback.onError( event );
  20644. }
  20645. scope.manager.itemError( url );
  20646. scope.manager.itemEnd( url );
  20647. }, false );
  20648. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20649. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20650. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20651. for ( var header in this.requestHeader ) {
  20652. request.setRequestHeader( header, this.requestHeader[ header ] );
  20653. }
  20654. request.send( null );
  20655. }
  20656. scope.manager.itemStart( url );
  20657. return request;
  20658. },
  20659. setPath: function ( value ) {
  20660. this.path = value;
  20661. return this;
  20662. },
  20663. setResponseType: function ( value ) {
  20664. this.responseType = value;
  20665. return this;
  20666. },
  20667. setWithCredentials: function ( value ) {
  20668. this.withCredentials = value;
  20669. return this;
  20670. },
  20671. setMimeType: function ( value ) {
  20672. this.mimeType = value;
  20673. return this;
  20674. },
  20675. setRequestHeader: function ( value ) {
  20676. this.requestHeader = value;
  20677. return this;
  20678. }
  20679. } );
  20680. /**
  20681. * @author bhouston / http://clara.io/
  20682. */
  20683. function AnimationLoader( manager ) {
  20684. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20685. }
  20686. Object.assign( AnimationLoader.prototype, {
  20687. load: function ( url, onLoad, onProgress, onError ) {
  20688. var scope = this;
  20689. var loader = new FileLoader( scope.manager );
  20690. loader.setPath( scope.path );
  20691. loader.load( url, function ( text ) {
  20692. onLoad( scope.parse( JSON.parse( text ) ) );
  20693. }, onProgress, onError );
  20694. },
  20695. parse: function ( json ) {
  20696. var animations = [];
  20697. for ( var i = 0; i < json.length; i ++ ) {
  20698. var clip = AnimationClip.parse( json[ i ] );
  20699. animations.push( clip );
  20700. }
  20701. return animations;
  20702. },
  20703. setPath: function ( value ) {
  20704. this.path = value;
  20705. return this;
  20706. }
  20707. } );
  20708. /**
  20709. * @author mrdoob / http://mrdoob.com/
  20710. *
  20711. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20712. */
  20713. function CompressedTextureLoader( manager ) {
  20714. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20715. // override in sub classes
  20716. this._parser = null;
  20717. }
  20718. Object.assign( CompressedTextureLoader.prototype, {
  20719. load: function ( url, onLoad, onProgress, onError ) {
  20720. var scope = this;
  20721. var images = [];
  20722. var texture = new CompressedTexture();
  20723. texture.image = images;
  20724. var loader = new FileLoader( this.manager );
  20725. loader.setPath( this.path );
  20726. loader.setResponseType( 'arraybuffer' );
  20727. function loadTexture( i ) {
  20728. loader.load( url[ i ], function ( buffer ) {
  20729. var texDatas = scope._parser( buffer, true );
  20730. images[ i ] = {
  20731. width: texDatas.width,
  20732. height: texDatas.height,
  20733. format: texDatas.format,
  20734. mipmaps: texDatas.mipmaps
  20735. };
  20736. loaded += 1;
  20737. if ( loaded === 6 ) {
  20738. if ( texDatas.mipmapCount === 1 )
  20739. texture.minFilter = LinearFilter;
  20740. texture.format = texDatas.format;
  20741. texture.needsUpdate = true;
  20742. if ( onLoad ) onLoad( texture );
  20743. }
  20744. }, onProgress, onError );
  20745. }
  20746. if ( Array.isArray( url ) ) {
  20747. var loaded = 0;
  20748. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20749. loadTexture( i );
  20750. }
  20751. } else {
  20752. // compressed cubemap texture stored in a single DDS file
  20753. loader.load( url, function ( buffer ) {
  20754. var texDatas = scope._parser( buffer, true );
  20755. if ( texDatas.isCubemap ) {
  20756. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20757. for ( var f = 0; f < faces; f ++ ) {
  20758. images[ f ] = { mipmaps: [] };
  20759. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20760. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20761. images[ f ].format = texDatas.format;
  20762. images[ f ].width = texDatas.width;
  20763. images[ f ].height = texDatas.height;
  20764. }
  20765. }
  20766. } else {
  20767. texture.image.width = texDatas.width;
  20768. texture.image.height = texDatas.height;
  20769. texture.mipmaps = texDatas.mipmaps;
  20770. }
  20771. if ( texDatas.mipmapCount === 1 ) {
  20772. texture.minFilter = LinearFilter;
  20773. }
  20774. texture.format = texDatas.format;
  20775. texture.needsUpdate = true;
  20776. if ( onLoad ) onLoad( texture );
  20777. }, onProgress, onError );
  20778. }
  20779. return texture;
  20780. },
  20781. setPath: function ( value ) {
  20782. this.path = value;
  20783. return this;
  20784. }
  20785. } );
  20786. /**
  20787. * @author Nikos M. / https://github.com/foo123/
  20788. *
  20789. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20790. */
  20791. function DataTextureLoader( manager ) {
  20792. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20793. // override in sub classes
  20794. this._parser = null;
  20795. }
  20796. Object.assign( DataTextureLoader.prototype, {
  20797. load: function ( url, onLoad, onProgress, onError ) {
  20798. var scope = this;
  20799. var texture = new DataTexture();
  20800. var loader = new FileLoader( this.manager );
  20801. loader.setResponseType( 'arraybuffer' );
  20802. loader.setPath( this.path );
  20803. loader.load( url, function ( buffer ) {
  20804. var texData = scope._parser( buffer );
  20805. if ( ! texData ) return;
  20806. if ( texData.image !== undefined ) {
  20807. texture.image = texData.image;
  20808. } else if ( texData.data !== undefined ) {
  20809. texture.image.width = texData.width;
  20810. texture.image.height = texData.height;
  20811. texture.image.data = texData.data;
  20812. }
  20813. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  20814. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  20815. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  20816. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;
  20817. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  20818. if ( texData.format !== undefined ) {
  20819. texture.format = texData.format;
  20820. }
  20821. if ( texData.type !== undefined ) {
  20822. texture.type = texData.type;
  20823. }
  20824. if ( texData.mipmaps !== undefined ) {
  20825. texture.mipmaps = texData.mipmaps;
  20826. }
  20827. if ( texData.mipmapCount === 1 ) {
  20828. texture.minFilter = LinearFilter;
  20829. }
  20830. texture.needsUpdate = true;
  20831. if ( onLoad ) onLoad( texture, texData );
  20832. }, onProgress, onError );
  20833. return texture;
  20834. },
  20835. setPath: function ( value ) {
  20836. this.path = value;
  20837. return this;
  20838. }
  20839. } );
  20840. /**
  20841. * @author mrdoob / http://mrdoob.com/
  20842. */
  20843. function ImageLoader( manager ) {
  20844. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20845. }
  20846. Object.assign( ImageLoader.prototype, {
  20847. crossOrigin: 'anonymous',
  20848. load: function ( url, onLoad, onProgress, onError ) {
  20849. if ( url === undefined ) url = '';
  20850. if ( this.path !== undefined ) url = this.path + url;
  20851. url = this.manager.resolveURL( url );
  20852. var scope = this;
  20853. var cached = Cache.get( url );
  20854. if ( cached !== undefined ) {
  20855. scope.manager.itemStart( url );
  20856. setTimeout( function () {
  20857. if ( onLoad ) onLoad( cached );
  20858. scope.manager.itemEnd( url );
  20859. }, 0 );
  20860. return cached;
  20861. }
  20862. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  20863. function onImageLoad() {
  20864. image.removeEventListener( 'load', onImageLoad, false );
  20865. image.removeEventListener( 'error', onImageError, false );
  20866. Cache.add( url, this );
  20867. if ( onLoad ) onLoad( this );
  20868. scope.manager.itemEnd( url );
  20869. }
  20870. function onImageError( event ) {
  20871. image.removeEventListener( 'load', onImageLoad, false );
  20872. image.removeEventListener( 'error', onImageError, false );
  20873. if ( onError ) onError( event );
  20874. scope.manager.itemError( url );
  20875. scope.manager.itemEnd( url );
  20876. }
  20877. image.addEventListener( 'load', onImageLoad, false );
  20878. image.addEventListener( 'error', onImageError, false );
  20879. if ( url.substr( 0, 5 ) !== 'data:' ) {
  20880. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  20881. }
  20882. scope.manager.itemStart( url );
  20883. image.src = url;
  20884. return image;
  20885. },
  20886. setCrossOrigin: function ( value ) {
  20887. this.crossOrigin = value;
  20888. return this;
  20889. },
  20890. setPath: function ( value ) {
  20891. this.path = value;
  20892. return this;
  20893. }
  20894. } );
  20895. /**
  20896. * @author mrdoob / http://mrdoob.com/
  20897. */
  20898. function CubeTextureLoader( manager ) {
  20899. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20900. }
  20901. Object.assign( CubeTextureLoader.prototype, {
  20902. crossOrigin: 'anonymous',
  20903. load: function ( urls, onLoad, onProgress, onError ) {
  20904. var texture = new CubeTexture();
  20905. var loader = new ImageLoader( this.manager );
  20906. loader.setCrossOrigin( this.crossOrigin );
  20907. loader.setPath( this.path );
  20908. var loaded = 0;
  20909. function loadTexture( i ) {
  20910. loader.load( urls[ i ], function ( image ) {
  20911. texture.images[ i ] = image;
  20912. loaded ++;
  20913. if ( loaded === 6 ) {
  20914. texture.needsUpdate = true;
  20915. if ( onLoad ) onLoad( texture );
  20916. }
  20917. }, undefined, onError );
  20918. }
  20919. for ( var i = 0; i < urls.length; ++ i ) {
  20920. loadTexture( i );
  20921. }
  20922. return texture;
  20923. },
  20924. setCrossOrigin: function ( value ) {
  20925. this.crossOrigin = value;
  20926. return this;
  20927. },
  20928. setPath: function ( value ) {
  20929. this.path = value;
  20930. return this;
  20931. }
  20932. } );
  20933. /**
  20934. * @author mrdoob / http://mrdoob.com/
  20935. */
  20936. function TextureLoader( manager ) {
  20937. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20938. }
  20939. Object.assign( TextureLoader.prototype, {
  20940. crossOrigin: 'anonymous',
  20941. load: function ( url, onLoad, onProgress, onError ) {
  20942. var texture = new Texture();
  20943. var loader = new ImageLoader( this.manager );
  20944. loader.setCrossOrigin( this.crossOrigin );
  20945. loader.setPath( this.path );
  20946. loader.load( url, function ( image ) {
  20947. texture.image = image;
  20948. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  20949. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  20950. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  20951. texture.needsUpdate = true;
  20952. if ( onLoad !== undefined ) {
  20953. onLoad( texture );
  20954. }
  20955. }, onProgress, onError );
  20956. return texture;
  20957. },
  20958. setCrossOrigin: function ( value ) {
  20959. this.crossOrigin = value;
  20960. return this;
  20961. },
  20962. setPath: function ( value ) {
  20963. this.path = value;
  20964. return this;
  20965. }
  20966. } );
  20967. /**
  20968. * @author zz85 / http://www.lab4games.net/zz85/blog
  20969. * Extensible curve object
  20970. *
  20971. * Some common of curve methods:
  20972. * .getPoint( t, optionalTarget ), .getTangent( t )
  20973. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  20974. * .getPoints(), .getSpacedPoints()
  20975. * .getLength()
  20976. * .updateArcLengths()
  20977. *
  20978. * This following curves inherit from THREE.Curve:
  20979. *
  20980. * -- 2D curves --
  20981. * THREE.ArcCurve
  20982. * THREE.CubicBezierCurve
  20983. * THREE.EllipseCurve
  20984. * THREE.LineCurve
  20985. * THREE.QuadraticBezierCurve
  20986. * THREE.SplineCurve
  20987. *
  20988. * -- 3D curves --
  20989. * THREE.CatmullRomCurve3
  20990. * THREE.CubicBezierCurve3
  20991. * THREE.LineCurve3
  20992. * THREE.QuadraticBezierCurve3
  20993. *
  20994. * A series of curves can be represented as a THREE.CurvePath.
  20995. *
  20996. **/
  20997. /**************************************************************
  20998. * Abstract Curve base class
  20999. **************************************************************/
  21000. function Curve() {
  21001. this.type = 'Curve';
  21002. this.arcLengthDivisions = 200;
  21003. }
  21004. Object.assign( Curve.prototype, {
  21005. // Virtual base class method to overwrite and implement in subclasses
  21006. // - t [0 .. 1]
  21007. getPoint: function ( /* t, optionalTarget */ ) {
  21008. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21009. return null;
  21010. },
  21011. // Get point at relative position in curve according to arc length
  21012. // - u [0 .. 1]
  21013. getPointAt: function ( u, optionalTarget ) {
  21014. var t = this.getUtoTmapping( u );
  21015. return this.getPoint( t, optionalTarget );
  21016. },
  21017. // Get sequence of points using getPoint( t )
  21018. getPoints: function ( divisions ) {
  21019. if ( divisions === undefined ) divisions = 5;
  21020. var points = [];
  21021. for ( var d = 0; d <= divisions; d ++ ) {
  21022. points.push( this.getPoint( d / divisions ) );
  21023. }
  21024. return points;
  21025. },
  21026. // Get sequence of points using getPointAt( u )
  21027. getSpacedPoints: function ( divisions ) {
  21028. if ( divisions === undefined ) divisions = 5;
  21029. var points = [];
  21030. for ( var d = 0; d <= divisions; d ++ ) {
  21031. points.push( this.getPointAt( d / divisions ) );
  21032. }
  21033. return points;
  21034. },
  21035. // Get total curve arc length
  21036. getLength: function () {
  21037. var lengths = this.getLengths();
  21038. return lengths[ lengths.length - 1 ];
  21039. },
  21040. // Get list of cumulative segment lengths
  21041. getLengths: function ( divisions ) {
  21042. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21043. if ( this.cacheArcLengths &&
  21044. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21045. ! this.needsUpdate ) {
  21046. return this.cacheArcLengths;
  21047. }
  21048. this.needsUpdate = false;
  21049. var cache = [];
  21050. var current, last = this.getPoint( 0 );
  21051. var p, sum = 0;
  21052. cache.push( 0 );
  21053. for ( p = 1; p <= divisions; p ++ ) {
  21054. current = this.getPoint( p / divisions );
  21055. sum += current.distanceTo( last );
  21056. cache.push( sum );
  21057. last = current;
  21058. }
  21059. this.cacheArcLengths = cache;
  21060. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21061. },
  21062. updateArcLengths: function () {
  21063. this.needsUpdate = true;
  21064. this.getLengths();
  21065. },
  21066. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21067. getUtoTmapping: function ( u, distance ) {
  21068. var arcLengths = this.getLengths();
  21069. var i = 0, il = arcLengths.length;
  21070. var targetArcLength; // The targeted u distance value to get
  21071. if ( distance ) {
  21072. targetArcLength = distance;
  21073. } else {
  21074. targetArcLength = u * arcLengths[ il - 1 ];
  21075. }
  21076. // binary search for the index with largest value smaller than target u distance
  21077. var low = 0, high = il - 1, comparison;
  21078. while ( low <= high ) {
  21079. 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
  21080. comparison = arcLengths[ i ] - targetArcLength;
  21081. if ( comparison < 0 ) {
  21082. low = i + 1;
  21083. } else if ( comparison > 0 ) {
  21084. high = i - 1;
  21085. } else {
  21086. high = i;
  21087. break;
  21088. // DONE
  21089. }
  21090. }
  21091. i = high;
  21092. if ( arcLengths[ i ] === targetArcLength ) {
  21093. return i / ( il - 1 );
  21094. }
  21095. // we could get finer grain at lengths, or use simple interpolation between two points
  21096. var lengthBefore = arcLengths[ i ];
  21097. var lengthAfter = arcLengths[ i + 1 ];
  21098. var segmentLength = lengthAfter - lengthBefore;
  21099. // determine where we are between the 'before' and 'after' points
  21100. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21101. // add that fractional amount to t
  21102. var t = ( i + segmentFraction ) / ( il - 1 );
  21103. return t;
  21104. },
  21105. // Returns a unit vector tangent at t
  21106. // In case any sub curve does not implement its tangent derivation,
  21107. // 2 points a small delta apart will be used to find its gradient
  21108. // which seems to give a reasonable approximation
  21109. getTangent: function ( t ) {
  21110. var delta = 0.0001;
  21111. var t1 = t - delta;
  21112. var t2 = t + delta;
  21113. // Capping in case of danger
  21114. if ( t1 < 0 ) t1 = 0;
  21115. if ( t2 > 1 ) t2 = 1;
  21116. var pt1 = this.getPoint( t1 );
  21117. var pt2 = this.getPoint( t2 );
  21118. var vec = pt2.clone().sub( pt1 );
  21119. return vec.normalize();
  21120. },
  21121. getTangentAt: function ( u ) {
  21122. var t = this.getUtoTmapping( u );
  21123. return this.getTangent( t );
  21124. },
  21125. computeFrenetFrames: function ( segments, closed ) {
  21126. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21127. var normal = new Vector3();
  21128. var tangents = [];
  21129. var normals = [];
  21130. var binormals = [];
  21131. var vec = new Vector3();
  21132. var mat = new Matrix4();
  21133. var i, u, theta;
  21134. // compute the tangent vectors for each segment on the curve
  21135. for ( i = 0; i <= segments; i ++ ) {
  21136. u = i / segments;
  21137. tangents[ i ] = this.getTangentAt( u );
  21138. tangents[ i ].normalize();
  21139. }
  21140. // select an initial normal vector perpendicular to the first tangent vector,
  21141. // and in the direction of the minimum tangent xyz component
  21142. normals[ 0 ] = new Vector3();
  21143. binormals[ 0 ] = new Vector3();
  21144. var min = Number.MAX_VALUE;
  21145. var tx = Math.abs( tangents[ 0 ].x );
  21146. var ty = Math.abs( tangents[ 0 ].y );
  21147. var tz = Math.abs( tangents[ 0 ].z );
  21148. if ( tx <= min ) {
  21149. min = tx;
  21150. normal.set( 1, 0, 0 );
  21151. }
  21152. if ( ty <= min ) {
  21153. min = ty;
  21154. normal.set( 0, 1, 0 );
  21155. }
  21156. if ( tz <= min ) {
  21157. normal.set( 0, 0, 1 );
  21158. }
  21159. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21160. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21161. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21162. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21163. for ( i = 1; i <= segments; i ++ ) {
  21164. normals[ i ] = normals[ i - 1 ].clone();
  21165. binormals[ i ] = binormals[ i - 1 ].clone();
  21166. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21167. if ( vec.length() > Number.EPSILON ) {
  21168. vec.normalize();
  21169. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21170. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21171. }
  21172. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21173. }
  21174. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21175. if ( closed === true ) {
  21176. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21177. theta /= segments;
  21178. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21179. theta = - theta;
  21180. }
  21181. for ( i = 1; i <= segments; i ++ ) {
  21182. // twist a little...
  21183. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21184. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21185. }
  21186. }
  21187. return {
  21188. tangents: tangents,
  21189. normals: normals,
  21190. binormals: binormals
  21191. };
  21192. },
  21193. clone: function () {
  21194. return new this.constructor().copy( this );
  21195. },
  21196. copy: function ( source ) {
  21197. this.arcLengthDivisions = source.arcLengthDivisions;
  21198. return this;
  21199. },
  21200. toJSON: function () {
  21201. var data = {
  21202. metadata: {
  21203. version: 4.5,
  21204. type: 'Curve',
  21205. generator: 'Curve.toJSON'
  21206. }
  21207. };
  21208. data.arcLengthDivisions = this.arcLengthDivisions;
  21209. data.type = this.type;
  21210. return data;
  21211. },
  21212. fromJSON: function ( json ) {
  21213. this.arcLengthDivisions = json.arcLengthDivisions;
  21214. return this;
  21215. }
  21216. } );
  21217. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21218. Curve.call( this );
  21219. this.type = 'EllipseCurve';
  21220. this.aX = aX || 0;
  21221. this.aY = aY || 0;
  21222. this.xRadius = xRadius || 1;
  21223. this.yRadius = yRadius || 1;
  21224. this.aStartAngle = aStartAngle || 0;
  21225. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21226. this.aClockwise = aClockwise || false;
  21227. this.aRotation = aRotation || 0;
  21228. }
  21229. EllipseCurve.prototype = Object.create( Curve.prototype );
  21230. EllipseCurve.prototype.constructor = EllipseCurve;
  21231. EllipseCurve.prototype.isEllipseCurve = true;
  21232. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21233. var point = optionalTarget || new Vector2();
  21234. var twoPi = Math.PI * 2;
  21235. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21236. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21237. // ensures that deltaAngle is 0 .. 2 PI
  21238. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21239. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21240. if ( deltaAngle < Number.EPSILON ) {
  21241. if ( samePoints ) {
  21242. deltaAngle = 0;
  21243. } else {
  21244. deltaAngle = twoPi;
  21245. }
  21246. }
  21247. if ( this.aClockwise === true && ! samePoints ) {
  21248. if ( deltaAngle === twoPi ) {
  21249. deltaAngle = - twoPi;
  21250. } else {
  21251. deltaAngle = deltaAngle - twoPi;
  21252. }
  21253. }
  21254. var angle = this.aStartAngle + t * deltaAngle;
  21255. var x = this.aX + this.xRadius * Math.cos( angle );
  21256. var y = this.aY + this.yRadius * Math.sin( angle );
  21257. if ( this.aRotation !== 0 ) {
  21258. var cos = Math.cos( this.aRotation );
  21259. var sin = Math.sin( this.aRotation );
  21260. var tx = x - this.aX;
  21261. var ty = y - this.aY;
  21262. // Rotate the point about the center of the ellipse.
  21263. x = tx * cos - ty * sin + this.aX;
  21264. y = tx * sin + ty * cos + this.aY;
  21265. }
  21266. return point.set( x, y );
  21267. };
  21268. EllipseCurve.prototype.copy = function ( source ) {
  21269. Curve.prototype.copy.call( this, source );
  21270. this.aX = source.aX;
  21271. this.aY = source.aY;
  21272. this.xRadius = source.xRadius;
  21273. this.yRadius = source.yRadius;
  21274. this.aStartAngle = source.aStartAngle;
  21275. this.aEndAngle = source.aEndAngle;
  21276. this.aClockwise = source.aClockwise;
  21277. this.aRotation = source.aRotation;
  21278. return this;
  21279. };
  21280. EllipseCurve.prototype.toJSON = function () {
  21281. var data = Curve.prototype.toJSON.call( this );
  21282. data.aX = this.aX;
  21283. data.aY = this.aY;
  21284. data.xRadius = this.xRadius;
  21285. data.yRadius = this.yRadius;
  21286. data.aStartAngle = this.aStartAngle;
  21287. data.aEndAngle = this.aEndAngle;
  21288. data.aClockwise = this.aClockwise;
  21289. data.aRotation = this.aRotation;
  21290. return data;
  21291. };
  21292. EllipseCurve.prototype.fromJSON = function ( json ) {
  21293. Curve.prototype.fromJSON.call( this, json );
  21294. this.aX = json.aX;
  21295. this.aY = json.aY;
  21296. this.xRadius = json.xRadius;
  21297. this.yRadius = json.yRadius;
  21298. this.aStartAngle = json.aStartAngle;
  21299. this.aEndAngle = json.aEndAngle;
  21300. this.aClockwise = json.aClockwise;
  21301. this.aRotation = json.aRotation;
  21302. return this;
  21303. };
  21304. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21305. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21306. this.type = 'ArcCurve';
  21307. }
  21308. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21309. ArcCurve.prototype.constructor = ArcCurve;
  21310. ArcCurve.prototype.isArcCurve = true;
  21311. /**
  21312. * @author zz85 https://github.com/zz85
  21313. *
  21314. * Centripetal CatmullRom Curve - which is useful for avoiding
  21315. * cusps and self-intersections in non-uniform catmull rom curves.
  21316. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21317. *
  21318. * curve.type accepts centripetal(default), chordal and catmullrom
  21319. * curve.tension is used for catmullrom which defaults to 0.5
  21320. */
  21321. /*
  21322. Based on an optimized c++ solution in
  21323. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21324. - http://ideone.com/NoEbVM
  21325. This CubicPoly class could be used for reusing some variables and calculations,
  21326. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21327. which can be placed in CurveUtils.
  21328. */
  21329. function CubicPoly() {
  21330. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21331. /*
  21332. * Compute coefficients for a cubic polynomial
  21333. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21334. * such that
  21335. * p(0) = x0, p(1) = x1
  21336. * and
  21337. * p'(0) = t0, p'(1) = t1.
  21338. */
  21339. function init( x0, x1, t0, t1 ) {
  21340. c0 = x0;
  21341. c1 = t0;
  21342. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21343. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21344. }
  21345. return {
  21346. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21347. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21348. },
  21349. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21350. // compute tangents when parameterized in [t1,t2]
  21351. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21352. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21353. // rescale tangents for parametrization in [0,1]
  21354. t1 *= dt1;
  21355. t2 *= dt1;
  21356. init( x1, x2, t1, t2 );
  21357. },
  21358. calc: function ( t ) {
  21359. var t2 = t * t;
  21360. var t3 = t2 * t;
  21361. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21362. }
  21363. };
  21364. }
  21365. //
  21366. var tmp = new Vector3();
  21367. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21368. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21369. Curve.call( this );
  21370. this.type = 'CatmullRomCurve3';
  21371. this.points = points || [];
  21372. this.closed = closed || false;
  21373. this.curveType = curveType || 'centripetal';
  21374. this.tension = tension || 0.5;
  21375. }
  21376. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21377. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21378. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21379. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21380. var point = optionalTarget || new Vector3();
  21381. var points = this.points;
  21382. var l = points.length;
  21383. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21384. var intPoint = Math.floor( p );
  21385. var weight = p - intPoint;
  21386. if ( this.closed ) {
  21387. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21388. } else if ( weight === 0 && intPoint === l - 1 ) {
  21389. intPoint = l - 2;
  21390. weight = 1;
  21391. }
  21392. var p0, p1, p2, p3; // 4 points
  21393. if ( this.closed || intPoint > 0 ) {
  21394. p0 = points[ ( intPoint - 1 ) % l ];
  21395. } else {
  21396. // extrapolate first point
  21397. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21398. p0 = tmp;
  21399. }
  21400. p1 = points[ intPoint % l ];
  21401. p2 = points[ ( intPoint + 1 ) % l ];
  21402. if ( this.closed || intPoint + 2 < l ) {
  21403. p3 = points[ ( intPoint + 2 ) % l ];
  21404. } else {
  21405. // extrapolate last point
  21406. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21407. p3 = tmp;
  21408. }
  21409. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21410. // init Centripetal / Chordal Catmull-Rom
  21411. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21412. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21413. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21414. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21415. // safety check for repeated points
  21416. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21417. if ( dt0 < 1e-4 ) dt0 = dt1;
  21418. if ( dt2 < 1e-4 ) dt2 = dt1;
  21419. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21420. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21421. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21422. } else if ( this.curveType === 'catmullrom' ) {
  21423. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21424. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21425. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21426. }
  21427. point.set(
  21428. px.calc( weight ),
  21429. py.calc( weight ),
  21430. pz.calc( weight )
  21431. );
  21432. return point;
  21433. };
  21434. CatmullRomCurve3.prototype.copy = function ( source ) {
  21435. Curve.prototype.copy.call( this, source );
  21436. this.points = [];
  21437. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21438. var point = source.points[ i ];
  21439. this.points.push( point.clone() );
  21440. }
  21441. this.closed = source.closed;
  21442. this.curveType = source.curveType;
  21443. this.tension = source.tension;
  21444. return this;
  21445. };
  21446. CatmullRomCurve3.prototype.toJSON = function () {
  21447. var data = Curve.prototype.toJSON.call( this );
  21448. data.points = [];
  21449. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21450. var point = this.points[ i ];
  21451. data.points.push( point.toArray() );
  21452. }
  21453. data.closed = this.closed;
  21454. data.curveType = this.curveType;
  21455. data.tension = this.tension;
  21456. return data;
  21457. };
  21458. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21459. Curve.prototype.fromJSON.call( this, json );
  21460. this.points = [];
  21461. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21462. var point = json.points[ i ];
  21463. this.points.push( new Vector3().fromArray( point ) );
  21464. }
  21465. this.closed = json.closed;
  21466. this.curveType = json.curveType;
  21467. this.tension = json.tension;
  21468. return this;
  21469. };
  21470. /**
  21471. * @author zz85 / http://www.lab4games.net/zz85/blog
  21472. *
  21473. * Bezier Curves formulas obtained from
  21474. * http://en.wikipedia.org/wiki/Bézier_curve
  21475. */
  21476. function CatmullRom( t, p0, p1, p2, p3 ) {
  21477. var v0 = ( p2 - p0 ) * 0.5;
  21478. var v1 = ( p3 - p1 ) * 0.5;
  21479. var t2 = t * t;
  21480. var t3 = t * t2;
  21481. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21482. }
  21483. //
  21484. function QuadraticBezierP0( t, p ) {
  21485. var k = 1 - t;
  21486. return k * k * p;
  21487. }
  21488. function QuadraticBezierP1( t, p ) {
  21489. return 2 * ( 1 - t ) * t * p;
  21490. }
  21491. function QuadraticBezierP2( t, p ) {
  21492. return t * t * p;
  21493. }
  21494. function QuadraticBezier( t, p0, p1, p2 ) {
  21495. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21496. QuadraticBezierP2( t, p2 );
  21497. }
  21498. //
  21499. function CubicBezierP0( t, p ) {
  21500. var k = 1 - t;
  21501. return k * k * k * p;
  21502. }
  21503. function CubicBezierP1( t, p ) {
  21504. var k = 1 - t;
  21505. return 3 * k * k * t * p;
  21506. }
  21507. function CubicBezierP2( t, p ) {
  21508. return 3 * ( 1 - t ) * t * t * p;
  21509. }
  21510. function CubicBezierP3( t, p ) {
  21511. return t * t * t * p;
  21512. }
  21513. function CubicBezier( t, p0, p1, p2, p3 ) {
  21514. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21515. CubicBezierP3( t, p3 );
  21516. }
  21517. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21518. Curve.call( this );
  21519. this.type = 'CubicBezierCurve';
  21520. this.v0 = v0 || new Vector2();
  21521. this.v1 = v1 || new Vector2();
  21522. this.v2 = v2 || new Vector2();
  21523. this.v3 = v3 || new Vector2();
  21524. }
  21525. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21526. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21527. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21528. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21529. var point = optionalTarget || new Vector2();
  21530. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21531. point.set(
  21532. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21533. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21534. );
  21535. return point;
  21536. };
  21537. CubicBezierCurve.prototype.copy = function ( source ) {
  21538. Curve.prototype.copy.call( this, source );
  21539. this.v0.copy( source.v0 );
  21540. this.v1.copy( source.v1 );
  21541. this.v2.copy( source.v2 );
  21542. this.v3.copy( source.v3 );
  21543. return this;
  21544. };
  21545. CubicBezierCurve.prototype.toJSON = function () {
  21546. var data = Curve.prototype.toJSON.call( this );
  21547. data.v0 = this.v0.toArray();
  21548. data.v1 = this.v1.toArray();
  21549. data.v2 = this.v2.toArray();
  21550. data.v3 = this.v3.toArray();
  21551. return data;
  21552. };
  21553. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21554. Curve.prototype.fromJSON.call( this, json );
  21555. this.v0.fromArray( json.v0 );
  21556. this.v1.fromArray( json.v1 );
  21557. this.v2.fromArray( json.v2 );
  21558. this.v3.fromArray( json.v3 );
  21559. return this;
  21560. };
  21561. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21562. Curve.call( this );
  21563. this.type = 'CubicBezierCurve3';
  21564. this.v0 = v0 || new Vector3();
  21565. this.v1 = v1 || new Vector3();
  21566. this.v2 = v2 || new Vector3();
  21567. this.v3 = v3 || new Vector3();
  21568. }
  21569. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21570. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21571. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21572. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21573. var point = optionalTarget || new Vector3();
  21574. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21575. point.set(
  21576. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21577. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21578. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21579. );
  21580. return point;
  21581. };
  21582. CubicBezierCurve3.prototype.copy = function ( source ) {
  21583. Curve.prototype.copy.call( this, source );
  21584. this.v0.copy( source.v0 );
  21585. this.v1.copy( source.v1 );
  21586. this.v2.copy( source.v2 );
  21587. this.v3.copy( source.v3 );
  21588. return this;
  21589. };
  21590. CubicBezierCurve3.prototype.toJSON = function () {
  21591. var data = Curve.prototype.toJSON.call( this );
  21592. data.v0 = this.v0.toArray();
  21593. data.v1 = this.v1.toArray();
  21594. data.v2 = this.v2.toArray();
  21595. data.v3 = this.v3.toArray();
  21596. return data;
  21597. };
  21598. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21599. Curve.prototype.fromJSON.call( this, json );
  21600. this.v0.fromArray( json.v0 );
  21601. this.v1.fromArray( json.v1 );
  21602. this.v2.fromArray( json.v2 );
  21603. this.v3.fromArray( json.v3 );
  21604. return this;
  21605. };
  21606. function LineCurve( v1, v2 ) {
  21607. Curve.call( this );
  21608. this.type = 'LineCurve';
  21609. this.v1 = v1 || new Vector2();
  21610. this.v2 = v2 || new Vector2();
  21611. }
  21612. LineCurve.prototype = Object.create( Curve.prototype );
  21613. LineCurve.prototype.constructor = LineCurve;
  21614. LineCurve.prototype.isLineCurve = true;
  21615. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21616. var point = optionalTarget || new Vector2();
  21617. if ( t === 1 ) {
  21618. point.copy( this.v2 );
  21619. } else {
  21620. point.copy( this.v2 ).sub( this.v1 );
  21621. point.multiplyScalar( t ).add( this.v1 );
  21622. }
  21623. return point;
  21624. };
  21625. // Line curve is linear, so we can overwrite default getPointAt
  21626. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21627. return this.getPoint( u, optionalTarget );
  21628. };
  21629. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21630. var tangent = this.v2.clone().sub( this.v1 );
  21631. return tangent.normalize();
  21632. };
  21633. LineCurve.prototype.copy = function ( source ) {
  21634. Curve.prototype.copy.call( this, source );
  21635. this.v1.copy( source.v1 );
  21636. this.v2.copy( source.v2 );
  21637. return this;
  21638. };
  21639. LineCurve.prototype.toJSON = function () {
  21640. var data = Curve.prototype.toJSON.call( this );
  21641. data.v1 = this.v1.toArray();
  21642. data.v2 = this.v2.toArray();
  21643. return data;
  21644. };
  21645. LineCurve.prototype.fromJSON = function ( json ) {
  21646. Curve.prototype.fromJSON.call( this, json );
  21647. this.v1.fromArray( json.v1 );
  21648. this.v2.fromArray( json.v2 );
  21649. return this;
  21650. };
  21651. function LineCurve3( v1, v2 ) {
  21652. Curve.call( this );
  21653. this.type = 'LineCurve3';
  21654. this.v1 = v1 || new Vector3();
  21655. this.v2 = v2 || new Vector3();
  21656. }
  21657. LineCurve3.prototype = Object.create( Curve.prototype );
  21658. LineCurve3.prototype.constructor = LineCurve3;
  21659. LineCurve3.prototype.isLineCurve3 = true;
  21660. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21661. var point = optionalTarget || new Vector3();
  21662. if ( t === 1 ) {
  21663. point.copy( this.v2 );
  21664. } else {
  21665. point.copy( this.v2 ).sub( this.v1 );
  21666. point.multiplyScalar( t ).add( this.v1 );
  21667. }
  21668. return point;
  21669. };
  21670. // Line curve is linear, so we can overwrite default getPointAt
  21671. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21672. return this.getPoint( u, optionalTarget );
  21673. };
  21674. LineCurve3.prototype.copy = function ( source ) {
  21675. Curve.prototype.copy.call( this, source );
  21676. this.v1.copy( source.v1 );
  21677. this.v2.copy( source.v2 );
  21678. return this;
  21679. };
  21680. LineCurve3.prototype.toJSON = function () {
  21681. var data = Curve.prototype.toJSON.call( this );
  21682. data.v1 = this.v1.toArray();
  21683. data.v2 = this.v2.toArray();
  21684. return data;
  21685. };
  21686. LineCurve3.prototype.fromJSON = function ( json ) {
  21687. Curve.prototype.fromJSON.call( this, json );
  21688. this.v1.fromArray( json.v1 );
  21689. this.v2.fromArray( json.v2 );
  21690. return this;
  21691. };
  21692. function QuadraticBezierCurve( v0, v1, v2 ) {
  21693. Curve.call( this );
  21694. this.type = 'QuadraticBezierCurve';
  21695. this.v0 = v0 || new Vector2();
  21696. this.v1 = v1 || new Vector2();
  21697. this.v2 = v2 || new Vector2();
  21698. }
  21699. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21700. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21701. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21702. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21703. var point = optionalTarget || new Vector2();
  21704. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21705. point.set(
  21706. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21707. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21708. );
  21709. return point;
  21710. };
  21711. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21712. Curve.prototype.copy.call( this, source );
  21713. this.v0.copy( source.v0 );
  21714. this.v1.copy( source.v1 );
  21715. this.v2.copy( source.v2 );
  21716. return this;
  21717. };
  21718. QuadraticBezierCurve.prototype.toJSON = function () {
  21719. var data = Curve.prototype.toJSON.call( this );
  21720. data.v0 = this.v0.toArray();
  21721. data.v1 = this.v1.toArray();
  21722. data.v2 = this.v2.toArray();
  21723. return data;
  21724. };
  21725. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21726. Curve.prototype.fromJSON.call( this, json );
  21727. this.v0.fromArray( json.v0 );
  21728. this.v1.fromArray( json.v1 );
  21729. this.v2.fromArray( json.v2 );
  21730. return this;
  21731. };
  21732. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21733. Curve.call( this );
  21734. this.type = 'QuadraticBezierCurve3';
  21735. this.v0 = v0 || new Vector3();
  21736. this.v1 = v1 || new Vector3();
  21737. this.v2 = v2 || new Vector3();
  21738. }
  21739. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21740. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21741. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21742. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21743. var point = optionalTarget || new Vector3();
  21744. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21745. point.set(
  21746. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21747. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21748. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21749. );
  21750. return point;
  21751. };
  21752. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21753. Curve.prototype.copy.call( this, source );
  21754. this.v0.copy( source.v0 );
  21755. this.v1.copy( source.v1 );
  21756. this.v2.copy( source.v2 );
  21757. return this;
  21758. };
  21759. QuadraticBezierCurve3.prototype.toJSON = function () {
  21760. var data = Curve.prototype.toJSON.call( this );
  21761. data.v0 = this.v0.toArray();
  21762. data.v1 = this.v1.toArray();
  21763. data.v2 = this.v2.toArray();
  21764. return data;
  21765. };
  21766. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21767. Curve.prototype.fromJSON.call( this, json );
  21768. this.v0.fromArray( json.v0 );
  21769. this.v1.fromArray( json.v1 );
  21770. this.v2.fromArray( json.v2 );
  21771. return this;
  21772. };
  21773. function SplineCurve( points /* array of Vector2 */ ) {
  21774. Curve.call( this );
  21775. this.type = 'SplineCurve';
  21776. this.points = points || [];
  21777. }
  21778. SplineCurve.prototype = Object.create( Curve.prototype );
  21779. SplineCurve.prototype.constructor = SplineCurve;
  21780. SplineCurve.prototype.isSplineCurve = true;
  21781. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21782. var point = optionalTarget || new Vector2();
  21783. var points = this.points;
  21784. var p = ( points.length - 1 ) * t;
  21785. var intPoint = Math.floor( p );
  21786. var weight = p - intPoint;
  21787. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  21788. var p1 = points[ intPoint ];
  21789. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  21790. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  21791. point.set(
  21792. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  21793. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  21794. );
  21795. return point;
  21796. };
  21797. SplineCurve.prototype.copy = function ( source ) {
  21798. Curve.prototype.copy.call( this, source );
  21799. this.points = [];
  21800. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21801. var point = source.points[ i ];
  21802. this.points.push( point.clone() );
  21803. }
  21804. return this;
  21805. };
  21806. SplineCurve.prototype.toJSON = function () {
  21807. var data = Curve.prototype.toJSON.call( this );
  21808. data.points = [];
  21809. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21810. var point = this.points[ i ];
  21811. data.points.push( point.toArray() );
  21812. }
  21813. return data;
  21814. };
  21815. SplineCurve.prototype.fromJSON = function ( json ) {
  21816. Curve.prototype.fromJSON.call( this, json );
  21817. this.points = [];
  21818. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21819. var point = json.points[ i ];
  21820. this.points.push( new Vector2().fromArray( point ) );
  21821. }
  21822. return this;
  21823. };
  21824. var Curves = /*#__PURE__*/Object.freeze({
  21825. ArcCurve: ArcCurve,
  21826. CatmullRomCurve3: CatmullRomCurve3,
  21827. CubicBezierCurve: CubicBezierCurve,
  21828. CubicBezierCurve3: CubicBezierCurve3,
  21829. EllipseCurve: EllipseCurve,
  21830. LineCurve: LineCurve,
  21831. LineCurve3: LineCurve3,
  21832. QuadraticBezierCurve: QuadraticBezierCurve,
  21833. QuadraticBezierCurve3: QuadraticBezierCurve3,
  21834. SplineCurve: SplineCurve
  21835. });
  21836. /**
  21837. * @author zz85 / http://www.lab4games.net/zz85/blog
  21838. *
  21839. **/
  21840. /**************************************************************
  21841. * Curved Path - a curve path is simply a array of connected
  21842. * curves, but retains the api of a curve
  21843. **************************************************************/
  21844. function CurvePath() {
  21845. Curve.call( this );
  21846. this.type = 'CurvePath';
  21847. this.curves = [];
  21848. this.autoClose = false; // Automatically closes the path
  21849. }
  21850. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  21851. constructor: CurvePath,
  21852. add: function ( curve ) {
  21853. this.curves.push( curve );
  21854. },
  21855. closePath: function () {
  21856. // Add a line curve if start and end of lines are not connected
  21857. var startPoint = this.curves[ 0 ].getPoint( 0 );
  21858. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  21859. if ( ! startPoint.equals( endPoint ) ) {
  21860. this.curves.push( new LineCurve( endPoint, startPoint ) );
  21861. }
  21862. },
  21863. // To get accurate point with reference to
  21864. // entire path distance at time t,
  21865. // following has to be done:
  21866. // 1. Length of each sub path have to be known
  21867. // 2. Locate and identify type of curve
  21868. // 3. Get t for the curve
  21869. // 4. Return curve.getPointAt(t')
  21870. getPoint: function ( t ) {
  21871. var d = t * this.getLength();
  21872. var curveLengths = this.getCurveLengths();
  21873. var i = 0;
  21874. // To think about boundaries points.
  21875. while ( i < curveLengths.length ) {
  21876. if ( curveLengths[ i ] >= d ) {
  21877. var diff = curveLengths[ i ] - d;
  21878. var curve = this.curves[ i ];
  21879. var segmentLength = curve.getLength();
  21880. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  21881. return curve.getPointAt( u );
  21882. }
  21883. i ++;
  21884. }
  21885. return null;
  21886. // loop where sum != 0, sum > d , sum+1 <d
  21887. },
  21888. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  21889. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  21890. // getPoint() depends on getLength
  21891. getLength: function () {
  21892. var lens = this.getCurveLengths();
  21893. return lens[ lens.length - 1 ];
  21894. },
  21895. // cacheLengths must be recalculated.
  21896. updateArcLengths: function () {
  21897. this.needsUpdate = true;
  21898. this.cacheLengths = null;
  21899. this.getCurveLengths();
  21900. },
  21901. // Compute lengths and cache them
  21902. // We cannot overwrite getLengths() because UtoT mapping uses it.
  21903. getCurveLengths: function () {
  21904. // We use cache values if curves and cache array are same length
  21905. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  21906. return this.cacheLengths;
  21907. }
  21908. // Get length of sub-curve
  21909. // Push sums into cached array
  21910. var lengths = [], sums = 0;
  21911. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21912. sums += this.curves[ i ].getLength();
  21913. lengths.push( sums );
  21914. }
  21915. this.cacheLengths = lengths;
  21916. return lengths;
  21917. },
  21918. getSpacedPoints: function ( divisions ) {
  21919. if ( divisions === undefined ) divisions = 40;
  21920. var points = [];
  21921. for ( var i = 0; i <= divisions; i ++ ) {
  21922. points.push( this.getPoint( i / divisions ) );
  21923. }
  21924. if ( this.autoClose ) {
  21925. points.push( points[ 0 ] );
  21926. }
  21927. return points;
  21928. },
  21929. getPoints: function ( divisions ) {
  21930. divisions = divisions || 12;
  21931. var points = [], last;
  21932. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  21933. var curve = curves[ i ];
  21934. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  21935. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  21936. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  21937. : divisions;
  21938. var pts = curve.getPoints( resolution );
  21939. for ( var j = 0; j < pts.length; j ++ ) {
  21940. var point = pts[ j ];
  21941. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  21942. points.push( point );
  21943. last = point;
  21944. }
  21945. }
  21946. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  21947. points.push( points[ 0 ] );
  21948. }
  21949. return points;
  21950. },
  21951. copy: function ( source ) {
  21952. Curve.prototype.copy.call( this, source );
  21953. this.curves = [];
  21954. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  21955. var curve = source.curves[ i ];
  21956. this.curves.push( curve.clone() );
  21957. }
  21958. this.autoClose = source.autoClose;
  21959. return this;
  21960. },
  21961. toJSON: function () {
  21962. var data = Curve.prototype.toJSON.call( this );
  21963. data.autoClose = this.autoClose;
  21964. data.curves = [];
  21965. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21966. var curve = this.curves[ i ];
  21967. data.curves.push( curve.toJSON() );
  21968. }
  21969. return data;
  21970. },
  21971. fromJSON: function ( json ) {
  21972. Curve.prototype.fromJSON.call( this, json );
  21973. this.autoClose = json.autoClose;
  21974. this.curves = [];
  21975. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  21976. var curve = json.curves[ i ];
  21977. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  21978. }
  21979. return this;
  21980. }
  21981. } );
  21982. /**
  21983. * @author zz85 / http://www.lab4games.net/zz85/blog
  21984. * Creates free form 2d path using series of points, lines or curves.
  21985. **/
  21986. function Path( points ) {
  21987. CurvePath.call( this );
  21988. this.type = 'Path';
  21989. this.currentPoint = new Vector2();
  21990. if ( points ) {
  21991. this.setFromPoints( points );
  21992. }
  21993. }
  21994. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  21995. constructor: Path,
  21996. setFromPoints: function ( points ) {
  21997. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  21998. for ( var i = 1, l = points.length; i < l; i ++ ) {
  21999. this.lineTo( points[ i ].x, points[ i ].y );
  22000. }
  22001. },
  22002. moveTo: function ( x, y ) {
  22003. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22004. },
  22005. lineTo: function ( x, y ) {
  22006. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22007. this.curves.push( curve );
  22008. this.currentPoint.set( x, y );
  22009. },
  22010. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22011. var curve = new QuadraticBezierCurve(
  22012. this.currentPoint.clone(),
  22013. new Vector2( aCPx, aCPy ),
  22014. new Vector2( aX, aY )
  22015. );
  22016. this.curves.push( curve );
  22017. this.currentPoint.set( aX, aY );
  22018. },
  22019. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22020. var curve = new CubicBezierCurve(
  22021. this.currentPoint.clone(),
  22022. new Vector2( aCP1x, aCP1y ),
  22023. new Vector2( aCP2x, aCP2y ),
  22024. new Vector2( aX, aY )
  22025. );
  22026. this.curves.push( curve );
  22027. this.currentPoint.set( aX, aY );
  22028. },
  22029. splineThru: function ( pts /*Array of Vector*/ ) {
  22030. var npts = [ this.currentPoint.clone() ].concat( pts );
  22031. var curve = new SplineCurve( npts );
  22032. this.curves.push( curve );
  22033. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22034. },
  22035. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22036. var x0 = this.currentPoint.x;
  22037. var y0 = this.currentPoint.y;
  22038. this.absarc( aX + x0, aY + y0, aRadius,
  22039. aStartAngle, aEndAngle, aClockwise );
  22040. },
  22041. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22042. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22043. },
  22044. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22045. var x0 = this.currentPoint.x;
  22046. var y0 = this.currentPoint.y;
  22047. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22048. },
  22049. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22050. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22051. if ( this.curves.length > 0 ) {
  22052. // if a previous curve is present, attempt to join
  22053. var firstPoint = curve.getPoint( 0 );
  22054. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22055. this.lineTo( firstPoint.x, firstPoint.y );
  22056. }
  22057. }
  22058. this.curves.push( curve );
  22059. var lastPoint = curve.getPoint( 1 );
  22060. this.currentPoint.copy( lastPoint );
  22061. },
  22062. copy: function ( source ) {
  22063. CurvePath.prototype.copy.call( this, source );
  22064. this.currentPoint.copy( source.currentPoint );
  22065. return this;
  22066. },
  22067. toJSON: function () {
  22068. var data = CurvePath.prototype.toJSON.call( this );
  22069. data.currentPoint = this.currentPoint.toArray();
  22070. return data;
  22071. },
  22072. fromJSON: function ( json ) {
  22073. CurvePath.prototype.fromJSON.call( this, json );
  22074. this.currentPoint.fromArray( json.currentPoint );
  22075. return this;
  22076. }
  22077. } );
  22078. /**
  22079. * @author zz85 / http://www.lab4games.net/zz85/blog
  22080. * Defines a 2d shape plane using paths.
  22081. **/
  22082. // STEP 1 Create a path.
  22083. // STEP 2 Turn path into shape.
  22084. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22085. // STEP 3a - Extract points from each shape, turn to vertices
  22086. // STEP 3b - Triangulate each shape, add faces.
  22087. function Shape( points ) {
  22088. Path.call( this, points );
  22089. this.uuid = _Math.generateUUID();
  22090. this.type = 'Shape';
  22091. this.holes = [];
  22092. }
  22093. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22094. constructor: Shape,
  22095. getPointsHoles: function ( divisions ) {
  22096. var holesPts = [];
  22097. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22098. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22099. }
  22100. return holesPts;
  22101. },
  22102. // get points of shape and holes (keypoints based on segments parameter)
  22103. extractPoints: function ( divisions ) {
  22104. return {
  22105. shape: this.getPoints( divisions ),
  22106. holes: this.getPointsHoles( divisions )
  22107. };
  22108. },
  22109. copy: function ( source ) {
  22110. Path.prototype.copy.call( this, source );
  22111. this.holes = [];
  22112. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22113. var hole = source.holes[ i ];
  22114. this.holes.push( hole.clone() );
  22115. }
  22116. return this;
  22117. },
  22118. toJSON: function () {
  22119. var data = Path.prototype.toJSON.call( this );
  22120. data.uuid = this.uuid;
  22121. data.holes = [];
  22122. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22123. var hole = this.holes[ i ];
  22124. data.holes.push( hole.toJSON() );
  22125. }
  22126. return data;
  22127. },
  22128. fromJSON: function ( json ) {
  22129. Path.prototype.fromJSON.call( this, json );
  22130. this.uuid = json.uuid;
  22131. this.holes = [];
  22132. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22133. var hole = json.holes[ i ];
  22134. this.holes.push( new Path().fromJSON( hole ) );
  22135. }
  22136. return this;
  22137. }
  22138. } );
  22139. /**
  22140. * @author mrdoob / http://mrdoob.com/
  22141. * @author alteredq / http://alteredqualia.com/
  22142. */
  22143. function Light( color, intensity ) {
  22144. Object3D.call( this );
  22145. this.type = 'Light';
  22146. this.color = new Color( color );
  22147. this.intensity = intensity !== undefined ? intensity : 1;
  22148. this.receiveShadow = undefined;
  22149. }
  22150. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22151. constructor: Light,
  22152. isLight: true,
  22153. copy: function ( source ) {
  22154. Object3D.prototype.copy.call( this, source );
  22155. this.color.copy( source.color );
  22156. this.intensity = source.intensity;
  22157. return this;
  22158. },
  22159. toJSON: function ( meta ) {
  22160. var data = Object3D.prototype.toJSON.call( this, meta );
  22161. data.object.color = this.color.getHex();
  22162. data.object.intensity = this.intensity;
  22163. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22164. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22165. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22166. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22167. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22168. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22169. return data;
  22170. }
  22171. } );
  22172. /**
  22173. * @author alteredq / http://alteredqualia.com/
  22174. */
  22175. function HemisphereLight( skyColor, groundColor, intensity ) {
  22176. Light.call( this, skyColor, intensity );
  22177. this.type = 'HemisphereLight';
  22178. this.castShadow = undefined;
  22179. this.position.copy( Object3D.DefaultUp );
  22180. this.updateMatrix();
  22181. this.groundColor = new Color( groundColor );
  22182. }
  22183. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22184. constructor: HemisphereLight,
  22185. isHemisphereLight: true,
  22186. copy: function ( source ) {
  22187. Light.prototype.copy.call( this, source );
  22188. this.groundColor.copy( source.groundColor );
  22189. return this;
  22190. }
  22191. } );
  22192. /**
  22193. * @author mrdoob / http://mrdoob.com/
  22194. */
  22195. function LightShadow( camera ) {
  22196. this.camera = camera;
  22197. this.bias = 0;
  22198. this.radius = 1;
  22199. this.mapSize = new Vector2( 512, 512 );
  22200. this.map = null;
  22201. this.matrix = new Matrix4();
  22202. }
  22203. Object.assign( LightShadow.prototype, {
  22204. copy: function ( source ) {
  22205. this.camera = source.camera.clone();
  22206. this.bias = source.bias;
  22207. this.radius = source.radius;
  22208. this.mapSize.copy( source.mapSize );
  22209. return this;
  22210. },
  22211. clone: function () {
  22212. return new this.constructor().copy( this );
  22213. },
  22214. toJSON: function () {
  22215. var object = {};
  22216. if ( this.bias !== 0 ) object.bias = this.bias;
  22217. if ( this.radius !== 1 ) object.radius = this.radius;
  22218. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22219. object.camera = this.camera.toJSON( false ).object;
  22220. delete object.camera.matrix;
  22221. return object;
  22222. }
  22223. } );
  22224. /**
  22225. * @author mrdoob / http://mrdoob.com/
  22226. */
  22227. function SpotLightShadow() {
  22228. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22229. }
  22230. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22231. constructor: SpotLightShadow,
  22232. isSpotLightShadow: true,
  22233. update: function ( light ) {
  22234. var camera = this.camera;
  22235. var fov = _Math.RAD2DEG * 2 * light.angle;
  22236. var aspect = this.mapSize.width / this.mapSize.height;
  22237. var far = light.distance || camera.far;
  22238. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22239. camera.fov = fov;
  22240. camera.aspect = aspect;
  22241. camera.far = far;
  22242. camera.updateProjectionMatrix();
  22243. }
  22244. }
  22245. } );
  22246. /**
  22247. * @author alteredq / http://alteredqualia.com/
  22248. */
  22249. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22250. Light.call( this, color, intensity );
  22251. this.type = 'SpotLight';
  22252. this.position.copy( Object3D.DefaultUp );
  22253. this.updateMatrix();
  22254. this.target = new Object3D();
  22255. Object.defineProperty( this, 'power', {
  22256. get: function () {
  22257. // intensity = power per solid angle.
  22258. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22259. return this.intensity * Math.PI;
  22260. },
  22261. set: function ( power ) {
  22262. // intensity = power per solid angle.
  22263. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22264. this.intensity = power / Math.PI;
  22265. }
  22266. } );
  22267. this.distance = ( distance !== undefined ) ? distance : 0;
  22268. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22269. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22270. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22271. this.shadow = new SpotLightShadow();
  22272. }
  22273. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22274. constructor: SpotLight,
  22275. isSpotLight: true,
  22276. copy: function ( source ) {
  22277. Light.prototype.copy.call( this, source );
  22278. this.distance = source.distance;
  22279. this.angle = source.angle;
  22280. this.penumbra = source.penumbra;
  22281. this.decay = source.decay;
  22282. this.target = source.target.clone();
  22283. this.shadow = source.shadow.clone();
  22284. return this;
  22285. }
  22286. } );
  22287. /**
  22288. * @author mrdoob / http://mrdoob.com/
  22289. */
  22290. function PointLight( color, intensity, distance, decay ) {
  22291. Light.call( this, color, intensity );
  22292. this.type = 'PointLight';
  22293. Object.defineProperty( this, 'power', {
  22294. get: function () {
  22295. // intensity = power per solid angle.
  22296. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22297. return this.intensity * 4 * Math.PI;
  22298. },
  22299. set: function ( power ) {
  22300. // intensity = power per solid angle.
  22301. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22302. this.intensity = power / ( 4 * Math.PI );
  22303. }
  22304. } );
  22305. this.distance = ( distance !== undefined ) ? distance : 0;
  22306. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22307. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22308. }
  22309. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22310. constructor: PointLight,
  22311. isPointLight: true,
  22312. copy: function ( source ) {
  22313. Light.prototype.copy.call( this, source );
  22314. this.distance = source.distance;
  22315. this.decay = source.decay;
  22316. this.shadow = source.shadow.clone();
  22317. return this;
  22318. }
  22319. } );
  22320. /**
  22321. * @author alteredq / http://alteredqualia.com/
  22322. * @author arose / http://github.com/arose
  22323. */
  22324. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22325. Camera.call( this );
  22326. this.type = 'OrthographicCamera';
  22327. this.zoom = 1;
  22328. this.view = null;
  22329. this.left = ( left !== undefined ) ? left : - 1;
  22330. this.right = ( right !== undefined ) ? right : 1;
  22331. this.top = ( top !== undefined ) ? top : 1;
  22332. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22333. this.near = ( near !== undefined ) ? near : 0.1;
  22334. this.far = ( far !== undefined ) ? far : 2000;
  22335. this.updateProjectionMatrix();
  22336. }
  22337. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22338. constructor: OrthographicCamera,
  22339. isOrthographicCamera: true,
  22340. copy: function ( source, recursive ) {
  22341. Camera.prototype.copy.call( this, source, recursive );
  22342. this.left = source.left;
  22343. this.right = source.right;
  22344. this.top = source.top;
  22345. this.bottom = source.bottom;
  22346. this.near = source.near;
  22347. this.far = source.far;
  22348. this.zoom = source.zoom;
  22349. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22350. return this;
  22351. },
  22352. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22353. if ( this.view === null ) {
  22354. this.view = {
  22355. enabled: true,
  22356. fullWidth: 1,
  22357. fullHeight: 1,
  22358. offsetX: 0,
  22359. offsetY: 0,
  22360. width: 1,
  22361. height: 1
  22362. };
  22363. }
  22364. this.view.enabled = true;
  22365. this.view.fullWidth = fullWidth;
  22366. this.view.fullHeight = fullHeight;
  22367. this.view.offsetX = x;
  22368. this.view.offsetY = y;
  22369. this.view.width = width;
  22370. this.view.height = height;
  22371. this.updateProjectionMatrix();
  22372. },
  22373. clearViewOffset: function () {
  22374. if ( this.view !== null ) {
  22375. this.view.enabled = false;
  22376. }
  22377. this.updateProjectionMatrix();
  22378. },
  22379. updateProjectionMatrix: function () {
  22380. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22381. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22382. var cx = ( this.right + this.left ) / 2;
  22383. var cy = ( this.top + this.bottom ) / 2;
  22384. var left = cx - dx;
  22385. var right = cx + dx;
  22386. var top = cy + dy;
  22387. var bottom = cy - dy;
  22388. if ( this.view !== null && this.view.enabled ) {
  22389. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22390. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22391. var scaleW = ( this.right - this.left ) / this.view.width;
  22392. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22393. left += scaleW * ( this.view.offsetX / zoomW );
  22394. right = left + scaleW * ( this.view.width / zoomW );
  22395. top -= scaleH * ( this.view.offsetY / zoomH );
  22396. bottom = top - scaleH * ( this.view.height / zoomH );
  22397. }
  22398. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22399. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22400. },
  22401. toJSON: function ( meta ) {
  22402. var data = Object3D.prototype.toJSON.call( this, meta );
  22403. data.object.zoom = this.zoom;
  22404. data.object.left = this.left;
  22405. data.object.right = this.right;
  22406. data.object.top = this.top;
  22407. data.object.bottom = this.bottom;
  22408. data.object.near = this.near;
  22409. data.object.far = this.far;
  22410. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22411. return data;
  22412. }
  22413. } );
  22414. /**
  22415. * @author mrdoob / http://mrdoob.com/
  22416. */
  22417. function DirectionalLightShadow( ) {
  22418. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22419. }
  22420. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22421. constructor: DirectionalLightShadow
  22422. } );
  22423. /**
  22424. * @author mrdoob / http://mrdoob.com/
  22425. * @author alteredq / http://alteredqualia.com/
  22426. */
  22427. function DirectionalLight( color, intensity ) {
  22428. Light.call( this, color, intensity );
  22429. this.type = 'DirectionalLight';
  22430. this.position.copy( Object3D.DefaultUp );
  22431. this.updateMatrix();
  22432. this.target = new Object3D();
  22433. this.shadow = new DirectionalLightShadow();
  22434. }
  22435. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22436. constructor: DirectionalLight,
  22437. isDirectionalLight: true,
  22438. copy: function ( source ) {
  22439. Light.prototype.copy.call( this, source );
  22440. this.target = source.target.clone();
  22441. this.shadow = source.shadow.clone();
  22442. return this;
  22443. }
  22444. } );
  22445. /**
  22446. * @author mrdoob / http://mrdoob.com/
  22447. */
  22448. function AmbientLight( color, intensity ) {
  22449. Light.call( this, color, intensity );
  22450. this.type = 'AmbientLight';
  22451. this.castShadow = undefined;
  22452. }
  22453. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22454. constructor: AmbientLight,
  22455. isAmbientLight: true
  22456. } );
  22457. /**
  22458. * @author abelnation / http://github.com/abelnation
  22459. */
  22460. function RectAreaLight( color, intensity, width, height ) {
  22461. Light.call( this, color, intensity );
  22462. this.type = 'RectAreaLight';
  22463. this.width = ( width !== undefined ) ? width : 10;
  22464. this.height = ( height !== undefined ) ? height : 10;
  22465. }
  22466. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22467. constructor: RectAreaLight,
  22468. isRectAreaLight: true,
  22469. copy: function ( source ) {
  22470. Light.prototype.copy.call( this, source );
  22471. this.width = source.width;
  22472. this.height = source.height;
  22473. return this;
  22474. },
  22475. toJSON: function ( meta ) {
  22476. var data = Light.prototype.toJSON.call( this, meta );
  22477. data.object.width = this.width;
  22478. data.object.height = this.height;
  22479. return data;
  22480. }
  22481. } );
  22482. /**
  22483. * @author mrdoob / http://mrdoob.com/
  22484. */
  22485. function MaterialLoader( manager ) {
  22486. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22487. this.textures = {};
  22488. }
  22489. Object.assign( MaterialLoader.prototype, {
  22490. load: function ( url, onLoad, onProgress, onError ) {
  22491. var scope = this;
  22492. var loader = new FileLoader( scope.manager );
  22493. loader.setPath( scope.path );
  22494. loader.load( url, function ( text ) {
  22495. onLoad( scope.parse( JSON.parse( text ) ) );
  22496. }, onProgress, onError );
  22497. },
  22498. parse: function ( json ) {
  22499. var textures = this.textures;
  22500. function getTexture( name ) {
  22501. if ( textures[ name ] === undefined ) {
  22502. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22503. }
  22504. return textures[ name ];
  22505. }
  22506. var material = new Materials[ json.type ]();
  22507. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22508. if ( json.name !== undefined ) material.name = json.name;
  22509. if ( json.color !== undefined ) material.color.setHex( json.color );
  22510. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22511. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22512. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22513. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22514. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22515. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22516. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22517. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22518. if ( json.fog !== undefined ) material.fog = json.fog;
  22519. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22520. if ( json.blending !== undefined ) material.blending = json.blending;
  22521. if ( json.combine !== undefined ) material.combine = json.combine;
  22522. if ( json.side !== undefined ) material.side = json.side;
  22523. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22524. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22525. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22526. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22527. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22528. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22529. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22530. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22531. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22532. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22533. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22534. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22535. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22536. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22537. if ( json.scale !== undefined ) material.scale = json.scale;
  22538. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22539. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22540. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22541. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22542. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22543. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22544. if ( json.visible !== undefined ) material.visible = json.visible;
  22545. if ( json.userData !== undefined ) material.userData = json.userData;
  22546. // Shader Material
  22547. if ( json.uniforms !== undefined ) {
  22548. for ( var name in json.uniforms ) {
  22549. var uniform = json.uniforms[ name ];
  22550. material.uniforms[ name ] = {};
  22551. switch ( uniform.type ) {
  22552. case 't':
  22553. material.uniforms[ name ].value = getTexture( uniform.value );
  22554. break;
  22555. case 'c':
  22556. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22557. break;
  22558. case 'v2':
  22559. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22560. break;
  22561. case 'v3':
  22562. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22563. break;
  22564. case 'v4':
  22565. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22566. break;
  22567. case 'm3':
  22568. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22569. case 'm4':
  22570. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22571. break;
  22572. default:
  22573. material.uniforms[ name ].value = uniform.value;
  22574. }
  22575. }
  22576. }
  22577. if ( json.defines !== undefined ) material.defines = json.defines;
  22578. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22579. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22580. if ( json.extensions !== undefined ) {
  22581. for ( var key in json.extensions ) {
  22582. material.extensions[ key ] = json.extensions[ key ];
  22583. }
  22584. }
  22585. // Deprecated
  22586. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22587. // for PointsMaterial
  22588. if ( json.size !== undefined ) material.size = json.size;
  22589. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22590. // maps
  22591. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22592. if ( json.alphaMap !== undefined ) {
  22593. material.alphaMap = getTexture( json.alphaMap );
  22594. material.transparent = true;
  22595. }
  22596. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22597. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22598. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22599. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22600. if ( json.normalScale !== undefined ) {
  22601. var normalScale = json.normalScale;
  22602. if ( Array.isArray( normalScale ) === false ) {
  22603. // Blender exporter used to export a scalar. See #7459
  22604. normalScale = [ normalScale, normalScale ];
  22605. }
  22606. material.normalScale = new Vector2().fromArray( normalScale );
  22607. }
  22608. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22609. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22610. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22611. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22612. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22613. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22614. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22615. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22616. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22617. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22618. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22619. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22620. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22621. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22622. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22623. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22624. return material;
  22625. },
  22626. setPath: function ( value ) {
  22627. this.path = value;
  22628. return this;
  22629. },
  22630. setTextures: function ( value ) {
  22631. this.textures = value;
  22632. return this;
  22633. }
  22634. } );
  22635. /**
  22636. * @author Don McCurdy / https://www.donmccurdy.com
  22637. */
  22638. var LoaderUtils = {
  22639. decodeText: function ( array ) {
  22640. if ( typeof TextDecoder !== 'undefined' ) {
  22641. return new TextDecoder().decode( array );
  22642. }
  22643. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22644. // throws a "maximum call stack size exceeded" error for large arrays.
  22645. var s = '';
  22646. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22647. // Implicitly assumes little-endian.
  22648. s += String.fromCharCode( array[ i ] );
  22649. }
  22650. // Merges multi-byte utf-8 characters.
  22651. return decodeURIComponent( escape( s ) );
  22652. },
  22653. extractUrlBase: function ( url ) {
  22654. var index = url.lastIndexOf( '/' );
  22655. if ( index === - 1 ) return './';
  22656. return url.substr( 0, index + 1 );
  22657. }
  22658. };
  22659. /**
  22660. * @author mrdoob / http://mrdoob.com/
  22661. */
  22662. function BufferGeometryLoader( manager ) {
  22663. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22664. }
  22665. Object.assign( BufferGeometryLoader.prototype, {
  22666. load: function ( url, onLoad, onProgress, onError ) {
  22667. var scope = this;
  22668. var loader = new FileLoader( scope.manager );
  22669. loader.setPath( scope.path );
  22670. loader.load( url, function ( text ) {
  22671. onLoad( scope.parse( JSON.parse( text ) ) );
  22672. }, onProgress, onError );
  22673. },
  22674. parse: function ( json ) {
  22675. var geometry = new BufferGeometry();
  22676. var index = json.data.index;
  22677. if ( index !== undefined ) {
  22678. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  22679. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  22680. }
  22681. var attributes = json.data.attributes;
  22682. for ( var key in attributes ) {
  22683. var attribute = attributes[ key ];
  22684. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22685. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22686. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22687. geometry.addAttribute( key, bufferAttribute );
  22688. }
  22689. var morphAttributes = json.data.morphAttributes;
  22690. if ( morphAttributes ) {
  22691. for ( var key in morphAttributes ) {
  22692. var attributeArray = morphAttributes[ key ];
  22693. var array = [];
  22694. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  22695. var attribute = attributeArray[ i ];
  22696. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22697. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  22698. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  22699. array.push( bufferAttribute );
  22700. }
  22701. geometry.morphAttributes[ key ] = array;
  22702. }
  22703. }
  22704. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22705. if ( groups !== undefined ) {
  22706. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  22707. var group = groups[ i ];
  22708. geometry.addGroup( group.start, group.count, group.materialIndex );
  22709. }
  22710. }
  22711. var boundingSphere = json.data.boundingSphere;
  22712. if ( boundingSphere !== undefined ) {
  22713. var center = new Vector3();
  22714. if ( boundingSphere.center !== undefined ) {
  22715. center.fromArray( boundingSphere.center );
  22716. }
  22717. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  22718. }
  22719. if ( json.name ) geometry.name = json.name;
  22720. if ( json.userData ) geometry.userData = json.userData;
  22721. return geometry;
  22722. },
  22723. setPath: function ( value ) {
  22724. this.path = value;
  22725. return this;
  22726. }
  22727. } );
  22728. var TYPED_ARRAYS = {
  22729. Int8Array: Int8Array,
  22730. Uint8Array: Uint8Array,
  22731. // Workaround for IE11 pre KB2929437. See #11440
  22732. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  22733. Int16Array: Int16Array,
  22734. Uint16Array: Uint16Array,
  22735. Int32Array: Int32Array,
  22736. Uint32Array: Uint32Array,
  22737. Float32Array: Float32Array,
  22738. Float64Array: Float64Array
  22739. };
  22740. /**
  22741. * @author mrdoob / http://mrdoob.com/
  22742. */
  22743. function ObjectLoader( manager ) {
  22744. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22745. this.resourcePath = '';
  22746. }
  22747. Object.assign( ObjectLoader.prototype, {
  22748. crossOrigin: 'anonymous',
  22749. load: function ( url, onLoad, onProgress, onError ) {
  22750. var scope = this;
  22751. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  22752. this.resourcePath = this.resourcePath || path;
  22753. var loader = new FileLoader( scope.manager );
  22754. loader.setPath( this.path );
  22755. loader.load( url, function ( text ) {
  22756. var json = null;
  22757. try {
  22758. json = JSON.parse( text );
  22759. } catch ( error ) {
  22760. if ( onError !== undefined ) onError( error );
  22761. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  22762. return;
  22763. }
  22764. var metadata = json.metadata;
  22765. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  22766. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  22767. return;
  22768. }
  22769. scope.parse( json, onLoad );
  22770. }, onProgress, onError );
  22771. },
  22772. setPath: function ( value ) {
  22773. this.path = value;
  22774. return this;
  22775. },
  22776. setResourcePath: function ( value ) {
  22777. this.resourcePath = value;
  22778. return this;
  22779. },
  22780. setCrossOrigin: function ( value ) {
  22781. this.crossOrigin = value;
  22782. return this;
  22783. },
  22784. parse: function ( json, onLoad ) {
  22785. var shapes = this.parseShape( json.shapes );
  22786. var geometries = this.parseGeometries( json.geometries, shapes );
  22787. var images = this.parseImages( json.images, function () {
  22788. if ( onLoad !== undefined ) onLoad( object );
  22789. } );
  22790. var textures = this.parseTextures( json.textures, images );
  22791. var materials = this.parseMaterials( json.materials, textures );
  22792. var object = this.parseObject( json.object, geometries, materials );
  22793. if ( json.animations ) {
  22794. object.animations = this.parseAnimations( json.animations );
  22795. }
  22796. if ( json.images === undefined || json.images.length === 0 ) {
  22797. if ( onLoad !== undefined ) onLoad( object );
  22798. }
  22799. return object;
  22800. },
  22801. parseShape: function ( json ) {
  22802. var shapes = {};
  22803. if ( json !== undefined ) {
  22804. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22805. var shape = new Shape().fromJSON( json[ i ] );
  22806. shapes[ shape.uuid ] = shape;
  22807. }
  22808. }
  22809. return shapes;
  22810. },
  22811. parseGeometries: function ( json, shapes ) {
  22812. var geometries = {};
  22813. if ( json !== undefined ) {
  22814. var bufferGeometryLoader = new BufferGeometryLoader();
  22815. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22816. var geometry;
  22817. var data = json[ i ];
  22818. switch ( data.type ) {
  22819. case 'PlaneGeometry':
  22820. case 'PlaneBufferGeometry':
  22821. geometry = new Geometries[ data.type ](
  22822. data.width,
  22823. data.height,
  22824. data.widthSegments,
  22825. data.heightSegments
  22826. );
  22827. break;
  22828. case 'BoxGeometry':
  22829. case 'BoxBufferGeometry':
  22830. case 'CubeGeometry': // backwards compatible
  22831. geometry = new Geometries[ data.type ](
  22832. data.width,
  22833. data.height,
  22834. data.depth,
  22835. data.widthSegments,
  22836. data.heightSegments,
  22837. data.depthSegments
  22838. );
  22839. break;
  22840. case 'CircleGeometry':
  22841. case 'CircleBufferGeometry':
  22842. geometry = new Geometries[ data.type ](
  22843. data.radius,
  22844. data.segments,
  22845. data.thetaStart,
  22846. data.thetaLength
  22847. );
  22848. break;
  22849. case 'CylinderGeometry':
  22850. case 'CylinderBufferGeometry':
  22851. geometry = new Geometries[ data.type ](
  22852. data.radiusTop,
  22853. data.radiusBottom,
  22854. data.height,
  22855. data.radialSegments,
  22856. data.heightSegments,
  22857. data.openEnded,
  22858. data.thetaStart,
  22859. data.thetaLength
  22860. );
  22861. break;
  22862. case 'ConeGeometry':
  22863. case 'ConeBufferGeometry':
  22864. geometry = new Geometries[ data.type ](
  22865. data.radius,
  22866. data.height,
  22867. data.radialSegments,
  22868. data.heightSegments,
  22869. data.openEnded,
  22870. data.thetaStart,
  22871. data.thetaLength
  22872. );
  22873. break;
  22874. case 'SphereGeometry':
  22875. case 'SphereBufferGeometry':
  22876. geometry = new Geometries[ data.type ](
  22877. data.radius,
  22878. data.widthSegments,
  22879. data.heightSegments,
  22880. data.phiStart,
  22881. data.phiLength,
  22882. data.thetaStart,
  22883. data.thetaLength
  22884. );
  22885. break;
  22886. case 'DodecahedronGeometry':
  22887. case 'DodecahedronBufferGeometry':
  22888. case 'IcosahedronGeometry':
  22889. case 'IcosahedronBufferGeometry':
  22890. case 'OctahedronGeometry':
  22891. case 'OctahedronBufferGeometry':
  22892. case 'TetrahedronGeometry':
  22893. case 'TetrahedronBufferGeometry':
  22894. geometry = new Geometries[ data.type ](
  22895. data.radius,
  22896. data.detail
  22897. );
  22898. break;
  22899. case 'RingGeometry':
  22900. case 'RingBufferGeometry':
  22901. geometry = new Geometries[ data.type ](
  22902. data.innerRadius,
  22903. data.outerRadius,
  22904. data.thetaSegments,
  22905. data.phiSegments,
  22906. data.thetaStart,
  22907. data.thetaLength
  22908. );
  22909. break;
  22910. case 'TorusGeometry':
  22911. case 'TorusBufferGeometry':
  22912. geometry = new Geometries[ data.type ](
  22913. data.radius,
  22914. data.tube,
  22915. data.radialSegments,
  22916. data.tubularSegments,
  22917. data.arc
  22918. );
  22919. break;
  22920. case 'TorusKnotGeometry':
  22921. case 'TorusKnotBufferGeometry':
  22922. geometry = new Geometries[ data.type ](
  22923. data.radius,
  22924. data.tube,
  22925. data.tubularSegments,
  22926. data.radialSegments,
  22927. data.p,
  22928. data.q
  22929. );
  22930. break;
  22931. case 'TubeGeometry':
  22932. case 'TubeBufferGeometry':
  22933. // This only works for built-in curves (e.g. CatmullRomCurve3).
  22934. // User defined curves or instances of CurvePath will not be deserialized.
  22935. geometry = new Geometries[ data.type ](
  22936. new Curves[ data.path.type ]().fromJSON( data.path ),
  22937. data.tubularSegments,
  22938. data.radius,
  22939. data.radialSegments,
  22940. data.closed
  22941. );
  22942. break;
  22943. case 'LatheGeometry':
  22944. case 'LatheBufferGeometry':
  22945. geometry = new Geometries[ data.type ](
  22946. data.points,
  22947. data.segments,
  22948. data.phiStart,
  22949. data.phiLength
  22950. );
  22951. break;
  22952. case 'PolyhedronGeometry':
  22953. case 'PolyhedronBufferGeometry':
  22954. geometry = new Geometries[ data.type ](
  22955. data.vertices,
  22956. data.indices,
  22957. data.radius,
  22958. data.details
  22959. );
  22960. break;
  22961. case 'ShapeGeometry':
  22962. case 'ShapeBufferGeometry':
  22963. var geometryShapes = [];
  22964. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  22965. var shape = shapes[ data.shapes[ j ] ];
  22966. geometryShapes.push( shape );
  22967. }
  22968. geometry = new Geometries[ data.type ](
  22969. geometryShapes,
  22970. data.curveSegments
  22971. );
  22972. break;
  22973. case 'ExtrudeGeometry':
  22974. case 'ExtrudeBufferGeometry':
  22975. var geometryShapes = [];
  22976. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  22977. var shape = shapes[ data.shapes[ j ] ];
  22978. geometryShapes.push( shape );
  22979. }
  22980. var extrudePath = data.options.extrudePath;
  22981. if ( extrudePath !== undefined ) {
  22982. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  22983. }
  22984. geometry = new Geometries[ data.type ](
  22985. geometryShapes,
  22986. data.options
  22987. );
  22988. break;
  22989. case 'BufferGeometry':
  22990. geometry = bufferGeometryLoader.parse( data );
  22991. break;
  22992. case 'Geometry':
  22993. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  22994. var geometryLoader = new THREE.LegacyJSONLoader();
  22995. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  22996. } else {
  22997. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  22998. }
  22999. break;
  23000. default:
  23001. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23002. continue;
  23003. }
  23004. geometry.uuid = data.uuid;
  23005. if ( data.name !== undefined ) geometry.name = data.name;
  23006. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23007. geometries[ data.uuid ] = geometry;
  23008. }
  23009. }
  23010. return geometries;
  23011. },
  23012. parseMaterials: function ( json, textures ) {
  23013. var cache = {}; // MultiMaterial
  23014. var materials = {};
  23015. if ( json !== undefined ) {
  23016. var loader = new MaterialLoader();
  23017. loader.setTextures( textures );
  23018. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23019. var data = json[ i ];
  23020. if ( data.type === 'MultiMaterial' ) {
  23021. // Deprecated
  23022. var array = [];
  23023. for ( var j = 0; j < data.materials.length; j ++ ) {
  23024. var material = data.materials[ j ];
  23025. if ( cache[ material.uuid ] === undefined ) {
  23026. cache[ material.uuid ] = loader.parse( material );
  23027. }
  23028. array.push( cache[ material.uuid ] );
  23029. }
  23030. materials[ data.uuid ] = array;
  23031. } else {
  23032. if ( cache[ data.uuid ] === undefined ) {
  23033. cache[ data.uuid ] = loader.parse( data );
  23034. }
  23035. materials[ data.uuid ] = cache[ data.uuid ];
  23036. }
  23037. }
  23038. }
  23039. return materials;
  23040. },
  23041. parseAnimations: function ( json ) {
  23042. var animations = [];
  23043. for ( var i = 0; i < json.length; i ++ ) {
  23044. var data = json[ i ];
  23045. var clip = AnimationClip.parse( data );
  23046. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23047. animations.push( clip );
  23048. }
  23049. return animations;
  23050. },
  23051. parseImages: function ( json, onLoad ) {
  23052. var scope = this;
  23053. var images = {};
  23054. function loadImage( url ) {
  23055. scope.manager.itemStart( url );
  23056. return loader.load( url, function () {
  23057. scope.manager.itemEnd( url );
  23058. }, undefined, function () {
  23059. scope.manager.itemError( url );
  23060. scope.manager.itemEnd( url );
  23061. } );
  23062. }
  23063. if ( json !== undefined && json.length > 0 ) {
  23064. var manager = new LoadingManager( onLoad );
  23065. var loader = new ImageLoader( manager );
  23066. loader.setCrossOrigin( this.crossOrigin );
  23067. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23068. var image = json[ i ];
  23069. var url = image.url;
  23070. if ( Array.isArray( url ) ) {
  23071. // load array of images e.g CubeTexture
  23072. images[ image.uuid ] = [];
  23073. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23074. var currentUrl = url[ j ];
  23075. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23076. images[ image.uuid ].push( loadImage( path ) );
  23077. }
  23078. } else {
  23079. // load single image
  23080. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23081. images[ image.uuid ] = loadImage( path );
  23082. }
  23083. }
  23084. }
  23085. return images;
  23086. },
  23087. parseTextures: function ( json, images ) {
  23088. function parseConstant( value, type ) {
  23089. if ( typeof value === 'number' ) return value;
  23090. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23091. return type[ value ];
  23092. }
  23093. var textures = {};
  23094. if ( json !== undefined ) {
  23095. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23096. var data = json[ i ];
  23097. if ( data.image === undefined ) {
  23098. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23099. }
  23100. if ( images[ data.image ] === undefined ) {
  23101. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23102. }
  23103. var texture;
  23104. if ( Array.isArray( images[ data.image ] ) ) {
  23105. texture = new CubeTexture( images[ data.image ] );
  23106. } else {
  23107. texture = new Texture( images[ data.image ] );
  23108. }
  23109. texture.needsUpdate = true;
  23110. texture.uuid = data.uuid;
  23111. if ( data.name !== undefined ) texture.name = data.name;
  23112. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23113. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23114. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23115. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23116. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23117. if ( data.wrap !== undefined ) {
  23118. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23119. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23120. }
  23121. if ( data.format !== undefined ) texture.format = data.format;
  23122. if ( data.type !== undefined ) texture.type = data.type;
  23123. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23124. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23125. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23126. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23127. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23128. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23129. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23130. textures[ data.uuid ] = texture;
  23131. }
  23132. }
  23133. return textures;
  23134. },
  23135. parseObject: function ( data, geometries, materials ) {
  23136. var object;
  23137. function getGeometry( name ) {
  23138. if ( geometries[ name ] === undefined ) {
  23139. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23140. }
  23141. return geometries[ name ];
  23142. }
  23143. function getMaterial( name ) {
  23144. if ( name === undefined ) return undefined;
  23145. if ( Array.isArray( name ) ) {
  23146. var array = [];
  23147. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23148. var uuid = name[ i ];
  23149. if ( materials[ uuid ] === undefined ) {
  23150. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23151. }
  23152. array.push( materials[ uuid ] );
  23153. }
  23154. return array;
  23155. }
  23156. if ( materials[ name ] === undefined ) {
  23157. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23158. }
  23159. return materials[ name ];
  23160. }
  23161. switch ( data.type ) {
  23162. case 'Scene':
  23163. object = new Scene();
  23164. if ( data.background !== undefined ) {
  23165. if ( Number.isInteger( data.background ) ) {
  23166. object.background = new Color( data.background );
  23167. }
  23168. }
  23169. if ( data.fog !== undefined ) {
  23170. if ( data.fog.type === 'Fog' ) {
  23171. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23172. } else if ( data.fog.type === 'FogExp2' ) {
  23173. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23174. }
  23175. }
  23176. break;
  23177. case 'PerspectiveCamera':
  23178. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23179. if ( data.focus !== undefined ) object.focus = data.focus;
  23180. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23181. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23182. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23183. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23184. break;
  23185. case 'OrthographicCamera':
  23186. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23187. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23188. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23189. break;
  23190. case 'AmbientLight':
  23191. object = new AmbientLight( data.color, data.intensity );
  23192. break;
  23193. case 'DirectionalLight':
  23194. object = new DirectionalLight( data.color, data.intensity );
  23195. break;
  23196. case 'PointLight':
  23197. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23198. break;
  23199. case 'RectAreaLight':
  23200. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23201. break;
  23202. case 'SpotLight':
  23203. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23204. break;
  23205. case 'HemisphereLight':
  23206. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23207. break;
  23208. case 'SkinnedMesh':
  23209. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23210. case 'Mesh':
  23211. var geometry = getGeometry( data.geometry );
  23212. var material = getMaterial( data.material );
  23213. if ( geometry.bones && geometry.bones.length > 0 ) {
  23214. object = new SkinnedMesh( geometry, material );
  23215. } else {
  23216. object = new Mesh( geometry, material );
  23217. }
  23218. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23219. break;
  23220. case 'LOD':
  23221. object = new LOD();
  23222. break;
  23223. case 'Line':
  23224. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23225. break;
  23226. case 'LineLoop':
  23227. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23228. break;
  23229. case 'LineSegments':
  23230. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23231. break;
  23232. case 'PointCloud':
  23233. case 'Points':
  23234. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23235. break;
  23236. case 'Sprite':
  23237. object = new Sprite( getMaterial( data.material ) );
  23238. break;
  23239. case 'Group':
  23240. object = new Group();
  23241. break;
  23242. default:
  23243. object = new Object3D();
  23244. }
  23245. object.uuid = data.uuid;
  23246. if ( data.name !== undefined ) object.name = data.name;
  23247. if ( data.matrix !== undefined ) {
  23248. object.matrix.fromArray( data.matrix );
  23249. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23250. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23251. } else {
  23252. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23253. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23254. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23255. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23256. }
  23257. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23258. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23259. if ( data.shadow ) {
  23260. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23261. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23262. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23263. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23264. }
  23265. if ( data.visible !== undefined ) object.visible = data.visible;
  23266. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23267. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23268. if ( data.userData !== undefined ) object.userData = data.userData;
  23269. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23270. if ( data.children !== undefined ) {
  23271. var children = data.children;
  23272. for ( var i = 0; i < children.length; i ++ ) {
  23273. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23274. }
  23275. }
  23276. if ( data.type === 'LOD' ) {
  23277. var levels = data.levels;
  23278. for ( var l = 0; l < levels.length; l ++ ) {
  23279. var level = levels[ l ];
  23280. var child = object.getObjectByProperty( 'uuid', level.object );
  23281. if ( child !== undefined ) {
  23282. object.addLevel( child, level.distance );
  23283. }
  23284. }
  23285. }
  23286. return object;
  23287. }
  23288. } );
  23289. var TEXTURE_MAPPING = {
  23290. UVMapping: UVMapping,
  23291. CubeReflectionMapping: CubeReflectionMapping,
  23292. CubeRefractionMapping: CubeRefractionMapping,
  23293. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23294. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23295. SphericalReflectionMapping: SphericalReflectionMapping,
  23296. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23297. CubeUVRefractionMapping: CubeUVRefractionMapping
  23298. };
  23299. var TEXTURE_WRAPPING = {
  23300. RepeatWrapping: RepeatWrapping,
  23301. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23302. MirroredRepeatWrapping: MirroredRepeatWrapping
  23303. };
  23304. var TEXTURE_FILTER = {
  23305. NearestFilter: NearestFilter,
  23306. NearestMipMapNearestFilter: NearestMipMapNearestFilter,
  23307. NearestMipMapLinearFilter: NearestMipMapLinearFilter,
  23308. LinearFilter: LinearFilter,
  23309. LinearMipMapNearestFilter: LinearMipMapNearestFilter,
  23310. LinearMipMapLinearFilter: LinearMipMapLinearFilter
  23311. };
  23312. /**
  23313. * @author thespite / http://clicktorelease.com/
  23314. */
  23315. function ImageBitmapLoader( manager ) {
  23316. if ( typeof createImageBitmap === 'undefined' ) {
  23317. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23318. }
  23319. if ( typeof fetch === 'undefined' ) {
  23320. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23321. }
  23322. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  23323. this.options = undefined;
  23324. }
  23325. ImageBitmapLoader.prototype = {
  23326. constructor: ImageBitmapLoader,
  23327. setOptions: function setOptions( options ) {
  23328. this.options = options;
  23329. return this;
  23330. },
  23331. load: function ( url, onLoad, onProgress, onError ) {
  23332. if ( url === undefined ) url = '';
  23333. if ( this.path !== undefined ) url = this.path + url;
  23334. url = this.manager.resolveURL( url );
  23335. var scope = this;
  23336. var cached = Cache.get( url );
  23337. if ( cached !== undefined ) {
  23338. scope.manager.itemStart( url );
  23339. setTimeout( function () {
  23340. if ( onLoad ) onLoad( cached );
  23341. scope.manager.itemEnd( url );
  23342. }, 0 );
  23343. return cached;
  23344. }
  23345. fetch( url ).then( function ( res ) {
  23346. return res.blob();
  23347. } ).then( function ( blob ) {
  23348. if ( scope.options === undefined ) {
  23349. // Workaround for FireFox. It causes an error if you pass options.
  23350. return createImageBitmap( blob );
  23351. } else {
  23352. return createImageBitmap( blob, scope.options );
  23353. }
  23354. } ).then( function ( imageBitmap ) {
  23355. Cache.add( url, imageBitmap );
  23356. if ( onLoad ) onLoad( imageBitmap );
  23357. scope.manager.itemEnd( url );
  23358. } ).catch( function ( e ) {
  23359. if ( onError ) onError( e );
  23360. scope.manager.itemError( url );
  23361. scope.manager.itemEnd( url );
  23362. } );
  23363. scope.manager.itemStart( url );
  23364. },
  23365. setCrossOrigin: function ( /* value */ ) {
  23366. return this;
  23367. },
  23368. setPath: function ( value ) {
  23369. this.path = value;
  23370. return this;
  23371. }
  23372. };
  23373. /**
  23374. * @author zz85 / http://www.lab4games.net/zz85/blog
  23375. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23376. **/
  23377. function ShapePath() {
  23378. this.type = 'ShapePath';
  23379. this.color = new Color();
  23380. this.subPaths = [];
  23381. this.currentPath = null;
  23382. }
  23383. Object.assign( ShapePath.prototype, {
  23384. moveTo: function ( x, y ) {
  23385. this.currentPath = new Path();
  23386. this.subPaths.push( this.currentPath );
  23387. this.currentPath.moveTo( x, y );
  23388. },
  23389. lineTo: function ( x, y ) {
  23390. this.currentPath.lineTo( x, y );
  23391. },
  23392. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23393. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23394. },
  23395. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23396. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23397. },
  23398. splineThru: function ( pts ) {
  23399. this.currentPath.splineThru( pts );
  23400. },
  23401. toShapes: function ( isCCW, noHoles ) {
  23402. function toShapesNoHoles( inSubpaths ) {
  23403. var shapes = [];
  23404. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23405. var tmpPath = inSubpaths[ i ];
  23406. var tmpShape = new Shape();
  23407. tmpShape.curves = tmpPath.curves;
  23408. shapes.push( tmpShape );
  23409. }
  23410. return shapes;
  23411. }
  23412. function isPointInsidePolygon( inPt, inPolygon ) {
  23413. var polyLen = inPolygon.length;
  23414. // inPt on polygon contour => immediate success or
  23415. // toggling of inside/outside at every single! intersection point of an edge
  23416. // with the horizontal line through inPt, left of inPt
  23417. // not counting lowerY endpoints of edges and whole edges on that line
  23418. var inside = false;
  23419. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23420. var edgeLowPt = inPolygon[ p ];
  23421. var edgeHighPt = inPolygon[ q ];
  23422. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23423. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23424. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23425. // not parallel
  23426. if ( edgeDy < 0 ) {
  23427. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23428. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23429. }
  23430. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23431. if ( inPt.y === edgeLowPt.y ) {
  23432. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23433. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23434. } else {
  23435. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23436. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23437. if ( perpEdge < 0 ) continue;
  23438. inside = ! inside; // true intersection left of inPt
  23439. }
  23440. } else {
  23441. // parallel or collinear
  23442. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23443. // edge lies on the same horizontal line as inPt
  23444. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23445. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23446. // continue;
  23447. }
  23448. }
  23449. return inside;
  23450. }
  23451. var isClockWise = ShapeUtils.isClockWise;
  23452. var subPaths = this.subPaths;
  23453. if ( subPaths.length === 0 ) return [];
  23454. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23455. var solid, tmpPath, tmpShape, shapes = [];
  23456. if ( subPaths.length === 1 ) {
  23457. tmpPath = subPaths[ 0 ];
  23458. tmpShape = new Shape();
  23459. tmpShape.curves = tmpPath.curves;
  23460. shapes.push( tmpShape );
  23461. return shapes;
  23462. }
  23463. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23464. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23465. // console.log("Holes first", holesFirst);
  23466. var betterShapeHoles = [];
  23467. var newShapes = [];
  23468. var newShapeHoles = [];
  23469. var mainIdx = 0;
  23470. var tmpPoints;
  23471. newShapes[ mainIdx ] = undefined;
  23472. newShapeHoles[ mainIdx ] = [];
  23473. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23474. tmpPath = subPaths[ i ];
  23475. tmpPoints = tmpPath.getPoints();
  23476. solid = isClockWise( tmpPoints );
  23477. solid = isCCW ? ! solid : solid;
  23478. if ( solid ) {
  23479. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23480. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23481. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23482. if ( holesFirst ) mainIdx ++;
  23483. newShapeHoles[ mainIdx ] = [];
  23484. //console.log('cw', i);
  23485. } else {
  23486. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23487. //console.log('ccw', i);
  23488. }
  23489. }
  23490. // only Holes? -> probably all Shapes with wrong orientation
  23491. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23492. if ( newShapes.length > 1 ) {
  23493. var ambiguous = false;
  23494. var toChange = [];
  23495. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23496. betterShapeHoles[ sIdx ] = [];
  23497. }
  23498. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23499. var sho = newShapeHoles[ sIdx ];
  23500. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23501. var ho = sho[ hIdx ];
  23502. var hole_unassigned = true;
  23503. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23504. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23505. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23506. if ( hole_unassigned ) {
  23507. hole_unassigned = false;
  23508. betterShapeHoles[ s2Idx ].push( ho );
  23509. } else {
  23510. ambiguous = true;
  23511. }
  23512. }
  23513. }
  23514. if ( hole_unassigned ) {
  23515. betterShapeHoles[ sIdx ].push( ho );
  23516. }
  23517. }
  23518. }
  23519. // console.log("ambiguous: ", ambiguous);
  23520. if ( toChange.length > 0 ) {
  23521. // console.log("to change: ", toChange);
  23522. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23523. }
  23524. }
  23525. var tmpHoles;
  23526. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23527. tmpShape = newShapes[ i ].s;
  23528. shapes.push( tmpShape );
  23529. tmpHoles = newShapeHoles[ i ];
  23530. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23531. tmpShape.holes.push( tmpHoles[ j ].h );
  23532. }
  23533. }
  23534. //console.log("shape", shapes);
  23535. return shapes;
  23536. }
  23537. } );
  23538. /**
  23539. * @author zz85 / http://www.lab4games.net/zz85/blog
  23540. * @author mrdoob / http://mrdoob.com/
  23541. */
  23542. function Font( data ) {
  23543. this.type = 'Font';
  23544. this.data = data;
  23545. }
  23546. Object.assign( Font.prototype, {
  23547. isFont: true,
  23548. generateShapes: function ( text, size ) {
  23549. if ( size === undefined ) size = 100;
  23550. var shapes = [];
  23551. var paths = createPaths( text, size, this.data );
  23552. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23553. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23554. }
  23555. return shapes;
  23556. }
  23557. } );
  23558. function createPaths( text, size, data ) {
  23559. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23560. var scale = size / data.resolution;
  23561. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23562. var paths = [];
  23563. var offsetX = 0, offsetY = 0;
  23564. for ( var i = 0; i < chars.length; i ++ ) {
  23565. var char = chars[ i ];
  23566. if ( char === '\n' ) {
  23567. offsetX = 0;
  23568. offsetY -= line_height;
  23569. } else {
  23570. var ret = createPath( char, scale, offsetX, offsetY, data );
  23571. offsetX += ret.offsetX;
  23572. paths.push( ret.path );
  23573. }
  23574. }
  23575. return paths;
  23576. }
  23577. function createPath( char, scale, offsetX, offsetY, data ) {
  23578. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23579. if ( ! glyph ) return;
  23580. var path = new ShapePath();
  23581. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23582. if ( glyph.o ) {
  23583. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23584. for ( var i = 0, l = outline.length; i < l; ) {
  23585. var action = outline[ i ++ ];
  23586. switch ( action ) {
  23587. case 'm': // moveTo
  23588. x = outline[ i ++ ] * scale + offsetX;
  23589. y = outline[ i ++ ] * scale + offsetY;
  23590. path.moveTo( x, y );
  23591. break;
  23592. case 'l': // lineTo
  23593. x = outline[ i ++ ] * scale + offsetX;
  23594. y = outline[ i ++ ] * scale + offsetY;
  23595. path.lineTo( x, y );
  23596. break;
  23597. case 'q': // quadraticCurveTo
  23598. cpx = outline[ i ++ ] * scale + offsetX;
  23599. cpy = outline[ i ++ ] * scale + offsetY;
  23600. cpx1 = outline[ i ++ ] * scale + offsetX;
  23601. cpy1 = outline[ i ++ ] * scale + offsetY;
  23602. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23603. break;
  23604. case 'b': // bezierCurveTo
  23605. cpx = outline[ i ++ ] * scale + offsetX;
  23606. cpy = outline[ i ++ ] * scale + offsetY;
  23607. cpx1 = outline[ i ++ ] * scale + offsetX;
  23608. cpy1 = outline[ i ++ ] * scale + offsetY;
  23609. cpx2 = outline[ i ++ ] * scale + offsetX;
  23610. cpy2 = outline[ i ++ ] * scale + offsetY;
  23611. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23612. break;
  23613. }
  23614. }
  23615. }
  23616. return { offsetX: glyph.ha * scale, path: path };
  23617. }
  23618. /**
  23619. * @author mrdoob / http://mrdoob.com/
  23620. */
  23621. function FontLoader( manager ) {
  23622. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23623. }
  23624. Object.assign( FontLoader.prototype, {
  23625. load: function ( url, onLoad, onProgress, onError ) {
  23626. var scope = this;
  23627. var loader = new FileLoader( this.manager );
  23628. loader.setPath( this.path );
  23629. loader.load( url, function ( text ) {
  23630. var json;
  23631. try {
  23632. json = JSON.parse( text );
  23633. } catch ( e ) {
  23634. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23635. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23636. }
  23637. var font = scope.parse( json );
  23638. if ( onLoad ) onLoad( font );
  23639. }, onProgress, onError );
  23640. },
  23641. parse: function ( json ) {
  23642. return new Font( json );
  23643. },
  23644. setPath: function ( value ) {
  23645. this.path = value;
  23646. return this;
  23647. }
  23648. } );
  23649. /**
  23650. * @author alteredq / http://alteredqualia.com/
  23651. */
  23652. function Loader() {}
  23653. Loader.Handlers = {
  23654. handlers: [],
  23655. add: function ( regex, loader ) {
  23656. this.handlers.push( regex, loader );
  23657. },
  23658. get: function ( file ) {
  23659. var handlers = this.handlers;
  23660. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  23661. var regex = handlers[ i ];
  23662. var loader = handlers[ i + 1 ];
  23663. if ( regex.test( file ) ) {
  23664. return loader;
  23665. }
  23666. }
  23667. return null;
  23668. }
  23669. };
  23670. Object.assign( Loader.prototype, {
  23671. crossOrigin: 'anonymous',
  23672. onLoadStart: function () {},
  23673. onLoadProgress: function () {},
  23674. onLoadComplete: function () {},
  23675. initMaterials: function ( materials, texturePath, crossOrigin ) {
  23676. var array = [];
  23677. for ( var i = 0; i < materials.length; ++ i ) {
  23678. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  23679. }
  23680. return array;
  23681. },
  23682. createMaterial: ( function () {
  23683. var BlendingMode = {
  23684. NoBlending: NoBlending,
  23685. NormalBlending: NormalBlending,
  23686. AdditiveBlending: AdditiveBlending,
  23687. SubtractiveBlending: SubtractiveBlending,
  23688. MultiplyBlending: MultiplyBlending,
  23689. CustomBlending: CustomBlending
  23690. };
  23691. var color = new Color();
  23692. var textureLoader = new TextureLoader();
  23693. var materialLoader = new MaterialLoader();
  23694. return function createMaterial( m, texturePath, crossOrigin ) {
  23695. // convert from old material format
  23696. var textures = {};
  23697. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  23698. var fullPath = texturePath + path;
  23699. var loader = Loader.Handlers.get( fullPath );
  23700. var texture;
  23701. if ( loader !== null ) {
  23702. texture = loader.load( fullPath );
  23703. } else {
  23704. textureLoader.setCrossOrigin( crossOrigin );
  23705. texture = textureLoader.load( fullPath );
  23706. }
  23707. if ( repeat !== undefined ) {
  23708. texture.repeat.fromArray( repeat );
  23709. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  23710. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  23711. }
  23712. if ( offset !== undefined ) {
  23713. texture.offset.fromArray( offset );
  23714. }
  23715. if ( wrap !== undefined ) {
  23716. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  23717. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  23718. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  23719. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  23720. }
  23721. if ( anisotropy !== undefined ) {
  23722. texture.anisotropy = anisotropy;
  23723. }
  23724. var uuid = _Math.generateUUID();
  23725. textures[ uuid ] = texture;
  23726. return uuid;
  23727. }
  23728. //
  23729. var json = {
  23730. uuid: _Math.generateUUID(),
  23731. type: 'MeshLambertMaterial'
  23732. };
  23733. for ( var name in m ) {
  23734. var value = m[ name ];
  23735. switch ( name ) {
  23736. case 'DbgColor':
  23737. case 'DbgIndex':
  23738. case 'opticalDensity':
  23739. case 'illumination':
  23740. break;
  23741. case 'DbgName':
  23742. json.name = value;
  23743. break;
  23744. case 'blending':
  23745. json.blending = BlendingMode[ value ];
  23746. break;
  23747. case 'colorAmbient':
  23748. case 'mapAmbient':
  23749. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  23750. break;
  23751. case 'colorDiffuse':
  23752. json.color = color.fromArray( value ).getHex();
  23753. break;
  23754. case 'colorSpecular':
  23755. json.specular = color.fromArray( value ).getHex();
  23756. break;
  23757. case 'colorEmissive':
  23758. json.emissive = color.fromArray( value ).getHex();
  23759. break;
  23760. case 'specularCoef':
  23761. json.shininess = value;
  23762. break;
  23763. case 'shading':
  23764. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  23765. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  23766. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  23767. break;
  23768. case 'mapDiffuse':
  23769. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  23770. break;
  23771. case 'mapDiffuseRepeat':
  23772. case 'mapDiffuseOffset':
  23773. case 'mapDiffuseWrap':
  23774. case 'mapDiffuseAnisotropy':
  23775. break;
  23776. case 'mapEmissive':
  23777. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  23778. break;
  23779. case 'mapEmissiveRepeat':
  23780. case 'mapEmissiveOffset':
  23781. case 'mapEmissiveWrap':
  23782. case 'mapEmissiveAnisotropy':
  23783. break;
  23784. case 'mapLight':
  23785. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  23786. break;
  23787. case 'mapLightRepeat':
  23788. case 'mapLightOffset':
  23789. case 'mapLightWrap':
  23790. case 'mapLightAnisotropy':
  23791. break;
  23792. case 'mapAO':
  23793. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  23794. break;
  23795. case 'mapAORepeat':
  23796. case 'mapAOOffset':
  23797. case 'mapAOWrap':
  23798. case 'mapAOAnisotropy':
  23799. break;
  23800. case 'mapBump':
  23801. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  23802. break;
  23803. case 'mapBumpScale':
  23804. json.bumpScale = value;
  23805. break;
  23806. case 'mapBumpRepeat':
  23807. case 'mapBumpOffset':
  23808. case 'mapBumpWrap':
  23809. case 'mapBumpAnisotropy':
  23810. break;
  23811. case 'mapNormal':
  23812. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  23813. break;
  23814. case 'mapNormalFactor':
  23815. json.normalScale = value;
  23816. break;
  23817. case 'mapNormalRepeat':
  23818. case 'mapNormalOffset':
  23819. case 'mapNormalWrap':
  23820. case 'mapNormalAnisotropy':
  23821. break;
  23822. case 'mapSpecular':
  23823. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  23824. break;
  23825. case 'mapSpecularRepeat':
  23826. case 'mapSpecularOffset':
  23827. case 'mapSpecularWrap':
  23828. case 'mapSpecularAnisotropy':
  23829. break;
  23830. case 'mapMetalness':
  23831. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  23832. break;
  23833. case 'mapMetalnessRepeat':
  23834. case 'mapMetalnessOffset':
  23835. case 'mapMetalnessWrap':
  23836. case 'mapMetalnessAnisotropy':
  23837. break;
  23838. case 'mapRoughness':
  23839. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  23840. break;
  23841. case 'mapRoughnessRepeat':
  23842. case 'mapRoughnessOffset':
  23843. case 'mapRoughnessWrap':
  23844. case 'mapRoughnessAnisotropy':
  23845. break;
  23846. case 'mapAlpha':
  23847. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  23848. break;
  23849. case 'mapAlphaRepeat':
  23850. case 'mapAlphaOffset':
  23851. case 'mapAlphaWrap':
  23852. case 'mapAlphaAnisotropy':
  23853. break;
  23854. case 'flipSided':
  23855. json.side = BackSide;
  23856. break;
  23857. case 'doubleSided':
  23858. json.side = DoubleSide;
  23859. break;
  23860. case 'transparency':
  23861. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  23862. json.opacity = value;
  23863. break;
  23864. case 'depthTest':
  23865. case 'depthWrite':
  23866. case 'colorWrite':
  23867. case 'opacity':
  23868. case 'reflectivity':
  23869. case 'transparent':
  23870. case 'visible':
  23871. case 'wireframe':
  23872. json[ name ] = value;
  23873. break;
  23874. case 'vertexColors':
  23875. if ( value === true ) json.vertexColors = VertexColors;
  23876. if ( value === 'face' ) json.vertexColors = FaceColors;
  23877. break;
  23878. default:
  23879. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  23880. break;
  23881. }
  23882. }
  23883. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  23884. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  23885. if ( json.opacity < 1 ) json.transparent = true;
  23886. materialLoader.setTextures( textures );
  23887. return materialLoader.parse( json );
  23888. };
  23889. } )()
  23890. } );
  23891. /**
  23892. * @author mrdoob / http://mrdoob.com/
  23893. */
  23894. var context;
  23895. var AudioContext = {
  23896. getContext: function () {
  23897. if ( context === undefined ) {
  23898. context = new ( window.AudioContext || window.webkitAudioContext )();
  23899. }
  23900. return context;
  23901. },
  23902. setContext: function ( value ) {
  23903. context = value;
  23904. }
  23905. };
  23906. /**
  23907. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  23908. */
  23909. function AudioLoader( manager ) {
  23910. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23911. }
  23912. Object.assign( AudioLoader.prototype, {
  23913. load: function ( url, onLoad, onProgress, onError ) {
  23914. var loader = new FileLoader( this.manager );
  23915. loader.setResponseType( 'arraybuffer' );
  23916. loader.setPath( this.path );
  23917. loader.load( url, function ( buffer ) {
  23918. // Create a copy of the buffer. The `decodeAudioData` method
  23919. // detaches the buffer when complete, preventing reuse.
  23920. var bufferCopy = buffer.slice( 0 );
  23921. var context = AudioContext.getContext();
  23922. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  23923. onLoad( audioBuffer );
  23924. } );
  23925. }, onProgress, onError );
  23926. },
  23927. setPath: function ( value ) {
  23928. this.path = value;
  23929. return this;
  23930. }
  23931. } );
  23932. /**
  23933. * @author mrdoob / http://mrdoob.com/
  23934. */
  23935. function StereoCamera() {
  23936. this.type = 'StereoCamera';
  23937. this.aspect = 1;
  23938. this.eyeSep = 0.064;
  23939. this.cameraL = new PerspectiveCamera();
  23940. this.cameraL.layers.enable( 1 );
  23941. this.cameraL.matrixAutoUpdate = false;
  23942. this.cameraR = new PerspectiveCamera();
  23943. this.cameraR.layers.enable( 2 );
  23944. this.cameraR.matrixAutoUpdate = false;
  23945. }
  23946. Object.assign( StereoCamera.prototype, {
  23947. update: ( function () {
  23948. var instance, focus, fov, aspect, near, far, zoom, eyeSep;
  23949. var eyeRight = new Matrix4();
  23950. var eyeLeft = new Matrix4();
  23951. return function update( camera ) {
  23952. var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  23953. aspect !== camera.aspect * this.aspect || near !== camera.near ||
  23954. far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
  23955. if ( needsUpdate ) {
  23956. instance = this;
  23957. focus = camera.focus;
  23958. fov = camera.fov;
  23959. aspect = camera.aspect * this.aspect;
  23960. near = camera.near;
  23961. far = camera.far;
  23962. zoom = camera.zoom;
  23963. // Off-axis stereoscopic effect based on
  23964. // http://paulbourke.net/stereographics/stereorender/
  23965. var projectionMatrix = camera.projectionMatrix.clone();
  23966. eyeSep = this.eyeSep / 2;
  23967. var eyeSepOnProjection = eyeSep * near / focus;
  23968. var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  23969. var xmin, xmax;
  23970. // translate xOffset
  23971. eyeLeft.elements[ 12 ] = - eyeSep;
  23972. eyeRight.elements[ 12 ] = eyeSep;
  23973. // for left eye
  23974. xmin = - ymax * aspect + eyeSepOnProjection;
  23975. xmax = ymax * aspect + eyeSepOnProjection;
  23976. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  23977. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  23978. this.cameraL.projectionMatrix.copy( projectionMatrix );
  23979. // for right eye
  23980. xmin = - ymax * aspect - eyeSepOnProjection;
  23981. xmax = ymax * aspect - eyeSepOnProjection;
  23982. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  23983. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  23984. this.cameraR.projectionMatrix.copy( projectionMatrix );
  23985. }
  23986. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  23987. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  23988. };
  23989. } )()
  23990. } );
  23991. /**
  23992. * Camera for rendering cube maps
  23993. * - renders scene into axis-aligned cube
  23994. *
  23995. * @author alteredq / http://alteredqualia.com/
  23996. */
  23997. function CubeCamera( near, far, cubeResolution, options ) {
  23998. Object3D.call( this );
  23999. this.type = 'CubeCamera';
  24000. var fov = 90, aspect = 1;
  24001. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  24002. cameraPX.up.set( 0, - 1, 0 );
  24003. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  24004. this.add( cameraPX );
  24005. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  24006. cameraNX.up.set( 0, - 1, 0 );
  24007. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  24008. this.add( cameraNX );
  24009. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  24010. cameraPY.up.set( 0, 0, 1 );
  24011. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  24012. this.add( cameraPY );
  24013. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  24014. cameraNY.up.set( 0, 0, - 1 );
  24015. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  24016. this.add( cameraNY );
  24017. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  24018. cameraPZ.up.set( 0, - 1, 0 );
  24019. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  24020. this.add( cameraPZ );
  24021. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  24022. cameraNZ.up.set( 0, - 1, 0 );
  24023. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  24024. this.add( cameraNZ );
  24025. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  24026. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  24027. this.renderTarget.texture.name = "CubeCamera";
  24028. this.update = function ( renderer, scene ) {
  24029. if ( this.parent === null ) this.updateMatrixWorld();
  24030. var currentRenderTarget = renderer.getRenderTarget();
  24031. var renderTarget = this.renderTarget;
  24032. var generateMipmaps = renderTarget.texture.generateMipmaps;
  24033. renderTarget.texture.generateMipmaps = false;
  24034. renderer.setRenderTarget( renderTarget, 0 );
  24035. renderer.render( scene, cameraPX );
  24036. renderer.setRenderTarget( renderTarget, 1 );
  24037. renderer.render( scene, cameraNX );
  24038. renderer.setRenderTarget( renderTarget, 2 );
  24039. renderer.render( scene, cameraPY );
  24040. renderer.setRenderTarget( renderTarget, 3 );
  24041. renderer.render( scene, cameraNY );
  24042. renderer.setRenderTarget( renderTarget, 4 );
  24043. renderer.render( scene, cameraPZ );
  24044. renderTarget.texture.generateMipmaps = generateMipmaps;
  24045. renderer.setRenderTarget( renderTarget, 5 );
  24046. renderer.render( scene, cameraNZ );
  24047. renderer.setRenderTarget( currentRenderTarget );
  24048. };
  24049. this.clear = function ( renderer, color, depth, stencil ) {
  24050. var currentRenderTarget = renderer.getRenderTarget();
  24051. var renderTarget = this.renderTarget;
  24052. for ( var i = 0; i < 6; i ++ ) {
  24053. renderer.setRenderTarget( renderTarget, i );
  24054. renderer.clear( color, depth, stencil );
  24055. }
  24056. renderer.setRenderTarget( currentRenderTarget );
  24057. };
  24058. }
  24059. CubeCamera.prototype = Object.create( Object3D.prototype );
  24060. CubeCamera.prototype.constructor = CubeCamera;
  24061. /**
  24062. * @author alteredq / http://alteredqualia.com/
  24063. */
  24064. function Clock( autoStart ) {
  24065. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24066. this.startTime = 0;
  24067. this.oldTime = 0;
  24068. this.elapsedTime = 0;
  24069. this.running = false;
  24070. }
  24071. Object.assign( Clock.prototype, {
  24072. start: function () {
  24073. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24074. this.oldTime = this.startTime;
  24075. this.elapsedTime = 0;
  24076. this.running = true;
  24077. },
  24078. stop: function () {
  24079. this.getElapsedTime();
  24080. this.running = false;
  24081. this.autoStart = false;
  24082. },
  24083. getElapsedTime: function () {
  24084. this.getDelta();
  24085. return this.elapsedTime;
  24086. },
  24087. getDelta: function () {
  24088. var diff = 0;
  24089. if ( this.autoStart && ! this.running ) {
  24090. this.start();
  24091. return 0;
  24092. }
  24093. if ( this.running ) {
  24094. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24095. diff = ( newTime - this.oldTime ) / 1000;
  24096. this.oldTime = newTime;
  24097. this.elapsedTime += diff;
  24098. }
  24099. return diff;
  24100. }
  24101. } );
  24102. /**
  24103. * @author mrdoob / http://mrdoob.com/
  24104. */
  24105. function AudioListener() {
  24106. Object3D.call( this );
  24107. this.type = 'AudioListener';
  24108. this.context = AudioContext.getContext();
  24109. this.gain = this.context.createGain();
  24110. this.gain.connect( this.context.destination );
  24111. this.filter = null;
  24112. this.timeDelta = 0;
  24113. }
  24114. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24115. constructor: AudioListener,
  24116. getInput: function () {
  24117. return this.gain;
  24118. },
  24119. removeFilter: function ( ) {
  24120. if ( this.filter !== null ) {
  24121. this.gain.disconnect( this.filter );
  24122. this.filter.disconnect( this.context.destination );
  24123. this.gain.connect( this.context.destination );
  24124. this.filter = null;
  24125. }
  24126. return this;
  24127. },
  24128. getFilter: function () {
  24129. return this.filter;
  24130. },
  24131. setFilter: function ( value ) {
  24132. if ( this.filter !== null ) {
  24133. this.gain.disconnect( this.filter );
  24134. this.filter.disconnect( this.context.destination );
  24135. } else {
  24136. this.gain.disconnect( this.context.destination );
  24137. }
  24138. this.filter = value;
  24139. this.gain.connect( this.filter );
  24140. this.filter.connect( this.context.destination );
  24141. return this;
  24142. },
  24143. getMasterVolume: function () {
  24144. return this.gain.gain.value;
  24145. },
  24146. setMasterVolume: function ( value ) {
  24147. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24148. return this;
  24149. },
  24150. updateMatrixWorld: ( function () {
  24151. var position = new Vector3();
  24152. var quaternion = new Quaternion();
  24153. var scale = new Vector3();
  24154. var orientation = new Vector3();
  24155. var clock = new Clock();
  24156. return function updateMatrixWorld( force ) {
  24157. Object3D.prototype.updateMatrixWorld.call( this, force );
  24158. var listener = this.context.listener;
  24159. var up = this.up;
  24160. this.timeDelta = clock.getDelta();
  24161. this.matrixWorld.decompose( position, quaternion, scale );
  24162. orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  24163. if ( listener.positionX ) {
  24164. // code path for Chrome (see #14393)
  24165. var endTime = this.context.currentTime + this.timeDelta;
  24166. listener.positionX.linearRampToValueAtTime( position.x, endTime );
  24167. listener.positionY.linearRampToValueAtTime( position.y, endTime );
  24168. listener.positionZ.linearRampToValueAtTime( position.z, endTime );
  24169. listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
  24170. listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
  24171. listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
  24172. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24173. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24174. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24175. } else {
  24176. listener.setPosition( position.x, position.y, position.z );
  24177. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  24178. }
  24179. };
  24180. } )()
  24181. } );
  24182. /**
  24183. * @author mrdoob / http://mrdoob.com/
  24184. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24185. */
  24186. function Audio( listener ) {
  24187. Object3D.call( this );
  24188. this.type = 'Audio';
  24189. this.listener = listener;
  24190. this.context = listener.context;
  24191. this.gain = this.context.createGain();
  24192. this.gain.connect( listener.getInput() );
  24193. this.autoplay = false;
  24194. this.buffer = null;
  24195. this.detune = 0;
  24196. this.loop = false;
  24197. this.startTime = 0;
  24198. this.offset = 0;
  24199. this.playbackRate = 1;
  24200. this.isPlaying = false;
  24201. this.hasPlaybackControl = true;
  24202. this.sourceType = 'empty';
  24203. this.filters = [];
  24204. }
  24205. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24206. constructor: Audio,
  24207. getOutput: function () {
  24208. return this.gain;
  24209. },
  24210. setNodeSource: function ( audioNode ) {
  24211. this.hasPlaybackControl = false;
  24212. this.sourceType = 'audioNode';
  24213. this.source = audioNode;
  24214. this.connect();
  24215. return this;
  24216. },
  24217. setMediaElementSource: function ( mediaElement ) {
  24218. this.hasPlaybackControl = false;
  24219. this.sourceType = 'mediaNode';
  24220. this.source = this.context.createMediaElementSource( mediaElement );
  24221. this.connect();
  24222. return this;
  24223. },
  24224. setBuffer: function ( audioBuffer ) {
  24225. this.buffer = audioBuffer;
  24226. this.sourceType = 'buffer';
  24227. if ( this.autoplay ) this.play();
  24228. return this;
  24229. },
  24230. play: function () {
  24231. if ( this.isPlaying === true ) {
  24232. console.warn( 'THREE.Audio: Audio is already playing.' );
  24233. return;
  24234. }
  24235. if ( this.hasPlaybackControl === false ) {
  24236. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24237. return;
  24238. }
  24239. var source = this.context.createBufferSource();
  24240. source.buffer = this.buffer;
  24241. source.loop = this.loop;
  24242. source.onended = this.onEnded.bind( this );
  24243. this.startTime = this.context.currentTime;
  24244. source.start( this.startTime, this.offset );
  24245. this.isPlaying = true;
  24246. this.source = source;
  24247. this.setDetune( this.detune );
  24248. this.setPlaybackRate( this.playbackRate );
  24249. return this.connect();
  24250. },
  24251. pause: function () {
  24252. if ( this.hasPlaybackControl === false ) {
  24253. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24254. return;
  24255. }
  24256. if ( this.isPlaying === true ) {
  24257. this.source.stop();
  24258. this.source.onended = null;
  24259. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24260. this.isPlaying = false;
  24261. }
  24262. return this;
  24263. },
  24264. stop: function () {
  24265. if ( this.hasPlaybackControl === false ) {
  24266. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24267. return;
  24268. }
  24269. this.source.stop();
  24270. this.source.onended = null;
  24271. this.offset = 0;
  24272. this.isPlaying = false;
  24273. return this;
  24274. },
  24275. connect: function () {
  24276. if ( this.filters.length > 0 ) {
  24277. this.source.connect( this.filters[ 0 ] );
  24278. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24279. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24280. }
  24281. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24282. } else {
  24283. this.source.connect( this.getOutput() );
  24284. }
  24285. return this;
  24286. },
  24287. disconnect: function () {
  24288. if ( this.filters.length > 0 ) {
  24289. this.source.disconnect( this.filters[ 0 ] );
  24290. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24291. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24292. }
  24293. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24294. } else {
  24295. this.source.disconnect( this.getOutput() );
  24296. }
  24297. return this;
  24298. },
  24299. getFilters: function () {
  24300. return this.filters;
  24301. },
  24302. setFilters: function ( value ) {
  24303. if ( ! value ) value = [];
  24304. if ( this.isPlaying === true ) {
  24305. this.disconnect();
  24306. this.filters = value;
  24307. this.connect();
  24308. } else {
  24309. this.filters = value;
  24310. }
  24311. return this;
  24312. },
  24313. setDetune: function ( value ) {
  24314. this.detune = value;
  24315. if ( this.source.detune === undefined ) return; // only set detune when available
  24316. if ( this.isPlaying === true ) {
  24317. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24318. }
  24319. return this;
  24320. },
  24321. getDetune: function () {
  24322. return this.detune;
  24323. },
  24324. getFilter: function () {
  24325. return this.getFilters()[ 0 ];
  24326. },
  24327. setFilter: function ( filter ) {
  24328. return this.setFilters( filter ? [ filter ] : [] );
  24329. },
  24330. setPlaybackRate: function ( value ) {
  24331. if ( this.hasPlaybackControl === false ) {
  24332. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24333. return;
  24334. }
  24335. this.playbackRate = value;
  24336. if ( this.isPlaying === true ) {
  24337. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24338. }
  24339. return this;
  24340. },
  24341. getPlaybackRate: function () {
  24342. return this.playbackRate;
  24343. },
  24344. onEnded: function () {
  24345. this.isPlaying = false;
  24346. },
  24347. getLoop: function () {
  24348. if ( this.hasPlaybackControl === false ) {
  24349. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24350. return false;
  24351. }
  24352. return this.loop;
  24353. },
  24354. setLoop: function ( value ) {
  24355. if ( this.hasPlaybackControl === false ) {
  24356. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24357. return;
  24358. }
  24359. this.loop = value;
  24360. if ( this.isPlaying === true ) {
  24361. this.source.loop = this.loop;
  24362. }
  24363. return this;
  24364. },
  24365. getVolume: function () {
  24366. return this.gain.gain.value;
  24367. },
  24368. setVolume: function ( value ) {
  24369. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24370. return this;
  24371. }
  24372. } );
  24373. /**
  24374. * @author mrdoob / http://mrdoob.com/
  24375. */
  24376. function PositionalAudio( listener ) {
  24377. Audio.call( this, listener );
  24378. this.panner = this.context.createPanner();
  24379. this.panner.connect( this.gain );
  24380. }
  24381. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24382. constructor: PositionalAudio,
  24383. getOutput: function () {
  24384. return this.panner;
  24385. },
  24386. getRefDistance: function () {
  24387. return this.panner.refDistance;
  24388. },
  24389. setRefDistance: function ( value ) {
  24390. this.panner.refDistance = value;
  24391. return this;
  24392. },
  24393. getRolloffFactor: function () {
  24394. return this.panner.rolloffFactor;
  24395. },
  24396. setRolloffFactor: function ( value ) {
  24397. this.panner.rolloffFactor = value;
  24398. return this;
  24399. },
  24400. getDistanceModel: function () {
  24401. return this.panner.distanceModel;
  24402. },
  24403. setDistanceModel: function ( value ) {
  24404. this.panner.distanceModel = value;
  24405. return this;
  24406. },
  24407. getMaxDistance: function () {
  24408. return this.panner.maxDistance;
  24409. },
  24410. setMaxDistance: function ( value ) {
  24411. this.panner.maxDistance = value;
  24412. return this;
  24413. },
  24414. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24415. this.panner.coneInnerAngle = coneInnerAngle;
  24416. this.panner.coneOuterAngle = coneOuterAngle;
  24417. this.panner.coneOuterGain = coneOuterGain;
  24418. return this;
  24419. },
  24420. updateMatrixWorld: ( function () {
  24421. var position = new Vector3();
  24422. var quaternion = new Quaternion();
  24423. var scale = new Vector3();
  24424. var orientation = new Vector3();
  24425. return function updateMatrixWorld( force ) {
  24426. Object3D.prototype.updateMatrixWorld.call( this, force );
  24427. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24428. this.matrixWorld.decompose( position, quaternion, scale );
  24429. orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
  24430. var panner = this.panner;
  24431. if ( panner.positionX ) {
  24432. // code path for Chrome and Firefox (see #14393)
  24433. var endTime = this.context.currentTime + this.listener.timeDelta;
  24434. panner.positionX.linearRampToValueAtTime( position.x, endTime );
  24435. panner.positionY.linearRampToValueAtTime( position.y, endTime );
  24436. panner.positionZ.linearRampToValueAtTime( position.z, endTime );
  24437. panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
  24438. panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
  24439. panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
  24440. } else {
  24441. panner.setPosition( position.x, position.y, position.z );
  24442. panner.setOrientation( orientation.x, orientation.y, orientation.z );
  24443. }
  24444. };
  24445. } )()
  24446. } );
  24447. /**
  24448. * @author mrdoob / http://mrdoob.com/
  24449. */
  24450. function AudioAnalyser( audio, fftSize ) {
  24451. this.analyser = audio.context.createAnalyser();
  24452. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24453. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24454. audio.getOutput().connect( this.analyser );
  24455. }
  24456. Object.assign( AudioAnalyser.prototype, {
  24457. getFrequencyData: function () {
  24458. this.analyser.getByteFrequencyData( this.data );
  24459. return this.data;
  24460. },
  24461. getAverageFrequency: function () {
  24462. var value = 0, data = this.getFrequencyData();
  24463. for ( var i = 0; i < data.length; i ++ ) {
  24464. value += data[ i ];
  24465. }
  24466. return value / data.length;
  24467. }
  24468. } );
  24469. /**
  24470. *
  24471. * Buffered scene graph property that allows weighted accumulation.
  24472. *
  24473. *
  24474. * @author Ben Houston / http://clara.io/
  24475. * @author David Sarno / http://lighthaus.us/
  24476. * @author tschw
  24477. */
  24478. function PropertyMixer( binding, typeName, valueSize ) {
  24479. this.binding = binding;
  24480. this.valueSize = valueSize;
  24481. var bufferType = Float64Array,
  24482. mixFunction;
  24483. switch ( typeName ) {
  24484. case 'quaternion':
  24485. mixFunction = this._slerp;
  24486. break;
  24487. case 'string':
  24488. case 'bool':
  24489. bufferType = Array;
  24490. mixFunction = this._select;
  24491. break;
  24492. default:
  24493. mixFunction = this._lerp;
  24494. }
  24495. this.buffer = new bufferType( valueSize * 4 );
  24496. // layout: [ incoming | accu0 | accu1 | orig ]
  24497. //
  24498. // interpolators can use .buffer as their .result
  24499. // the data then goes to 'incoming'
  24500. //
  24501. // 'accu0' and 'accu1' are used frame-interleaved for
  24502. // the cumulative result and are compared to detect
  24503. // changes
  24504. //
  24505. // 'orig' stores the original state of the property
  24506. this._mixBufferRegion = mixFunction;
  24507. this.cumulativeWeight = 0;
  24508. this.useCount = 0;
  24509. this.referenceCount = 0;
  24510. }
  24511. Object.assign( PropertyMixer.prototype, {
  24512. // accumulate data in the 'incoming' region into 'accu<i>'
  24513. accumulate: function ( accuIndex, weight ) {
  24514. // note: happily accumulating nothing when weight = 0, the caller knows
  24515. // the weight and shouldn't have made the call in the first place
  24516. var buffer = this.buffer,
  24517. stride = this.valueSize,
  24518. offset = accuIndex * stride + stride,
  24519. currentWeight = this.cumulativeWeight;
  24520. if ( currentWeight === 0 ) {
  24521. // accuN := incoming * weight
  24522. for ( var i = 0; i !== stride; ++ i ) {
  24523. buffer[ offset + i ] = buffer[ i ];
  24524. }
  24525. currentWeight = weight;
  24526. } else {
  24527. // accuN := accuN + incoming * weight
  24528. currentWeight += weight;
  24529. var mix = weight / currentWeight;
  24530. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24531. }
  24532. this.cumulativeWeight = currentWeight;
  24533. },
  24534. // apply the state of 'accu<i>' to the binding when accus differ
  24535. apply: function ( accuIndex ) {
  24536. var stride = this.valueSize,
  24537. buffer = this.buffer,
  24538. offset = accuIndex * stride + stride,
  24539. weight = this.cumulativeWeight,
  24540. binding = this.binding;
  24541. this.cumulativeWeight = 0;
  24542. if ( weight < 1 ) {
  24543. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24544. var originalValueOffset = stride * 3;
  24545. this._mixBufferRegion(
  24546. buffer, offset, originalValueOffset, 1 - weight, stride );
  24547. }
  24548. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24549. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24550. // value has changed -> update scene graph
  24551. binding.setValue( buffer, offset );
  24552. break;
  24553. }
  24554. }
  24555. },
  24556. // remember the state of the bound property and copy it to both accus
  24557. saveOriginalState: function () {
  24558. var binding = this.binding;
  24559. var buffer = this.buffer,
  24560. stride = this.valueSize,
  24561. originalValueOffset = stride * 3;
  24562. binding.getValue( buffer, originalValueOffset );
  24563. // accu[0..1] := orig -- initially detect changes against the original
  24564. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24565. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24566. }
  24567. this.cumulativeWeight = 0;
  24568. },
  24569. // apply the state previously taken via 'saveOriginalState' to the binding
  24570. restoreOriginalState: function () {
  24571. var originalValueOffset = this.valueSize * 3;
  24572. this.binding.setValue( this.buffer, originalValueOffset );
  24573. },
  24574. // mix functions
  24575. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24576. if ( t >= 0.5 ) {
  24577. for ( var i = 0; i !== stride; ++ i ) {
  24578. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24579. }
  24580. }
  24581. },
  24582. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24583. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24584. },
  24585. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24586. var s = 1 - t;
  24587. for ( var i = 0; i !== stride; ++ i ) {
  24588. var j = dstOffset + i;
  24589. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24590. }
  24591. }
  24592. } );
  24593. /**
  24594. *
  24595. * A reference to a real property in the scene graph.
  24596. *
  24597. *
  24598. * @author Ben Houston / http://clara.io/
  24599. * @author David Sarno / http://lighthaus.us/
  24600. * @author tschw
  24601. */
  24602. // Characters [].:/ are reserved for track binding syntax.
  24603. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24604. function Composite( targetGroup, path, optionalParsedPath ) {
  24605. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  24606. this._targetGroup = targetGroup;
  24607. this._bindings = targetGroup.subscribe_( path, parsedPath );
  24608. }
  24609. Object.assign( Composite.prototype, {
  24610. getValue: function ( array, offset ) {
  24611. this.bind(); // bind all binding
  24612. var firstValidIndex = this._targetGroup.nCachedObjects_,
  24613. binding = this._bindings[ firstValidIndex ];
  24614. // and only call .getValue on the first
  24615. if ( binding !== undefined ) binding.getValue( array, offset );
  24616. },
  24617. setValue: function ( array, offset ) {
  24618. var bindings = this._bindings;
  24619. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24620. bindings[ i ].setValue( array, offset );
  24621. }
  24622. },
  24623. bind: function () {
  24624. var bindings = this._bindings;
  24625. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24626. bindings[ i ].bind();
  24627. }
  24628. },
  24629. unbind: function () {
  24630. var bindings = this._bindings;
  24631. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24632. bindings[ i ].unbind();
  24633. }
  24634. }
  24635. } );
  24636. function PropertyBinding( rootNode, path, parsedPath ) {
  24637. this.path = path;
  24638. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  24639. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  24640. this.rootNode = rootNode;
  24641. }
  24642. Object.assign( PropertyBinding, {
  24643. Composite: Composite,
  24644. create: function ( root, path, parsedPath ) {
  24645. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  24646. return new PropertyBinding( root, path, parsedPath );
  24647. } else {
  24648. return new PropertyBinding.Composite( root, path, parsedPath );
  24649. }
  24650. },
  24651. /**
  24652. * Replaces spaces with underscores and removes unsupported characters from
  24653. * node names, to ensure compatibility with parseTrackName().
  24654. *
  24655. * @param {string} name Node name to be sanitized.
  24656. * @return {string}
  24657. */
  24658. sanitizeNodeName: ( function () {
  24659. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  24660. return function sanitizeNodeName( name ) {
  24661. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  24662. };
  24663. }() ),
  24664. parseTrackName: function () {
  24665. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24666. // only latin characters, and the unicode \p{L} is not yet supported. So
  24667. // instead, we exclude reserved characters and match everything else.
  24668. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  24669. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  24670. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24671. // be matched to parse the rest of the track name.
  24672. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  24673. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24674. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  24675. // Object on target node, and accessor. May not contain reserved
  24676. // characters. Accessor may contain any character except closing bracket.
  24677. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  24678. // Property and accessor. May not contain reserved characters. Accessor may
  24679. // contain any non-bracket characters.
  24680. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  24681. var trackRe = new RegExp( ''
  24682. + '^'
  24683. + directoryRe
  24684. + nodeRe
  24685. + objectRe
  24686. + propertyRe
  24687. + '$'
  24688. );
  24689. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  24690. return function parseTrackName( trackName ) {
  24691. var matches = trackRe.exec( trackName );
  24692. if ( ! matches ) {
  24693. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  24694. }
  24695. var results = {
  24696. // directoryName: matches[ 1 ], // (tschw) currently unused
  24697. nodeName: matches[ 2 ],
  24698. objectName: matches[ 3 ],
  24699. objectIndex: matches[ 4 ],
  24700. propertyName: matches[ 5 ], // required
  24701. propertyIndex: matches[ 6 ]
  24702. };
  24703. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  24704. if ( lastDot !== undefined && lastDot !== - 1 ) {
  24705. var objectName = results.nodeName.substring( lastDot + 1 );
  24706. // Object names must be checked against a whitelist. Otherwise, there
  24707. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24708. // 'bar' could be the objectName, or part of a nodeName (which can
  24709. // include '.' characters).
  24710. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  24711. results.nodeName = results.nodeName.substring( 0, lastDot );
  24712. results.objectName = objectName;
  24713. }
  24714. }
  24715. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  24716. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  24717. }
  24718. return results;
  24719. };
  24720. }(),
  24721. findNode: function ( root, nodeName ) {
  24722. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  24723. return root;
  24724. }
  24725. // search into skeleton bones.
  24726. if ( root.skeleton ) {
  24727. var bone = root.skeleton.getBoneByName( nodeName );
  24728. if ( bone !== undefined ) {
  24729. return bone;
  24730. }
  24731. }
  24732. // search into node subtree.
  24733. if ( root.children ) {
  24734. var searchNodeSubtree = function ( children ) {
  24735. for ( var i = 0; i < children.length; i ++ ) {
  24736. var childNode = children[ i ];
  24737. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  24738. return childNode;
  24739. }
  24740. var result = searchNodeSubtree( childNode.children );
  24741. if ( result ) return result;
  24742. }
  24743. return null;
  24744. };
  24745. var subTreeNode = searchNodeSubtree( root.children );
  24746. if ( subTreeNode ) {
  24747. return subTreeNode;
  24748. }
  24749. }
  24750. return null;
  24751. }
  24752. } );
  24753. Object.assign( PropertyBinding.prototype, { // prototype, continued
  24754. // these are used to "bind" a nonexistent property
  24755. _getValue_unavailable: function () {},
  24756. _setValue_unavailable: function () {},
  24757. BindingType: {
  24758. Direct: 0,
  24759. EntireArray: 1,
  24760. ArrayElement: 2,
  24761. HasFromToArray: 3
  24762. },
  24763. Versioning: {
  24764. None: 0,
  24765. NeedsUpdate: 1,
  24766. MatrixWorldNeedsUpdate: 2
  24767. },
  24768. GetterByBindingType: [
  24769. function getValue_direct( buffer, offset ) {
  24770. buffer[ offset ] = this.node[ this.propertyName ];
  24771. },
  24772. function getValue_array( buffer, offset ) {
  24773. var source = this.resolvedProperty;
  24774. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  24775. buffer[ offset ++ ] = source[ i ];
  24776. }
  24777. },
  24778. function getValue_arrayElement( buffer, offset ) {
  24779. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  24780. },
  24781. function getValue_toArray( buffer, offset ) {
  24782. this.resolvedProperty.toArray( buffer, offset );
  24783. }
  24784. ],
  24785. SetterByBindingTypeAndVersioning: [
  24786. [
  24787. // Direct
  24788. function setValue_direct( buffer, offset ) {
  24789. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24790. },
  24791. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  24792. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24793. this.targetObject.needsUpdate = true;
  24794. },
  24795. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24796. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24797. this.targetObject.matrixWorldNeedsUpdate = true;
  24798. }
  24799. ], [
  24800. // EntireArray
  24801. function setValue_array( buffer, offset ) {
  24802. var dest = this.resolvedProperty;
  24803. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24804. dest[ i ] = buffer[ offset ++ ];
  24805. }
  24806. },
  24807. function setValue_array_setNeedsUpdate( buffer, offset ) {
  24808. var dest = this.resolvedProperty;
  24809. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24810. dest[ i ] = buffer[ offset ++ ];
  24811. }
  24812. this.targetObject.needsUpdate = true;
  24813. },
  24814. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24815. var dest = this.resolvedProperty;
  24816. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24817. dest[ i ] = buffer[ offset ++ ];
  24818. }
  24819. this.targetObject.matrixWorldNeedsUpdate = true;
  24820. }
  24821. ], [
  24822. // ArrayElement
  24823. function setValue_arrayElement( buffer, offset ) {
  24824. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24825. },
  24826. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  24827. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24828. this.targetObject.needsUpdate = true;
  24829. },
  24830. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24831. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24832. this.targetObject.matrixWorldNeedsUpdate = true;
  24833. }
  24834. ], [
  24835. // HasToFromArray
  24836. function setValue_fromArray( buffer, offset ) {
  24837. this.resolvedProperty.fromArray( buffer, offset );
  24838. },
  24839. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  24840. this.resolvedProperty.fromArray( buffer, offset );
  24841. this.targetObject.needsUpdate = true;
  24842. },
  24843. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24844. this.resolvedProperty.fromArray( buffer, offset );
  24845. this.targetObject.matrixWorldNeedsUpdate = true;
  24846. }
  24847. ]
  24848. ],
  24849. getValue: function getValue_unbound( targetArray, offset ) {
  24850. this.bind();
  24851. this.getValue( targetArray, offset );
  24852. // Note: This class uses a State pattern on a per-method basis:
  24853. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  24854. // prototype version of these methods with one that represents
  24855. // the bound state. When the property is not found, the methods
  24856. // become no-ops.
  24857. },
  24858. setValue: function getValue_unbound( sourceArray, offset ) {
  24859. this.bind();
  24860. this.setValue( sourceArray, offset );
  24861. },
  24862. // create getter / setter pair for a property in the scene graph
  24863. bind: function () {
  24864. var targetObject = this.node,
  24865. parsedPath = this.parsedPath,
  24866. objectName = parsedPath.objectName,
  24867. propertyName = parsedPath.propertyName,
  24868. propertyIndex = parsedPath.propertyIndex;
  24869. if ( ! targetObject ) {
  24870. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  24871. this.node = targetObject;
  24872. }
  24873. // set fail state so we can just 'return' on error
  24874. this.getValue = this._getValue_unavailable;
  24875. this.setValue = this._setValue_unavailable;
  24876. // ensure there is a value node
  24877. if ( ! targetObject ) {
  24878. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  24879. return;
  24880. }
  24881. if ( objectName ) {
  24882. var objectIndex = parsedPath.objectIndex;
  24883. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  24884. switch ( objectName ) {
  24885. case 'materials':
  24886. if ( ! targetObject.material ) {
  24887. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  24888. return;
  24889. }
  24890. if ( ! targetObject.material.materials ) {
  24891. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  24892. return;
  24893. }
  24894. targetObject = targetObject.material.materials;
  24895. break;
  24896. case 'bones':
  24897. if ( ! targetObject.skeleton ) {
  24898. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  24899. return;
  24900. }
  24901. // potential future optimization: skip this if propertyIndex is already an integer
  24902. // and convert the integer string to a true integer.
  24903. targetObject = targetObject.skeleton.bones;
  24904. // support resolving morphTarget names into indices.
  24905. for ( var i = 0; i < targetObject.length; i ++ ) {
  24906. if ( targetObject[ i ].name === objectIndex ) {
  24907. objectIndex = i;
  24908. break;
  24909. }
  24910. }
  24911. break;
  24912. default:
  24913. if ( targetObject[ objectName ] === undefined ) {
  24914. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  24915. return;
  24916. }
  24917. targetObject = targetObject[ objectName ];
  24918. }
  24919. if ( objectIndex !== undefined ) {
  24920. if ( targetObject[ objectIndex ] === undefined ) {
  24921. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  24922. return;
  24923. }
  24924. targetObject = targetObject[ objectIndex ];
  24925. }
  24926. }
  24927. // resolve property
  24928. var nodeProperty = targetObject[ propertyName ];
  24929. if ( nodeProperty === undefined ) {
  24930. var nodeName = parsedPath.nodeName;
  24931. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  24932. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  24933. return;
  24934. }
  24935. // determine versioning scheme
  24936. var versioning = this.Versioning.None;
  24937. this.targetObject = targetObject;
  24938. if ( targetObject.needsUpdate !== undefined ) { // material
  24939. versioning = this.Versioning.NeedsUpdate;
  24940. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  24941. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  24942. }
  24943. // determine how the property gets bound
  24944. var bindingType = this.BindingType.Direct;
  24945. if ( propertyIndex !== undefined ) {
  24946. // access a sub element of the property array (only primitives are supported right now)
  24947. if ( propertyName === "morphTargetInfluences" ) {
  24948. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  24949. // support resolving morphTarget names into indices.
  24950. if ( ! targetObject.geometry ) {
  24951. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  24952. return;
  24953. }
  24954. if ( targetObject.geometry.isBufferGeometry ) {
  24955. if ( ! targetObject.geometry.morphAttributes ) {
  24956. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  24957. return;
  24958. }
  24959. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  24960. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  24961. propertyIndex = i;
  24962. break;
  24963. }
  24964. }
  24965. } else {
  24966. if ( ! targetObject.geometry.morphTargets ) {
  24967. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  24968. return;
  24969. }
  24970. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  24971. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  24972. propertyIndex = i;
  24973. break;
  24974. }
  24975. }
  24976. }
  24977. }
  24978. bindingType = this.BindingType.ArrayElement;
  24979. this.resolvedProperty = nodeProperty;
  24980. this.propertyIndex = propertyIndex;
  24981. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  24982. // must use copy for Object3D.Euler/Quaternion
  24983. bindingType = this.BindingType.HasFromToArray;
  24984. this.resolvedProperty = nodeProperty;
  24985. } else if ( Array.isArray( nodeProperty ) ) {
  24986. bindingType = this.BindingType.EntireArray;
  24987. this.resolvedProperty = nodeProperty;
  24988. } else {
  24989. this.propertyName = propertyName;
  24990. }
  24991. // select getter / setter
  24992. this.getValue = this.GetterByBindingType[ bindingType ];
  24993. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  24994. },
  24995. unbind: function () {
  24996. this.node = null;
  24997. // back to the prototype version of getValue / setValue
  24998. // note: avoiding to mutate the shape of 'this' via 'delete'
  24999. this.getValue = this._getValue_unbound;
  25000. this.setValue = this._setValue_unbound;
  25001. }
  25002. } );
  25003. //!\ DECLARE ALIAS AFTER assign prototype !
  25004. Object.assign( PropertyBinding.prototype, {
  25005. // initial state of these methods that calls 'bind'
  25006. _getValue_unbound: PropertyBinding.prototype.getValue,
  25007. _setValue_unbound: PropertyBinding.prototype.setValue,
  25008. } );
  25009. /**
  25010. *
  25011. * A group of objects that receives a shared animation state.
  25012. *
  25013. * Usage:
  25014. *
  25015. * - Add objects you would otherwise pass as 'root' to the
  25016. * constructor or the .clipAction method of AnimationMixer.
  25017. *
  25018. * - Instead pass this object as 'root'.
  25019. *
  25020. * - You can also add and remove objects later when the mixer
  25021. * is running.
  25022. *
  25023. * Note:
  25024. *
  25025. * Objects of this class appear as one object to the mixer,
  25026. * so cache control of the individual objects must be done
  25027. * on the group.
  25028. *
  25029. * Limitation:
  25030. *
  25031. * - The animated properties must be compatible among the
  25032. * all objects in the group.
  25033. *
  25034. * - A single property can either be controlled through a
  25035. * target group or directly, but not both.
  25036. *
  25037. * @author tschw
  25038. */
  25039. function AnimationObjectGroup() {
  25040. this.uuid = _Math.generateUUID();
  25041. // cached objects followed by the active ones
  25042. this._objects = Array.prototype.slice.call( arguments );
  25043. this.nCachedObjects_ = 0; // threshold
  25044. // note: read by PropertyBinding.Composite
  25045. var indices = {};
  25046. this._indicesByUUID = indices; // for bookkeeping
  25047. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25048. indices[ arguments[ i ].uuid ] = i;
  25049. }
  25050. this._paths = []; // inside: string
  25051. this._parsedPaths = []; // inside: { we don't care, here }
  25052. this._bindings = []; // inside: Array< PropertyBinding >
  25053. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25054. var scope = this;
  25055. this.stats = {
  25056. objects: {
  25057. get total() {
  25058. return scope._objects.length;
  25059. },
  25060. get inUse() {
  25061. return this.total - scope.nCachedObjects_;
  25062. }
  25063. },
  25064. get bindingsPerObject() {
  25065. return scope._bindings.length;
  25066. }
  25067. };
  25068. }
  25069. Object.assign( AnimationObjectGroup.prototype, {
  25070. isAnimationObjectGroup: true,
  25071. add: function () {
  25072. var objects = this._objects,
  25073. nObjects = objects.length,
  25074. nCachedObjects = this.nCachedObjects_,
  25075. indicesByUUID = this._indicesByUUID,
  25076. paths = this._paths,
  25077. parsedPaths = this._parsedPaths,
  25078. bindings = this._bindings,
  25079. nBindings = bindings.length,
  25080. knownObject = undefined;
  25081. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25082. var object = arguments[ i ],
  25083. uuid = object.uuid,
  25084. index = indicesByUUID[ uuid ];
  25085. if ( index === undefined ) {
  25086. // unknown object -> add it to the ACTIVE region
  25087. index = nObjects ++;
  25088. indicesByUUID[ uuid ] = index;
  25089. objects.push( object );
  25090. // accounting is done, now do the same for all bindings
  25091. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25092. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25093. }
  25094. } else if ( index < nCachedObjects ) {
  25095. knownObject = objects[ index ];
  25096. // move existing object to the ACTIVE region
  25097. var firstActiveIndex = -- nCachedObjects,
  25098. lastCachedObject = objects[ firstActiveIndex ];
  25099. indicesByUUID[ lastCachedObject.uuid ] = index;
  25100. objects[ index ] = lastCachedObject;
  25101. indicesByUUID[ uuid ] = firstActiveIndex;
  25102. objects[ firstActiveIndex ] = object;
  25103. // accounting is done, now do the same for all bindings
  25104. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25105. var bindingsForPath = bindings[ j ],
  25106. lastCached = bindingsForPath[ firstActiveIndex ],
  25107. binding = bindingsForPath[ index ];
  25108. bindingsForPath[ index ] = lastCached;
  25109. if ( binding === undefined ) {
  25110. // since we do not bother to create new bindings
  25111. // for objects that are cached, the binding may
  25112. // or may not exist
  25113. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25114. }
  25115. bindingsForPath[ firstActiveIndex ] = binding;
  25116. }
  25117. } else if ( objects[ index ] !== knownObject ) {
  25118. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25119. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25120. } // else the object is already where we want it to be
  25121. } // for arguments
  25122. this.nCachedObjects_ = nCachedObjects;
  25123. },
  25124. remove: function () {
  25125. var objects = this._objects,
  25126. nCachedObjects = this.nCachedObjects_,
  25127. indicesByUUID = this._indicesByUUID,
  25128. bindings = this._bindings,
  25129. nBindings = bindings.length;
  25130. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25131. var object = arguments[ i ],
  25132. uuid = object.uuid,
  25133. index = indicesByUUID[ uuid ];
  25134. if ( index !== undefined && index >= nCachedObjects ) {
  25135. // move existing object into the CACHED region
  25136. var lastCachedIndex = nCachedObjects ++,
  25137. firstActiveObject = objects[ lastCachedIndex ];
  25138. indicesByUUID[ firstActiveObject.uuid ] = index;
  25139. objects[ index ] = firstActiveObject;
  25140. indicesByUUID[ uuid ] = lastCachedIndex;
  25141. objects[ lastCachedIndex ] = object;
  25142. // accounting is done, now do the same for all bindings
  25143. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25144. var bindingsForPath = bindings[ j ],
  25145. firstActive = bindingsForPath[ lastCachedIndex ],
  25146. binding = bindingsForPath[ index ];
  25147. bindingsForPath[ index ] = firstActive;
  25148. bindingsForPath[ lastCachedIndex ] = binding;
  25149. }
  25150. }
  25151. } // for arguments
  25152. this.nCachedObjects_ = nCachedObjects;
  25153. },
  25154. // remove & forget
  25155. uncache: function () {
  25156. var objects = this._objects,
  25157. nObjects = objects.length,
  25158. nCachedObjects = this.nCachedObjects_,
  25159. indicesByUUID = this._indicesByUUID,
  25160. bindings = this._bindings,
  25161. nBindings = bindings.length;
  25162. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25163. var object = arguments[ i ],
  25164. uuid = object.uuid,
  25165. index = indicesByUUID[ uuid ];
  25166. if ( index !== undefined ) {
  25167. delete indicesByUUID[ uuid ];
  25168. if ( index < nCachedObjects ) {
  25169. // object is cached, shrink the CACHED region
  25170. var firstActiveIndex = -- nCachedObjects,
  25171. lastCachedObject = objects[ firstActiveIndex ],
  25172. lastIndex = -- nObjects,
  25173. lastObject = objects[ lastIndex ];
  25174. // last cached object takes this object's place
  25175. indicesByUUID[ lastCachedObject.uuid ] = index;
  25176. objects[ index ] = lastCachedObject;
  25177. // last object goes to the activated slot and pop
  25178. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25179. objects[ firstActiveIndex ] = lastObject;
  25180. objects.pop();
  25181. // accounting is done, now do the same for all bindings
  25182. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25183. var bindingsForPath = bindings[ j ],
  25184. lastCached = bindingsForPath[ firstActiveIndex ],
  25185. last = bindingsForPath[ lastIndex ];
  25186. bindingsForPath[ index ] = lastCached;
  25187. bindingsForPath[ firstActiveIndex ] = last;
  25188. bindingsForPath.pop();
  25189. }
  25190. } else {
  25191. // object is active, just swap with the last and pop
  25192. var lastIndex = -- nObjects,
  25193. lastObject = objects[ lastIndex ];
  25194. indicesByUUID[ lastObject.uuid ] = index;
  25195. objects[ index ] = lastObject;
  25196. objects.pop();
  25197. // accounting is done, now do the same for all bindings
  25198. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25199. var bindingsForPath = bindings[ j ];
  25200. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25201. bindingsForPath.pop();
  25202. }
  25203. } // cached or active
  25204. } // if object is known
  25205. } // for arguments
  25206. this.nCachedObjects_ = nCachedObjects;
  25207. },
  25208. // Internal interface used by befriended PropertyBinding.Composite:
  25209. subscribe_: function ( path, parsedPath ) {
  25210. // returns an array of bindings for the given path that is changed
  25211. // according to the contained objects in the group
  25212. var indicesByPath = this._bindingsIndicesByPath,
  25213. index = indicesByPath[ path ],
  25214. bindings = this._bindings;
  25215. if ( index !== undefined ) return bindings[ index ];
  25216. var paths = this._paths,
  25217. parsedPaths = this._parsedPaths,
  25218. objects = this._objects,
  25219. nObjects = objects.length,
  25220. nCachedObjects = this.nCachedObjects_,
  25221. bindingsForPath = new Array( nObjects );
  25222. index = bindings.length;
  25223. indicesByPath[ path ] = index;
  25224. paths.push( path );
  25225. parsedPaths.push( parsedPath );
  25226. bindings.push( bindingsForPath );
  25227. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25228. var object = objects[ i ];
  25229. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25230. }
  25231. return bindingsForPath;
  25232. },
  25233. unsubscribe_: function ( path ) {
  25234. // tells the group to forget about a property path and no longer
  25235. // update the array previously obtained with 'subscribe_'
  25236. var indicesByPath = this._bindingsIndicesByPath,
  25237. index = indicesByPath[ path ];
  25238. if ( index !== undefined ) {
  25239. var paths = this._paths,
  25240. parsedPaths = this._parsedPaths,
  25241. bindings = this._bindings,
  25242. lastBindingsIndex = bindings.length - 1,
  25243. lastBindings = bindings[ lastBindingsIndex ],
  25244. lastBindingsPath = path[ lastBindingsIndex ];
  25245. indicesByPath[ lastBindingsPath ] = index;
  25246. bindings[ index ] = lastBindings;
  25247. bindings.pop();
  25248. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25249. parsedPaths.pop();
  25250. paths[ index ] = paths[ lastBindingsIndex ];
  25251. paths.pop();
  25252. }
  25253. }
  25254. } );
  25255. /**
  25256. *
  25257. * Action provided by AnimationMixer for scheduling clip playback on specific
  25258. * objects.
  25259. *
  25260. * @author Ben Houston / http://clara.io/
  25261. * @author David Sarno / http://lighthaus.us/
  25262. * @author tschw
  25263. *
  25264. */
  25265. function AnimationAction( mixer, clip, localRoot ) {
  25266. this._mixer = mixer;
  25267. this._clip = clip;
  25268. this._localRoot = localRoot || null;
  25269. var tracks = clip.tracks,
  25270. nTracks = tracks.length,
  25271. interpolants = new Array( nTracks );
  25272. var interpolantSettings = {
  25273. endingStart: ZeroCurvatureEnding,
  25274. endingEnd: ZeroCurvatureEnding
  25275. };
  25276. for ( var i = 0; i !== nTracks; ++ i ) {
  25277. var interpolant = tracks[ i ].createInterpolant( null );
  25278. interpolants[ i ] = interpolant;
  25279. interpolant.settings = interpolantSettings;
  25280. }
  25281. this._interpolantSettings = interpolantSettings;
  25282. this._interpolants = interpolants; // bound by the mixer
  25283. // inside: PropertyMixer (managed by the mixer)
  25284. this._propertyBindings = new Array( nTracks );
  25285. this._cacheIndex = null; // for the memory manager
  25286. this._byClipCacheIndex = null; // for the memory manager
  25287. this._timeScaleInterpolant = null;
  25288. this._weightInterpolant = null;
  25289. this.loop = LoopRepeat;
  25290. this._loopCount = - 1;
  25291. // global mixer time when the action is to be started
  25292. // it's set back to 'null' upon start of the action
  25293. this._startTime = null;
  25294. // scaled local time of the action
  25295. // gets clamped or wrapped to 0..clip.duration according to loop
  25296. this.time = 0;
  25297. this.timeScale = 1;
  25298. this._effectiveTimeScale = 1;
  25299. this.weight = 1;
  25300. this._effectiveWeight = 1;
  25301. this.repetitions = Infinity; // no. of repetitions when looping
  25302. this.paused = false; // true -> zero effective time scale
  25303. this.enabled = true; // false -> zero effective weight
  25304. this.clampWhenFinished = false;// keep feeding the last frame?
  25305. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25306. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25307. }
  25308. Object.assign( AnimationAction.prototype, {
  25309. // State & Scheduling
  25310. play: function () {
  25311. this._mixer._activateAction( this );
  25312. return this;
  25313. },
  25314. stop: function () {
  25315. this._mixer._deactivateAction( this );
  25316. return this.reset();
  25317. },
  25318. reset: function () {
  25319. this.paused = false;
  25320. this.enabled = true;
  25321. this.time = 0; // restart clip
  25322. this._loopCount = - 1;// forget previous loops
  25323. this._startTime = null;// forget scheduling
  25324. return this.stopFading().stopWarping();
  25325. },
  25326. isRunning: function () {
  25327. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25328. this._startTime === null && this._mixer._isActiveAction( this );
  25329. },
  25330. // return true when play has been called
  25331. isScheduled: function () {
  25332. return this._mixer._isActiveAction( this );
  25333. },
  25334. startAt: function ( time ) {
  25335. this._startTime = time;
  25336. return this;
  25337. },
  25338. setLoop: function ( mode, repetitions ) {
  25339. this.loop = mode;
  25340. this.repetitions = repetitions;
  25341. return this;
  25342. },
  25343. // Weight
  25344. // set the weight stopping any scheduled fading
  25345. // although .enabled = false yields an effective weight of zero, this
  25346. // method does *not* change .enabled, because it would be confusing
  25347. setEffectiveWeight: function ( weight ) {
  25348. this.weight = weight;
  25349. // note: same logic as when updated at runtime
  25350. this._effectiveWeight = this.enabled ? weight : 0;
  25351. return this.stopFading();
  25352. },
  25353. // return the weight considering fading and .enabled
  25354. getEffectiveWeight: function () {
  25355. return this._effectiveWeight;
  25356. },
  25357. fadeIn: function ( duration ) {
  25358. return this._scheduleFading( duration, 0, 1 );
  25359. },
  25360. fadeOut: function ( duration ) {
  25361. return this._scheduleFading( duration, 1, 0 );
  25362. },
  25363. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25364. fadeOutAction.fadeOut( duration );
  25365. this.fadeIn( duration );
  25366. if ( warp ) {
  25367. var fadeInDuration = this._clip.duration,
  25368. fadeOutDuration = fadeOutAction._clip.duration,
  25369. startEndRatio = fadeOutDuration / fadeInDuration,
  25370. endStartRatio = fadeInDuration / fadeOutDuration;
  25371. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25372. this.warp( endStartRatio, 1.0, duration );
  25373. }
  25374. return this;
  25375. },
  25376. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25377. return fadeInAction.crossFadeFrom( this, duration, warp );
  25378. },
  25379. stopFading: function () {
  25380. var weightInterpolant = this._weightInterpolant;
  25381. if ( weightInterpolant !== null ) {
  25382. this._weightInterpolant = null;
  25383. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25384. }
  25385. return this;
  25386. },
  25387. // Time Scale Control
  25388. // set the time scale stopping any scheduled warping
  25389. // although .paused = true yields an effective time scale of zero, this
  25390. // method does *not* change .paused, because it would be confusing
  25391. setEffectiveTimeScale: function ( timeScale ) {
  25392. this.timeScale = timeScale;
  25393. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25394. return this.stopWarping();
  25395. },
  25396. // return the time scale considering warping and .paused
  25397. getEffectiveTimeScale: function () {
  25398. return this._effectiveTimeScale;
  25399. },
  25400. setDuration: function ( duration ) {
  25401. this.timeScale = this._clip.duration / duration;
  25402. return this.stopWarping();
  25403. },
  25404. syncWith: function ( action ) {
  25405. this.time = action.time;
  25406. this.timeScale = action.timeScale;
  25407. return this.stopWarping();
  25408. },
  25409. halt: function ( duration ) {
  25410. return this.warp( this._effectiveTimeScale, 0, duration );
  25411. },
  25412. warp: function ( startTimeScale, endTimeScale, duration ) {
  25413. var mixer = this._mixer, now = mixer.time,
  25414. interpolant = this._timeScaleInterpolant,
  25415. timeScale = this.timeScale;
  25416. if ( interpolant === null ) {
  25417. interpolant = mixer._lendControlInterpolant();
  25418. this._timeScaleInterpolant = interpolant;
  25419. }
  25420. var times = interpolant.parameterPositions,
  25421. values = interpolant.sampleValues;
  25422. times[ 0 ] = now;
  25423. times[ 1 ] = now + duration;
  25424. values[ 0 ] = startTimeScale / timeScale;
  25425. values[ 1 ] = endTimeScale / timeScale;
  25426. return this;
  25427. },
  25428. stopWarping: function () {
  25429. var timeScaleInterpolant = this._timeScaleInterpolant;
  25430. if ( timeScaleInterpolant !== null ) {
  25431. this._timeScaleInterpolant = null;
  25432. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25433. }
  25434. return this;
  25435. },
  25436. // Object Accessors
  25437. getMixer: function () {
  25438. return this._mixer;
  25439. },
  25440. getClip: function () {
  25441. return this._clip;
  25442. },
  25443. getRoot: function () {
  25444. return this._localRoot || this._mixer._root;
  25445. },
  25446. // Interna
  25447. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25448. // called by the mixer
  25449. if ( ! this.enabled ) {
  25450. // call ._updateWeight() to update ._effectiveWeight
  25451. this._updateWeight( time );
  25452. return;
  25453. }
  25454. var startTime = this._startTime;
  25455. if ( startTime !== null ) {
  25456. // check for scheduled start of action
  25457. var timeRunning = ( time - startTime ) * timeDirection;
  25458. if ( timeRunning < 0 || timeDirection === 0 ) {
  25459. return; // yet to come / don't decide when delta = 0
  25460. }
  25461. // start
  25462. this._startTime = null; // unschedule
  25463. deltaTime = timeDirection * timeRunning;
  25464. }
  25465. // apply time scale and advance time
  25466. deltaTime *= this._updateTimeScale( time );
  25467. var clipTime = this._updateTime( deltaTime );
  25468. // note: _updateTime may disable the action resulting in
  25469. // an effective weight of 0
  25470. var weight = this._updateWeight( time );
  25471. if ( weight > 0 ) {
  25472. var interpolants = this._interpolants;
  25473. var propertyMixers = this._propertyBindings;
  25474. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25475. interpolants[ j ].evaluate( clipTime );
  25476. propertyMixers[ j ].accumulate( accuIndex, weight );
  25477. }
  25478. }
  25479. },
  25480. _updateWeight: function ( time ) {
  25481. var weight = 0;
  25482. if ( this.enabled ) {
  25483. weight = this.weight;
  25484. var interpolant = this._weightInterpolant;
  25485. if ( interpolant !== null ) {
  25486. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25487. weight *= interpolantValue;
  25488. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25489. this.stopFading();
  25490. if ( interpolantValue === 0 ) {
  25491. // faded out, disable
  25492. this.enabled = false;
  25493. }
  25494. }
  25495. }
  25496. }
  25497. this._effectiveWeight = weight;
  25498. return weight;
  25499. },
  25500. _updateTimeScale: function ( time ) {
  25501. var timeScale = 0;
  25502. if ( ! this.paused ) {
  25503. timeScale = this.timeScale;
  25504. var interpolant = this._timeScaleInterpolant;
  25505. if ( interpolant !== null ) {
  25506. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25507. timeScale *= interpolantValue;
  25508. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25509. this.stopWarping();
  25510. if ( timeScale === 0 ) {
  25511. // motion has halted, pause
  25512. this.paused = true;
  25513. } else {
  25514. // warp done - apply final time scale
  25515. this.timeScale = timeScale;
  25516. }
  25517. }
  25518. }
  25519. }
  25520. this._effectiveTimeScale = timeScale;
  25521. return timeScale;
  25522. },
  25523. _updateTime: function ( deltaTime ) {
  25524. var time = this.time + deltaTime;
  25525. var duration = this._clip.duration;
  25526. var loop = this.loop;
  25527. var loopCount = this._loopCount;
  25528. var pingPong = ( loop === LoopPingPong );
  25529. if ( deltaTime === 0 ) {
  25530. if ( loopCount === - 1 ) return time;
  25531. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25532. }
  25533. if ( loop === LoopOnce ) {
  25534. if ( loopCount === - 1 ) {
  25535. // just started
  25536. this._loopCount = 0;
  25537. this._setEndings( true, true, false );
  25538. }
  25539. handle_stop: {
  25540. if ( time >= duration ) {
  25541. time = duration;
  25542. } else if ( time < 0 ) {
  25543. time = 0;
  25544. } else break handle_stop;
  25545. if ( this.clampWhenFinished ) this.paused = true;
  25546. else this.enabled = false;
  25547. this._mixer.dispatchEvent( {
  25548. type: 'finished', action: this,
  25549. direction: deltaTime < 0 ? - 1 : 1
  25550. } );
  25551. }
  25552. } else { // repetitive Repeat or PingPong
  25553. if ( loopCount === - 1 ) {
  25554. // just started
  25555. if ( deltaTime >= 0 ) {
  25556. loopCount = 0;
  25557. this._setEndings( true, this.repetitions === 0, pingPong );
  25558. } else {
  25559. // when looping in reverse direction, the initial
  25560. // transition through zero counts as a repetition,
  25561. // so leave loopCount at -1
  25562. this._setEndings( this.repetitions === 0, true, pingPong );
  25563. }
  25564. }
  25565. if ( time >= duration || time < 0 ) {
  25566. // wrap around
  25567. var loopDelta = Math.floor( time / duration ); // signed
  25568. time -= duration * loopDelta;
  25569. loopCount += Math.abs( loopDelta );
  25570. var pending = this.repetitions - loopCount;
  25571. if ( pending <= 0 ) {
  25572. // have to stop (switch state, clamp time, fire event)
  25573. if ( this.clampWhenFinished ) this.paused = true;
  25574. else this.enabled = false;
  25575. time = deltaTime > 0 ? duration : 0;
  25576. this._mixer.dispatchEvent( {
  25577. type: 'finished', action: this,
  25578. direction: deltaTime > 0 ? 1 : - 1
  25579. } );
  25580. } else {
  25581. // keep running
  25582. if ( pending === 1 ) {
  25583. // entering the last round
  25584. var atStart = deltaTime < 0;
  25585. this._setEndings( atStart, ! atStart, pingPong );
  25586. } else {
  25587. this._setEndings( false, false, pingPong );
  25588. }
  25589. this._loopCount = loopCount;
  25590. this._mixer.dispatchEvent( {
  25591. type: 'loop', action: this, loopDelta: loopDelta
  25592. } );
  25593. }
  25594. }
  25595. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  25596. // invert time for the "pong round"
  25597. this.time = time;
  25598. return duration - time;
  25599. }
  25600. }
  25601. this.time = time;
  25602. return time;
  25603. },
  25604. _setEndings: function ( atStart, atEnd, pingPong ) {
  25605. var settings = this._interpolantSettings;
  25606. if ( pingPong ) {
  25607. settings.endingStart = ZeroSlopeEnding;
  25608. settings.endingEnd = ZeroSlopeEnding;
  25609. } else {
  25610. // assuming for LoopOnce atStart == atEnd == true
  25611. if ( atStart ) {
  25612. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25613. } else {
  25614. settings.endingStart = WrapAroundEnding;
  25615. }
  25616. if ( atEnd ) {
  25617. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25618. } else {
  25619. settings.endingEnd = WrapAroundEnding;
  25620. }
  25621. }
  25622. },
  25623. _scheduleFading: function ( duration, weightNow, weightThen ) {
  25624. var mixer = this._mixer, now = mixer.time,
  25625. interpolant = this._weightInterpolant;
  25626. if ( interpolant === null ) {
  25627. interpolant = mixer._lendControlInterpolant();
  25628. this._weightInterpolant = interpolant;
  25629. }
  25630. var times = interpolant.parameterPositions,
  25631. values = interpolant.sampleValues;
  25632. times[ 0 ] = now;
  25633. values[ 0 ] = weightNow;
  25634. times[ 1 ] = now + duration;
  25635. values[ 1 ] = weightThen;
  25636. return this;
  25637. }
  25638. } );
  25639. /**
  25640. *
  25641. * Player for AnimationClips.
  25642. *
  25643. *
  25644. * @author Ben Houston / http://clara.io/
  25645. * @author David Sarno / http://lighthaus.us/
  25646. * @author tschw
  25647. */
  25648. function AnimationMixer( root ) {
  25649. this._root = root;
  25650. this._initMemoryManager();
  25651. this._accuIndex = 0;
  25652. this.time = 0;
  25653. this.timeScale = 1.0;
  25654. }
  25655. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  25656. constructor: AnimationMixer,
  25657. _bindAction: function ( action, prototypeAction ) {
  25658. var root = action._localRoot || this._root,
  25659. tracks = action._clip.tracks,
  25660. nTracks = tracks.length,
  25661. bindings = action._propertyBindings,
  25662. interpolants = action._interpolants,
  25663. rootUuid = root.uuid,
  25664. bindingsByRoot = this._bindingsByRootAndName,
  25665. bindingsByName = bindingsByRoot[ rootUuid ];
  25666. if ( bindingsByName === undefined ) {
  25667. bindingsByName = {};
  25668. bindingsByRoot[ rootUuid ] = bindingsByName;
  25669. }
  25670. for ( var i = 0; i !== nTracks; ++ i ) {
  25671. var track = tracks[ i ],
  25672. trackName = track.name,
  25673. binding = bindingsByName[ trackName ];
  25674. if ( binding !== undefined ) {
  25675. bindings[ i ] = binding;
  25676. } else {
  25677. binding = bindings[ i ];
  25678. if ( binding !== undefined ) {
  25679. // existing binding, make sure the cache knows
  25680. if ( binding._cacheIndex === null ) {
  25681. ++ binding.referenceCount;
  25682. this._addInactiveBinding( binding, rootUuid, trackName );
  25683. }
  25684. continue;
  25685. }
  25686. var path = prototypeAction && prototypeAction.
  25687. _propertyBindings[ i ].binding.parsedPath;
  25688. binding = new PropertyMixer(
  25689. PropertyBinding.create( root, trackName, path ),
  25690. track.ValueTypeName, track.getValueSize() );
  25691. ++ binding.referenceCount;
  25692. this._addInactiveBinding( binding, rootUuid, trackName );
  25693. bindings[ i ] = binding;
  25694. }
  25695. interpolants[ i ].resultBuffer = binding.buffer;
  25696. }
  25697. },
  25698. _activateAction: function ( action ) {
  25699. if ( ! this._isActiveAction( action ) ) {
  25700. if ( action._cacheIndex === null ) {
  25701. // this action has been forgotten by the cache, but the user
  25702. // appears to be still using it -> rebind
  25703. var rootUuid = ( action._localRoot || this._root ).uuid,
  25704. clipUuid = action._clip.uuid,
  25705. actionsForClip = this._actionsByClip[ clipUuid ];
  25706. this._bindAction( action,
  25707. actionsForClip && actionsForClip.knownActions[ 0 ] );
  25708. this._addInactiveAction( action, clipUuid, rootUuid );
  25709. }
  25710. var bindings = action._propertyBindings;
  25711. // increment reference counts / sort out state
  25712. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25713. var binding = bindings[ i ];
  25714. if ( binding.useCount ++ === 0 ) {
  25715. this._lendBinding( binding );
  25716. binding.saveOriginalState();
  25717. }
  25718. }
  25719. this._lendAction( action );
  25720. }
  25721. },
  25722. _deactivateAction: function ( action ) {
  25723. if ( this._isActiveAction( action ) ) {
  25724. var bindings = action._propertyBindings;
  25725. // decrement reference counts / sort out state
  25726. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25727. var binding = bindings[ i ];
  25728. if ( -- binding.useCount === 0 ) {
  25729. binding.restoreOriginalState();
  25730. this._takeBackBinding( binding );
  25731. }
  25732. }
  25733. this._takeBackAction( action );
  25734. }
  25735. },
  25736. // Memory manager
  25737. _initMemoryManager: function () {
  25738. this._actions = []; // 'nActiveActions' followed by inactive ones
  25739. this._nActiveActions = 0;
  25740. this._actionsByClip = {};
  25741. // inside:
  25742. // {
  25743. // knownActions: Array< AnimationAction > - used as prototypes
  25744. // actionByRoot: AnimationAction - lookup
  25745. // }
  25746. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  25747. this._nActiveBindings = 0;
  25748. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  25749. this._controlInterpolants = []; // same game as above
  25750. this._nActiveControlInterpolants = 0;
  25751. var scope = this;
  25752. this.stats = {
  25753. actions: {
  25754. get total() {
  25755. return scope._actions.length;
  25756. },
  25757. get inUse() {
  25758. return scope._nActiveActions;
  25759. }
  25760. },
  25761. bindings: {
  25762. get total() {
  25763. return scope._bindings.length;
  25764. },
  25765. get inUse() {
  25766. return scope._nActiveBindings;
  25767. }
  25768. },
  25769. controlInterpolants: {
  25770. get total() {
  25771. return scope._controlInterpolants.length;
  25772. },
  25773. get inUse() {
  25774. return scope._nActiveControlInterpolants;
  25775. }
  25776. }
  25777. };
  25778. },
  25779. // Memory management for AnimationAction objects
  25780. _isActiveAction: function ( action ) {
  25781. var index = action._cacheIndex;
  25782. return index !== null && index < this._nActiveActions;
  25783. },
  25784. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  25785. var actions = this._actions,
  25786. actionsByClip = this._actionsByClip,
  25787. actionsForClip = actionsByClip[ clipUuid ];
  25788. if ( actionsForClip === undefined ) {
  25789. actionsForClip = {
  25790. knownActions: [ action ],
  25791. actionByRoot: {}
  25792. };
  25793. action._byClipCacheIndex = 0;
  25794. actionsByClip[ clipUuid ] = actionsForClip;
  25795. } else {
  25796. var knownActions = actionsForClip.knownActions;
  25797. action._byClipCacheIndex = knownActions.length;
  25798. knownActions.push( action );
  25799. }
  25800. action._cacheIndex = actions.length;
  25801. actions.push( action );
  25802. actionsForClip.actionByRoot[ rootUuid ] = action;
  25803. },
  25804. _removeInactiveAction: function ( action ) {
  25805. var actions = this._actions,
  25806. lastInactiveAction = actions[ actions.length - 1 ],
  25807. cacheIndex = action._cacheIndex;
  25808. lastInactiveAction._cacheIndex = cacheIndex;
  25809. actions[ cacheIndex ] = lastInactiveAction;
  25810. actions.pop();
  25811. action._cacheIndex = null;
  25812. var clipUuid = action._clip.uuid,
  25813. actionsByClip = this._actionsByClip,
  25814. actionsForClip = actionsByClip[ clipUuid ],
  25815. knownActionsForClip = actionsForClip.knownActions,
  25816. lastKnownAction =
  25817. knownActionsForClip[ knownActionsForClip.length - 1 ],
  25818. byClipCacheIndex = action._byClipCacheIndex;
  25819. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  25820. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  25821. knownActionsForClip.pop();
  25822. action._byClipCacheIndex = null;
  25823. var actionByRoot = actionsForClip.actionByRoot,
  25824. rootUuid = ( action._localRoot || this._root ).uuid;
  25825. delete actionByRoot[ rootUuid ];
  25826. if ( knownActionsForClip.length === 0 ) {
  25827. delete actionsByClip[ clipUuid ];
  25828. }
  25829. this._removeInactiveBindingsForAction( action );
  25830. },
  25831. _removeInactiveBindingsForAction: function ( action ) {
  25832. var bindings = action._propertyBindings;
  25833. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25834. var binding = bindings[ i ];
  25835. if ( -- binding.referenceCount === 0 ) {
  25836. this._removeInactiveBinding( binding );
  25837. }
  25838. }
  25839. },
  25840. _lendAction: function ( action ) {
  25841. // [ active actions | inactive actions ]
  25842. // [ active actions >| inactive actions ]
  25843. // s a
  25844. // <-swap->
  25845. // a s
  25846. var actions = this._actions,
  25847. prevIndex = action._cacheIndex,
  25848. lastActiveIndex = this._nActiveActions ++,
  25849. firstInactiveAction = actions[ lastActiveIndex ];
  25850. action._cacheIndex = lastActiveIndex;
  25851. actions[ lastActiveIndex ] = action;
  25852. firstInactiveAction._cacheIndex = prevIndex;
  25853. actions[ prevIndex ] = firstInactiveAction;
  25854. },
  25855. _takeBackAction: function ( action ) {
  25856. // [ active actions | inactive actions ]
  25857. // [ active actions |< inactive actions ]
  25858. // a s
  25859. // <-swap->
  25860. // s a
  25861. var actions = this._actions,
  25862. prevIndex = action._cacheIndex,
  25863. firstInactiveIndex = -- this._nActiveActions,
  25864. lastActiveAction = actions[ firstInactiveIndex ];
  25865. action._cacheIndex = firstInactiveIndex;
  25866. actions[ firstInactiveIndex ] = action;
  25867. lastActiveAction._cacheIndex = prevIndex;
  25868. actions[ prevIndex ] = lastActiveAction;
  25869. },
  25870. // Memory management for PropertyMixer objects
  25871. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  25872. var bindingsByRoot = this._bindingsByRootAndName,
  25873. bindingByName = bindingsByRoot[ rootUuid ],
  25874. bindings = this._bindings;
  25875. if ( bindingByName === undefined ) {
  25876. bindingByName = {};
  25877. bindingsByRoot[ rootUuid ] = bindingByName;
  25878. }
  25879. bindingByName[ trackName ] = binding;
  25880. binding._cacheIndex = bindings.length;
  25881. bindings.push( binding );
  25882. },
  25883. _removeInactiveBinding: function ( binding ) {
  25884. var bindings = this._bindings,
  25885. propBinding = binding.binding,
  25886. rootUuid = propBinding.rootNode.uuid,
  25887. trackName = propBinding.path,
  25888. bindingsByRoot = this._bindingsByRootAndName,
  25889. bindingByName = bindingsByRoot[ rootUuid ],
  25890. lastInactiveBinding = bindings[ bindings.length - 1 ],
  25891. cacheIndex = binding._cacheIndex;
  25892. lastInactiveBinding._cacheIndex = cacheIndex;
  25893. bindings[ cacheIndex ] = lastInactiveBinding;
  25894. bindings.pop();
  25895. delete bindingByName[ trackName ];
  25896. remove_empty_map: {
  25897. for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
  25898. delete bindingsByRoot[ rootUuid ];
  25899. }
  25900. },
  25901. _lendBinding: function ( binding ) {
  25902. var bindings = this._bindings,
  25903. prevIndex = binding._cacheIndex,
  25904. lastActiveIndex = this._nActiveBindings ++,
  25905. firstInactiveBinding = bindings[ lastActiveIndex ];
  25906. binding._cacheIndex = lastActiveIndex;
  25907. bindings[ lastActiveIndex ] = binding;
  25908. firstInactiveBinding._cacheIndex = prevIndex;
  25909. bindings[ prevIndex ] = firstInactiveBinding;
  25910. },
  25911. _takeBackBinding: function ( binding ) {
  25912. var bindings = this._bindings,
  25913. prevIndex = binding._cacheIndex,
  25914. firstInactiveIndex = -- this._nActiveBindings,
  25915. lastActiveBinding = bindings[ firstInactiveIndex ];
  25916. binding._cacheIndex = firstInactiveIndex;
  25917. bindings[ firstInactiveIndex ] = binding;
  25918. lastActiveBinding._cacheIndex = prevIndex;
  25919. bindings[ prevIndex ] = lastActiveBinding;
  25920. },
  25921. // Memory management of Interpolants for weight and time scale
  25922. _lendControlInterpolant: function () {
  25923. var interpolants = this._controlInterpolants,
  25924. lastActiveIndex = this._nActiveControlInterpolants ++,
  25925. interpolant = interpolants[ lastActiveIndex ];
  25926. if ( interpolant === undefined ) {
  25927. interpolant = new LinearInterpolant(
  25928. new Float32Array( 2 ), new Float32Array( 2 ),
  25929. 1, this._controlInterpolantsResultBuffer );
  25930. interpolant.__cacheIndex = lastActiveIndex;
  25931. interpolants[ lastActiveIndex ] = interpolant;
  25932. }
  25933. return interpolant;
  25934. },
  25935. _takeBackControlInterpolant: function ( interpolant ) {
  25936. var interpolants = this._controlInterpolants,
  25937. prevIndex = interpolant.__cacheIndex,
  25938. firstInactiveIndex = -- this._nActiveControlInterpolants,
  25939. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  25940. interpolant.__cacheIndex = firstInactiveIndex;
  25941. interpolants[ firstInactiveIndex ] = interpolant;
  25942. lastActiveInterpolant.__cacheIndex = prevIndex;
  25943. interpolants[ prevIndex ] = lastActiveInterpolant;
  25944. },
  25945. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  25946. // return an action for a clip optionally using a custom root target
  25947. // object (this method allocates a lot of dynamic memory in case a
  25948. // previously unknown clip/root combination is specified)
  25949. clipAction: function ( clip, optionalRoot ) {
  25950. var root = optionalRoot || this._root,
  25951. rootUuid = root.uuid,
  25952. clipObject = typeof clip === 'string' ?
  25953. AnimationClip.findByName( root, clip ) : clip,
  25954. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  25955. actionsForClip = this._actionsByClip[ clipUuid ],
  25956. prototypeAction = null;
  25957. if ( actionsForClip !== undefined ) {
  25958. var existingAction =
  25959. actionsForClip.actionByRoot[ rootUuid ];
  25960. if ( existingAction !== undefined ) {
  25961. return existingAction;
  25962. }
  25963. // we know the clip, so we don't have to parse all
  25964. // the bindings again but can just copy
  25965. prototypeAction = actionsForClip.knownActions[ 0 ];
  25966. // also, take the clip from the prototype action
  25967. if ( clipObject === null )
  25968. clipObject = prototypeAction._clip;
  25969. }
  25970. // clip must be known when specified via string
  25971. if ( clipObject === null ) return null;
  25972. // allocate all resources required to run it
  25973. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  25974. this._bindAction( newAction, prototypeAction );
  25975. // and make the action known to the memory manager
  25976. this._addInactiveAction( newAction, clipUuid, rootUuid );
  25977. return newAction;
  25978. },
  25979. // get an existing action
  25980. existingAction: function ( clip, optionalRoot ) {
  25981. var root = optionalRoot || this._root,
  25982. rootUuid = root.uuid,
  25983. clipObject = typeof clip === 'string' ?
  25984. AnimationClip.findByName( root, clip ) : clip,
  25985. clipUuid = clipObject ? clipObject.uuid : clip,
  25986. actionsForClip = this._actionsByClip[ clipUuid ];
  25987. if ( actionsForClip !== undefined ) {
  25988. return actionsForClip.actionByRoot[ rootUuid ] || null;
  25989. }
  25990. return null;
  25991. },
  25992. // deactivates all previously scheduled actions
  25993. stopAllAction: function () {
  25994. var actions = this._actions,
  25995. nActions = this._nActiveActions,
  25996. bindings = this._bindings,
  25997. nBindings = this._nActiveBindings;
  25998. this._nActiveActions = 0;
  25999. this._nActiveBindings = 0;
  26000. for ( var i = 0; i !== nActions; ++ i ) {
  26001. actions[ i ].reset();
  26002. }
  26003. for ( var i = 0; i !== nBindings; ++ i ) {
  26004. bindings[ i ].useCount = 0;
  26005. }
  26006. return this;
  26007. },
  26008. // advance the time and update apply the animation
  26009. update: function ( deltaTime ) {
  26010. deltaTime *= this.timeScale;
  26011. var actions = this._actions,
  26012. nActions = this._nActiveActions,
  26013. time = this.time += deltaTime,
  26014. timeDirection = Math.sign( deltaTime ),
  26015. accuIndex = this._accuIndex ^= 1;
  26016. // run active actions
  26017. for ( var i = 0; i !== nActions; ++ i ) {
  26018. var action = actions[ i ];
  26019. action._update( time, deltaTime, timeDirection, accuIndex );
  26020. }
  26021. // update scene graph
  26022. var bindings = this._bindings,
  26023. nBindings = this._nActiveBindings;
  26024. for ( var i = 0; i !== nBindings; ++ i ) {
  26025. bindings[ i ].apply( accuIndex );
  26026. }
  26027. return this;
  26028. },
  26029. // return this mixer's root target object
  26030. getRoot: function () {
  26031. return this._root;
  26032. },
  26033. // free all resources specific to a particular clip
  26034. uncacheClip: function ( clip ) {
  26035. var actions = this._actions,
  26036. clipUuid = clip.uuid,
  26037. actionsByClip = this._actionsByClip,
  26038. actionsForClip = actionsByClip[ clipUuid ];
  26039. if ( actionsForClip !== undefined ) {
  26040. // note: just calling _removeInactiveAction would mess up the
  26041. // iteration state and also require updating the state we can
  26042. // just throw away
  26043. var actionsToRemove = actionsForClip.knownActions;
  26044. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26045. var action = actionsToRemove[ i ];
  26046. this._deactivateAction( action );
  26047. var cacheIndex = action._cacheIndex,
  26048. lastInactiveAction = actions[ actions.length - 1 ];
  26049. action._cacheIndex = null;
  26050. action._byClipCacheIndex = null;
  26051. lastInactiveAction._cacheIndex = cacheIndex;
  26052. actions[ cacheIndex ] = lastInactiveAction;
  26053. actions.pop();
  26054. this._removeInactiveBindingsForAction( action );
  26055. }
  26056. delete actionsByClip[ clipUuid ];
  26057. }
  26058. },
  26059. // free all resources specific to a particular root target object
  26060. uncacheRoot: function ( root ) {
  26061. var rootUuid = root.uuid,
  26062. actionsByClip = this._actionsByClip;
  26063. for ( var clipUuid in actionsByClip ) {
  26064. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26065. action = actionByRoot[ rootUuid ];
  26066. if ( action !== undefined ) {
  26067. this._deactivateAction( action );
  26068. this._removeInactiveAction( action );
  26069. }
  26070. }
  26071. var bindingsByRoot = this._bindingsByRootAndName,
  26072. bindingByName = bindingsByRoot[ rootUuid ];
  26073. if ( bindingByName !== undefined ) {
  26074. for ( var trackName in bindingByName ) {
  26075. var binding = bindingByName[ trackName ];
  26076. binding.restoreOriginalState();
  26077. this._removeInactiveBinding( binding );
  26078. }
  26079. }
  26080. },
  26081. // remove a targeted clip from the cache
  26082. uncacheAction: function ( clip, optionalRoot ) {
  26083. var action = this.existingAction( clip, optionalRoot );
  26084. if ( action !== null ) {
  26085. this._deactivateAction( action );
  26086. this._removeInactiveAction( action );
  26087. }
  26088. }
  26089. } );
  26090. /**
  26091. * @author mrdoob / http://mrdoob.com/
  26092. */
  26093. function Uniform( value ) {
  26094. if ( typeof value === 'string' ) {
  26095. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26096. value = arguments[ 1 ];
  26097. }
  26098. this.value = value;
  26099. }
  26100. Uniform.prototype.clone = function () {
  26101. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26102. };
  26103. /**
  26104. * @author benaadams / https://twitter.com/ben_a_adams
  26105. */
  26106. function InstancedBufferGeometry() {
  26107. BufferGeometry.call( this );
  26108. this.type = 'InstancedBufferGeometry';
  26109. this.maxInstancedCount = undefined;
  26110. }
  26111. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  26112. constructor: InstancedBufferGeometry,
  26113. isInstancedBufferGeometry: true,
  26114. copy: function ( source ) {
  26115. BufferGeometry.prototype.copy.call( this, source );
  26116. this.maxInstancedCount = source.maxInstancedCount;
  26117. return this;
  26118. },
  26119. clone: function () {
  26120. return new this.constructor().copy( this );
  26121. }
  26122. } );
  26123. /**
  26124. * @author benaadams / https://twitter.com/ben_a_adams
  26125. */
  26126. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26127. InterleavedBuffer.call( this, array, stride );
  26128. this.meshPerAttribute = meshPerAttribute || 1;
  26129. }
  26130. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26131. constructor: InstancedInterleavedBuffer,
  26132. isInstancedInterleavedBuffer: true,
  26133. copy: function ( source ) {
  26134. InterleavedBuffer.prototype.copy.call( this, source );
  26135. this.meshPerAttribute = source.meshPerAttribute;
  26136. return this;
  26137. }
  26138. } );
  26139. /**
  26140. * @author benaadams / https://twitter.com/ben_a_adams
  26141. */
  26142. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  26143. if ( typeof ( normalized ) === 'number' ) {
  26144. meshPerAttribute = normalized;
  26145. normalized = false;
  26146. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  26147. }
  26148. BufferAttribute.call( this, array, itemSize, normalized );
  26149. this.meshPerAttribute = meshPerAttribute || 1;
  26150. }
  26151. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  26152. constructor: InstancedBufferAttribute,
  26153. isInstancedBufferAttribute: true,
  26154. copy: function ( source ) {
  26155. BufferAttribute.prototype.copy.call( this, source );
  26156. this.meshPerAttribute = source.meshPerAttribute;
  26157. return this;
  26158. }
  26159. } );
  26160. /**
  26161. * @author mrdoob / http://mrdoob.com/
  26162. * @author bhouston / http://clara.io/
  26163. * @author stephomi / http://stephaneginier.com/
  26164. */
  26165. function Raycaster( origin, direction, near, far ) {
  26166. this.ray = new Ray( origin, direction );
  26167. // direction is assumed to be normalized (for accurate distance calculations)
  26168. this.near = near || 0;
  26169. this.far = far || Infinity;
  26170. this.params = {
  26171. Mesh: {},
  26172. Line: {},
  26173. LOD: {},
  26174. Points: { threshold: 1 },
  26175. Sprite: {}
  26176. };
  26177. Object.defineProperties( this.params, {
  26178. PointCloud: {
  26179. get: function () {
  26180. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26181. return this.Points;
  26182. }
  26183. }
  26184. } );
  26185. }
  26186. function ascSort( a, b ) {
  26187. return a.distance - b.distance;
  26188. }
  26189. function intersectObject( object, raycaster, intersects, recursive ) {
  26190. if ( object.visible === false ) return;
  26191. object.raycast( raycaster, intersects );
  26192. if ( recursive === true ) {
  26193. var children = object.children;
  26194. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26195. intersectObject( children[ i ], raycaster, intersects, true );
  26196. }
  26197. }
  26198. }
  26199. Object.assign( Raycaster.prototype, {
  26200. linePrecision: 1,
  26201. set: function ( origin, direction ) {
  26202. // direction is assumed to be normalized (for accurate distance calculations)
  26203. this.ray.set( origin, direction );
  26204. },
  26205. setFromCamera: function ( coords, camera ) {
  26206. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26207. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26208. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26209. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26210. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26211. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26212. } else {
  26213. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26214. }
  26215. },
  26216. intersectObject: function ( object, recursive, optionalTarget ) {
  26217. var intersects = optionalTarget || [];
  26218. intersectObject( object, this, intersects, recursive );
  26219. intersects.sort( ascSort );
  26220. return intersects;
  26221. },
  26222. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26223. var intersects = optionalTarget || [];
  26224. if ( Array.isArray( objects ) === false ) {
  26225. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26226. return intersects;
  26227. }
  26228. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26229. intersectObject( objects[ i ], this, intersects, recursive );
  26230. }
  26231. intersects.sort( ascSort );
  26232. return intersects;
  26233. }
  26234. } );
  26235. /**
  26236. * @author bhouston / http://clara.io
  26237. * @author WestLangley / http://github.com/WestLangley
  26238. *
  26239. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26240. *
  26241. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26242. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26243. */
  26244. function Spherical( radius, phi, theta ) {
  26245. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26246. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26247. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26248. return this;
  26249. }
  26250. Object.assign( Spherical.prototype, {
  26251. set: function ( radius, phi, theta ) {
  26252. this.radius = radius;
  26253. this.phi = phi;
  26254. this.theta = theta;
  26255. return this;
  26256. },
  26257. clone: function () {
  26258. return new this.constructor().copy( this );
  26259. },
  26260. copy: function ( other ) {
  26261. this.radius = other.radius;
  26262. this.phi = other.phi;
  26263. this.theta = other.theta;
  26264. return this;
  26265. },
  26266. // restrict phi to be betwee EPS and PI-EPS
  26267. makeSafe: function () {
  26268. var EPS = 0.000001;
  26269. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26270. return this;
  26271. },
  26272. setFromVector3: function ( v ) {
  26273. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26274. },
  26275. setFromCartesianCoords: function ( x, y, z ) {
  26276. this.radius = Math.sqrt( x * x + y * y + z * z );
  26277. if ( this.radius === 0 ) {
  26278. this.theta = 0;
  26279. this.phi = 0;
  26280. } else {
  26281. this.theta = Math.atan2( x, z );
  26282. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26283. }
  26284. return this;
  26285. }
  26286. } );
  26287. /**
  26288. * @author Mugen87 / https://github.com/Mugen87
  26289. *
  26290. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26291. *
  26292. */
  26293. function Cylindrical( radius, theta, y ) {
  26294. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26295. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26296. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26297. return this;
  26298. }
  26299. Object.assign( Cylindrical.prototype, {
  26300. set: function ( radius, theta, y ) {
  26301. this.radius = radius;
  26302. this.theta = theta;
  26303. this.y = y;
  26304. return this;
  26305. },
  26306. clone: function () {
  26307. return new this.constructor().copy( this );
  26308. },
  26309. copy: function ( other ) {
  26310. this.radius = other.radius;
  26311. this.theta = other.theta;
  26312. this.y = other.y;
  26313. return this;
  26314. },
  26315. setFromVector3: function ( v ) {
  26316. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26317. },
  26318. setFromCartesianCoords: function ( x, y, z ) {
  26319. this.radius = Math.sqrt( x * x + z * z );
  26320. this.theta = Math.atan2( x, z );
  26321. this.y = y;
  26322. return this;
  26323. }
  26324. } );
  26325. /**
  26326. * @author bhouston / http://clara.io
  26327. */
  26328. function Box2( min, max ) {
  26329. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26330. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26331. }
  26332. Object.assign( Box2.prototype, {
  26333. set: function ( min, max ) {
  26334. this.min.copy( min );
  26335. this.max.copy( max );
  26336. return this;
  26337. },
  26338. setFromPoints: function ( points ) {
  26339. this.makeEmpty();
  26340. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26341. this.expandByPoint( points[ i ] );
  26342. }
  26343. return this;
  26344. },
  26345. setFromCenterAndSize: function () {
  26346. var v1 = new Vector2();
  26347. return function setFromCenterAndSize( center, size ) {
  26348. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  26349. this.min.copy( center ).sub( halfSize );
  26350. this.max.copy( center ).add( halfSize );
  26351. return this;
  26352. };
  26353. }(),
  26354. clone: function () {
  26355. return new this.constructor().copy( this );
  26356. },
  26357. copy: function ( box ) {
  26358. this.min.copy( box.min );
  26359. this.max.copy( box.max );
  26360. return this;
  26361. },
  26362. makeEmpty: function () {
  26363. this.min.x = this.min.y = + Infinity;
  26364. this.max.x = this.max.y = - Infinity;
  26365. return this;
  26366. },
  26367. isEmpty: function () {
  26368. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26369. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26370. },
  26371. getCenter: function ( target ) {
  26372. if ( target === undefined ) {
  26373. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26374. target = new Vector2();
  26375. }
  26376. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26377. },
  26378. getSize: function ( target ) {
  26379. if ( target === undefined ) {
  26380. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26381. target = new Vector2();
  26382. }
  26383. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26384. },
  26385. expandByPoint: function ( point ) {
  26386. this.min.min( point );
  26387. this.max.max( point );
  26388. return this;
  26389. },
  26390. expandByVector: function ( vector ) {
  26391. this.min.sub( vector );
  26392. this.max.add( vector );
  26393. return this;
  26394. },
  26395. expandByScalar: function ( scalar ) {
  26396. this.min.addScalar( - scalar );
  26397. this.max.addScalar( scalar );
  26398. return this;
  26399. },
  26400. containsPoint: function ( point ) {
  26401. return point.x < this.min.x || point.x > this.max.x ||
  26402. point.y < this.min.y || point.y > this.max.y ? false : true;
  26403. },
  26404. containsBox: function ( box ) {
  26405. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26406. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26407. },
  26408. getParameter: function ( point, target ) {
  26409. // This can potentially have a divide by zero if the box
  26410. // has a size dimension of 0.
  26411. if ( target === undefined ) {
  26412. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26413. target = new Vector2();
  26414. }
  26415. return target.set(
  26416. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26417. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26418. );
  26419. },
  26420. intersectsBox: function ( box ) {
  26421. // using 4 splitting planes to rule out intersections
  26422. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26423. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26424. },
  26425. clampPoint: function ( point, target ) {
  26426. if ( target === undefined ) {
  26427. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26428. target = new Vector2();
  26429. }
  26430. return target.copy( point ).clamp( this.min, this.max );
  26431. },
  26432. distanceToPoint: function () {
  26433. var v1 = new Vector2();
  26434. return function distanceToPoint( point ) {
  26435. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  26436. return clampedPoint.sub( point ).length();
  26437. };
  26438. }(),
  26439. intersect: function ( box ) {
  26440. this.min.max( box.min );
  26441. this.max.min( box.max );
  26442. return this;
  26443. },
  26444. union: function ( box ) {
  26445. this.min.min( box.min );
  26446. this.max.max( box.max );
  26447. return this;
  26448. },
  26449. translate: function ( offset ) {
  26450. this.min.add( offset );
  26451. this.max.add( offset );
  26452. return this;
  26453. },
  26454. equals: function ( box ) {
  26455. return box.min.equals( this.min ) && box.max.equals( this.max );
  26456. }
  26457. } );
  26458. /**
  26459. * @author bhouston / http://clara.io
  26460. */
  26461. function Line3( start, end ) {
  26462. this.start = ( start !== undefined ) ? start : new Vector3();
  26463. this.end = ( end !== undefined ) ? end : new Vector3();
  26464. }
  26465. Object.assign( Line3.prototype, {
  26466. set: function ( start, end ) {
  26467. this.start.copy( start );
  26468. this.end.copy( end );
  26469. return this;
  26470. },
  26471. clone: function () {
  26472. return new this.constructor().copy( this );
  26473. },
  26474. copy: function ( line ) {
  26475. this.start.copy( line.start );
  26476. this.end.copy( line.end );
  26477. return this;
  26478. },
  26479. getCenter: function ( target ) {
  26480. if ( target === undefined ) {
  26481. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26482. target = new Vector3();
  26483. }
  26484. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26485. },
  26486. delta: function ( target ) {
  26487. if ( target === undefined ) {
  26488. console.warn( 'THREE.Line3: .delta() target is now required' );
  26489. target = new Vector3();
  26490. }
  26491. return target.subVectors( this.end, this.start );
  26492. },
  26493. distanceSq: function () {
  26494. return this.start.distanceToSquared( this.end );
  26495. },
  26496. distance: function () {
  26497. return this.start.distanceTo( this.end );
  26498. },
  26499. at: function ( t, target ) {
  26500. if ( target === undefined ) {
  26501. console.warn( 'THREE.Line3: .at() target is now required' );
  26502. target = new Vector3();
  26503. }
  26504. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26505. },
  26506. closestPointToPointParameter: function () {
  26507. var startP = new Vector3();
  26508. var startEnd = new Vector3();
  26509. return function closestPointToPointParameter( point, clampToLine ) {
  26510. startP.subVectors( point, this.start );
  26511. startEnd.subVectors( this.end, this.start );
  26512. var startEnd2 = startEnd.dot( startEnd );
  26513. var startEnd_startP = startEnd.dot( startP );
  26514. var t = startEnd_startP / startEnd2;
  26515. if ( clampToLine ) {
  26516. t = _Math.clamp( t, 0, 1 );
  26517. }
  26518. return t;
  26519. };
  26520. }(),
  26521. closestPointToPoint: function ( point, clampToLine, target ) {
  26522. var t = this.closestPointToPointParameter( point, clampToLine );
  26523. if ( target === undefined ) {
  26524. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26525. target = new Vector3();
  26526. }
  26527. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26528. },
  26529. applyMatrix4: function ( matrix ) {
  26530. this.start.applyMatrix4( matrix );
  26531. this.end.applyMatrix4( matrix );
  26532. return this;
  26533. },
  26534. equals: function ( line ) {
  26535. return line.start.equals( this.start ) && line.end.equals( this.end );
  26536. }
  26537. } );
  26538. /**
  26539. * @author alteredq / http://alteredqualia.com/
  26540. */
  26541. function ImmediateRenderObject( material ) {
  26542. Object3D.call( this );
  26543. this.material = material;
  26544. this.render = function ( /* renderCallback */ ) {};
  26545. }
  26546. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26547. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26548. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26549. /**
  26550. * @author mrdoob / http://mrdoob.com/
  26551. * @author WestLangley / http://github.com/WestLangley
  26552. */
  26553. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26554. this.object = object;
  26555. this.size = ( size !== undefined ) ? size : 1;
  26556. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26557. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26558. //
  26559. var nNormals = 0;
  26560. var objGeometry = this.object.geometry;
  26561. if ( objGeometry && objGeometry.isGeometry ) {
  26562. nNormals = objGeometry.faces.length * 3;
  26563. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26564. nNormals = objGeometry.attributes.normal.count;
  26565. }
  26566. //
  26567. var geometry = new BufferGeometry();
  26568. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26569. geometry.addAttribute( 'position', positions );
  26570. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26571. //
  26572. this.matrixAutoUpdate = false;
  26573. this.update();
  26574. }
  26575. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26576. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26577. VertexNormalsHelper.prototype.update = ( function () {
  26578. var v1 = new Vector3();
  26579. var v2 = new Vector3();
  26580. var normalMatrix = new Matrix3();
  26581. return function update() {
  26582. var keys = [ 'a', 'b', 'c' ];
  26583. this.object.updateMatrixWorld( true );
  26584. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26585. var matrixWorld = this.object.matrixWorld;
  26586. var position = this.geometry.attributes.position;
  26587. //
  26588. var objGeometry = this.object.geometry;
  26589. if ( objGeometry && objGeometry.isGeometry ) {
  26590. var vertices = objGeometry.vertices;
  26591. var faces = objGeometry.faces;
  26592. var idx = 0;
  26593. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26594. var face = faces[ i ];
  26595. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26596. var vertex = vertices[ face[ keys[ j ] ] ];
  26597. var normal = face.vertexNormals[ j ];
  26598. v1.copy( vertex ).applyMatrix4( matrixWorld );
  26599. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26600. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26601. idx = idx + 1;
  26602. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26603. idx = idx + 1;
  26604. }
  26605. }
  26606. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26607. var objPos = objGeometry.attributes.position;
  26608. var objNorm = objGeometry.attributes.normal;
  26609. var idx = 0;
  26610. // for simplicity, ignore index and drawcalls, and render every normal
  26611. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26612. v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26613. v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26614. v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26615. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26616. idx = idx + 1;
  26617. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26618. idx = idx + 1;
  26619. }
  26620. }
  26621. position.needsUpdate = true;
  26622. };
  26623. }() );
  26624. /**
  26625. * @author alteredq / http://alteredqualia.com/
  26626. * @author mrdoob / http://mrdoob.com/
  26627. * @author WestLangley / http://github.com/WestLangley
  26628. */
  26629. function SpotLightHelper( light, color ) {
  26630. Object3D.call( this );
  26631. this.light = light;
  26632. this.light.updateMatrixWorld();
  26633. this.matrix = light.matrixWorld;
  26634. this.matrixAutoUpdate = false;
  26635. this.color = color;
  26636. var geometry = new BufferGeometry();
  26637. var positions = [
  26638. 0, 0, 0, 0, 0, 1,
  26639. 0, 0, 0, 1, 0, 1,
  26640. 0, 0, 0, - 1, 0, 1,
  26641. 0, 0, 0, 0, 1, 1,
  26642. 0, 0, 0, 0, - 1, 1
  26643. ];
  26644. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  26645. var p1 = ( i / l ) * Math.PI * 2;
  26646. var p2 = ( j / l ) * Math.PI * 2;
  26647. positions.push(
  26648. Math.cos( p1 ), Math.sin( p1 ), 1,
  26649. Math.cos( p2 ), Math.sin( p2 ), 1
  26650. );
  26651. }
  26652. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26653. var material = new LineBasicMaterial( { fog: false } );
  26654. this.cone = new LineSegments( geometry, material );
  26655. this.add( this.cone );
  26656. this.update();
  26657. }
  26658. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  26659. SpotLightHelper.prototype.constructor = SpotLightHelper;
  26660. SpotLightHelper.prototype.dispose = function () {
  26661. this.cone.geometry.dispose();
  26662. this.cone.material.dispose();
  26663. };
  26664. SpotLightHelper.prototype.update = function () {
  26665. var vector = new Vector3();
  26666. return function update() {
  26667. this.light.updateMatrixWorld();
  26668. var coneLength = this.light.distance ? this.light.distance : 1000;
  26669. var coneWidth = coneLength * Math.tan( this.light.angle );
  26670. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  26671. vector.setFromMatrixPosition( this.light.target.matrixWorld );
  26672. this.cone.lookAt( vector );
  26673. if ( this.color !== undefined ) {
  26674. this.cone.material.color.set( this.color );
  26675. } else {
  26676. this.cone.material.color.copy( this.light.color );
  26677. }
  26678. };
  26679. }();
  26680. /**
  26681. * @author Sean Griffin / http://twitter.com/sgrif
  26682. * @author Michael Guerrero / http://realitymeltdown.com
  26683. * @author mrdoob / http://mrdoob.com/
  26684. * @author ikerr / http://verold.com
  26685. * @author Mugen87 / https://github.com/Mugen87
  26686. */
  26687. function getBoneList( object ) {
  26688. var boneList = [];
  26689. if ( object && object.isBone ) {
  26690. boneList.push( object );
  26691. }
  26692. for ( var i = 0; i < object.children.length; i ++ ) {
  26693. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  26694. }
  26695. return boneList;
  26696. }
  26697. function SkeletonHelper( object ) {
  26698. var bones = getBoneList( object );
  26699. var geometry = new BufferGeometry();
  26700. var vertices = [];
  26701. var colors = [];
  26702. var color1 = new Color( 0, 0, 1 );
  26703. var color2 = new Color( 0, 1, 0 );
  26704. for ( var i = 0; i < bones.length; i ++ ) {
  26705. var bone = bones[ i ];
  26706. if ( bone.parent && bone.parent.isBone ) {
  26707. vertices.push( 0, 0, 0 );
  26708. vertices.push( 0, 0, 0 );
  26709. colors.push( color1.r, color1.g, color1.b );
  26710. colors.push( color2.r, color2.g, color2.b );
  26711. }
  26712. }
  26713. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26714. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26715. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  26716. LineSegments.call( this, geometry, material );
  26717. this.root = object;
  26718. this.bones = bones;
  26719. this.matrix = object.matrixWorld;
  26720. this.matrixAutoUpdate = false;
  26721. }
  26722. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  26723. SkeletonHelper.prototype.constructor = SkeletonHelper;
  26724. SkeletonHelper.prototype.updateMatrixWorld = function () {
  26725. var vector = new Vector3();
  26726. var boneMatrix = new Matrix4();
  26727. var matrixWorldInv = new Matrix4();
  26728. return function updateMatrixWorld( force ) {
  26729. var bones = this.bones;
  26730. var geometry = this.geometry;
  26731. var position = geometry.getAttribute( 'position' );
  26732. matrixWorldInv.getInverse( this.root.matrixWorld );
  26733. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  26734. var bone = bones[ i ];
  26735. if ( bone.parent && bone.parent.isBone ) {
  26736. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  26737. vector.setFromMatrixPosition( boneMatrix );
  26738. position.setXYZ( j, vector.x, vector.y, vector.z );
  26739. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  26740. vector.setFromMatrixPosition( boneMatrix );
  26741. position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  26742. j += 2;
  26743. }
  26744. }
  26745. geometry.getAttribute( 'position' ).needsUpdate = true;
  26746. Object3D.prototype.updateMatrixWorld.call( this, force );
  26747. };
  26748. }();
  26749. /**
  26750. * @author alteredq / http://alteredqualia.com/
  26751. * @author mrdoob / http://mrdoob.com/
  26752. */
  26753. function PointLightHelper( light, sphereSize, color ) {
  26754. this.light = light;
  26755. this.light.updateMatrixWorld();
  26756. this.color = color;
  26757. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  26758. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26759. Mesh.call( this, geometry, material );
  26760. this.matrix = this.light.matrixWorld;
  26761. this.matrixAutoUpdate = false;
  26762. this.update();
  26763. /*
  26764. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26765. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26766. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26767. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26768. var d = light.distance;
  26769. if ( d === 0.0 ) {
  26770. this.lightDistance.visible = false;
  26771. } else {
  26772. this.lightDistance.scale.set( d, d, d );
  26773. }
  26774. this.add( this.lightDistance );
  26775. */
  26776. }
  26777. PointLightHelper.prototype = Object.create( Mesh.prototype );
  26778. PointLightHelper.prototype.constructor = PointLightHelper;
  26779. PointLightHelper.prototype.dispose = function () {
  26780. this.geometry.dispose();
  26781. this.material.dispose();
  26782. };
  26783. PointLightHelper.prototype.update = function () {
  26784. if ( this.color !== undefined ) {
  26785. this.material.color.set( this.color );
  26786. } else {
  26787. this.material.color.copy( this.light.color );
  26788. }
  26789. /*
  26790. var d = this.light.distance;
  26791. if ( d === 0.0 ) {
  26792. this.lightDistance.visible = false;
  26793. } else {
  26794. this.lightDistance.visible = true;
  26795. this.lightDistance.scale.set( d, d, d );
  26796. }
  26797. */
  26798. };
  26799. /**
  26800. * @author abelnation / http://github.com/abelnation
  26801. * @author Mugen87 / http://github.com/Mugen87
  26802. * @author WestLangley / http://github.com/WestLangley
  26803. *
  26804. * This helper must be added as a child of the light
  26805. */
  26806. function RectAreaLightHelper( light, color ) {
  26807. this.type = 'RectAreaLightHelper';
  26808. this.light = light;
  26809. this.color = color; // optional hardwired color for the helper
  26810. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  26811. var geometry = new BufferGeometry();
  26812. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26813. geometry.computeBoundingSphere();
  26814. var material = new LineBasicMaterial( { fog: false } );
  26815. Line.call( this, geometry, material );
  26816. //
  26817. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  26818. var geometry2 = new BufferGeometry();
  26819. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  26820. geometry2.computeBoundingSphere();
  26821. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  26822. this.update();
  26823. }
  26824. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  26825. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  26826. RectAreaLightHelper.prototype.update = function () {
  26827. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  26828. if ( this.color !== undefined ) {
  26829. this.material.color.set( this.color );
  26830. this.children[ 0 ].material.color.set( this.color );
  26831. } else {
  26832. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  26833. // prevent hue shift
  26834. var c = this.material.color;
  26835. var max = Math.max( c.r, c.g, c.b );
  26836. if ( max > 1 ) c.multiplyScalar( 1 / max );
  26837. this.children[ 0 ].material.color.copy( this.material.color );
  26838. }
  26839. };
  26840. RectAreaLightHelper.prototype.dispose = function () {
  26841. this.geometry.dispose();
  26842. this.material.dispose();
  26843. this.children[ 0 ].geometry.dispose();
  26844. this.children[ 0 ].material.dispose();
  26845. };
  26846. /**
  26847. * @author alteredq / http://alteredqualia.com/
  26848. * @author mrdoob / http://mrdoob.com/
  26849. * @author Mugen87 / https://github.com/Mugen87
  26850. */
  26851. function HemisphereLightHelper( light, size, color ) {
  26852. Object3D.call( this );
  26853. this.light = light;
  26854. this.light.updateMatrixWorld();
  26855. this.matrix = light.matrixWorld;
  26856. this.matrixAutoUpdate = false;
  26857. this.color = color;
  26858. var geometry = new OctahedronBufferGeometry( size );
  26859. geometry.rotateY( Math.PI * 0.5 );
  26860. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26861. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  26862. var position = geometry.getAttribute( 'position' );
  26863. var colors = new Float32Array( position.count * 3 );
  26864. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  26865. this.add( new Mesh( geometry, this.material ) );
  26866. this.update();
  26867. }
  26868. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  26869. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  26870. HemisphereLightHelper.prototype.dispose = function () {
  26871. this.children[ 0 ].geometry.dispose();
  26872. this.children[ 0 ].material.dispose();
  26873. };
  26874. HemisphereLightHelper.prototype.update = function () {
  26875. var vector = new Vector3();
  26876. var color1 = new Color();
  26877. var color2 = new Color();
  26878. return function update() {
  26879. var mesh = this.children[ 0 ];
  26880. if ( this.color !== undefined ) {
  26881. this.material.color.set( this.color );
  26882. } else {
  26883. var colors = mesh.geometry.getAttribute( 'color' );
  26884. color1.copy( this.light.color );
  26885. color2.copy( this.light.groundColor );
  26886. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  26887. var color = ( i < ( l / 2 ) ) ? color1 : color2;
  26888. colors.setXYZ( i, color.r, color.g, color.b );
  26889. }
  26890. colors.needsUpdate = true;
  26891. }
  26892. mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  26893. };
  26894. }();
  26895. /**
  26896. * @author mrdoob / http://mrdoob.com/
  26897. */
  26898. function GridHelper( size, divisions, color1, color2 ) {
  26899. size = size || 10;
  26900. divisions = divisions || 10;
  26901. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26902. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26903. var center = divisions / 2;
  26904. var step = size / divisions;
  26905. var halfSize = size / 2;
  26906. var vertices = [], colors = [];
  26907. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  26908. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  26909. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  26910. var color = i === center ? color1 : color2;
  26911. color.toArray( colors, j ); j += 3;
  26912. color.toArray( colors, j ); j += 3;
  26913. color.toArray( colors, j ); j += 3;
  26914. color.toArray( colors, j ); j += 3;
  26915. }
  26916. var geometry = new BufferGeometry();
  26917. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26918. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26919. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  26920. LineSegments.call( this, geometry, material );
  26921. }
  26922. GridHelper.prototype = Object.create( LineSegments.prototype );
  26923. GridHelper.prototype.constructor = GridHelper;
  26924. /**
  26925. * @author mrdoob / http://mrdoob.com/
  26926. * @author Mugen87 / http://github.com/Mugen87
  26927. * @author Hectate / http://www.github.com/Hectate
  26928. */
  26929. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  26930. radius = radius || 10;
  26931. radials = radials || 16;
  26932. circles = circles || 8;
  26933. divisions = divisions || 64;
  26934. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26935. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26936. var vertices = [];
  26937. var colors = [];
  26938. var x, z;
  26939. var v, i, j, r, color;
  26940. // create the radials
  26941. for ( i = 0; i <= radials; i ++ ) {
  26942. v = ( i / radials ) * ( Math.PI * 2 );
  26943. x = Math.sin( v ) * radius;
  26944. z = Math.cos( v ) * radius;
  26945. vertices.push( 0, 0, 0 );
  26946. vertices.push( x, 0, z );
  26947. color = ( i & 1 ) ? color1 : color2;
  26948. colors.push( color.r, color.g, color.b );
  26949. colors.push( color.r, color.g, color.b );
  26950. }
  26951. // create the circles
  26952. for ( i = 0; i <= circles; i ++ ) {
  26953. color = ( i & 1 ) ? color1 : color2;
  26954. r = radius - ( radius / circles * i );
  26955. for ( j = 0; j < divisions; j ++ ) {
  26956. // first vertex
  26957. v = ( j / divisions ) * ( Math.PI * 2 );
  26958. x = Math.sin( v ) * r;
  26959. z = Math.cos( v ) * r;
  26960. vertices.push( x, 0, z );
  26961. colors.push( color.r, color.g, color.b );
  26962. // second vertex
  26963. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  26964. x = Math.sin( v ) * r;
  26965. z = Math.cos( v ) * r;
  26966. vertices.push( x, 0, z );
  26967. colors.push( color.r, color.g, color.b );
  26968. }
  26969. }
  26970. var geometry = new BufferGeometry();
  26971. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26972. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26973. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  26974. LineSegments.call( this, geometry, material );
  26975. }
  26976. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  26977. PolarGridHelper.prototype.constructor = PolarGridHelper;
  26978. /**
  26979. * @author Mugen87 / http://github.com/Mugen87
  26980. */
  26981. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  26982. this.audio = audio;
  26983. this.range = range || 1;
  26984. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  26985. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  26986. var geometry = new BufferGeometry();
  26987. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  26988. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  26989. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  26990. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  26991. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  26992. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  26993. this.update();
  26994. }
  26995. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  26996. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  26997. PositionalAudioHelper.prototype.update = function () {
  26998. var audio = this.audio;
  26999. var range = this.range;
  27000. var divisionsInnerAngle = this.divisionsInnerAngle;
  27001. var divisionsOuterAngle = this.divisionsOuterAngle;
  27002. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27003. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27004. var halfConeInnerAngle = coneInnerAngle / 2;
  27005. var halfConeOuterAngle = coneOuterAngle / 2;
  27006. var start = 0;
  27007. var count = 0;
  27008. var i, stride;
  27009. var geometry = this.geometry;
  27010. var positionAttribute = geometry.attributes.position;
  27011. geometry.clearGroups();
  27012. //
  27013. function generateSegment( from, to, divisions, materialIndex ) {
  27014. var step = ( to - from ) / divisions;
  27015. positionAttribute.setXYZ( start, 0, 0, 0 );
  27016. count ++;
  27017. for ( i = from; i < to; i += step ) {
  27018. stride = start + count;
  27019. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27020. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27021. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27022. count += 3;
  27023. }
  27024. geometry.addGroup( start, count, materialIndex );
  27025. start += count;
  27026. count = 0;
  27027. }
  27028. //
  27029. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27030. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27031. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27032. //
  27033. positionAttribute.needsUpdate = true;
  27034. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27035. };
  27036. PositionalAudioHelper.prototype.dispose = function () {
  27037. this.geometry.dispose();
  27038. this.material[ 0 ].dispose();
  27039. this.material[ 1 ].dispose();
  27040. };
  27041. /**
  27042. * @author mrdoob / http://mrdoob.com/
  27043. * @author WestLangley / http://github.com/WestLangley
  27044. */
  27045. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27046. // FaceNormalsHelper only supports THREE.Geometry
  27047. this.object = object;
  27048. this.size = ( size !== undefined ) ? size : 1;
  27049. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27050. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27051. //
  27052. var nNormals = 0;
  27053. var objGeometry = this.object.geometry;
  27054. if ( objGeometry && objGeometry.isGeometry ) {
  27055. nNormals = objGeometry.faces.length;
  27056. } else {
  27057. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27058. }
  27059. //
  27060. var geometry = new BufferGeometry();
  27061. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27062. geometry.addAttribute( 'position', positions );
  27063. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27064. //
  27065. this.matrixAutoUpdate = false;
  27066. this.update();
  27067. }
  27068. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27069. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27070. FaceNormalsHelper.prototype.update = ( function () {
  27071. var v1 = new Vector3();
  27072. var v2 = new Vector3();
  27073. var normalMatrix = new Matrix3();
  27074. return function update() {
  27075. this.object.updateMatrixWorld( true );
  27076. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  27077. var matrixWorld = this.object.matrixWorld;
  27078. var position = this.geometry.attributes.position;
  27079. //
  27080. var objGeometry = this.object.geometry;
  27081. var vertices = objGeometry.vertices;
  27082. var faces = objGeometry.faces;
  27083. var idx = 0;
  27084. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27085. var face = faces[ i ];
  27086. var normal = face.normal;
  27087. v1.copy( vertices[ face.a ] )
  27088. .add( vertices[ face.b ] )
  27089. .add( vertices[ face.c ] )
  27090. .divideScalar( 3 )
  27091. .applyMatrix4( matrixWorld );
  27092. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  27093. position.setXYZ( idx, v1.x, v1.y, v1.z );
  27094. idx = idx + 1;
  27095. position.setXYZ( idx, v2.x, v2.y, v2.z );
  27096. idx = idx + 1;
  27097. }
  27098. position.needsUpdate = true;
  27099. };
  27100. }() );
  27101. /**
  27102. * @author alteredq / http://alteredqualia.com/
  27103. * @author mrdoob / http://mrdoob.com/
  27104. * @author WestLangley / http://github.com/WestLangley
  27105. */
  27106. function DirectionalLightHelper( light, size, color ) {
  27107. Object3D.call( this );
  27108. this.light = light;
  27109. this.light.updateMatrixWorld();
  27110. this.matrix = light.matrixWorld;
  27111. this.matrixAutoUpdate = false;
  27112. this.color = color;
  27113. if ( size === undefined ) size = 1;
  27114. var geometry = new BufferGeometry();
  27115. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27116. - size, size, 0,
  27117. size, size, 0,
  27118. size, - size, 0,
  27119. - size, - size, 0,
  27120. - size, size, 0
  27121. ], 3 ) );
  27122. var material = new LineBasicMaterial( { fog: false } );
  27123. this.lightPlane = new Line( geometry, material );
  27124. this.add( this.lightPlane );
  27125. geometry = new BufferGeometry();
  27126. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27127. this.targetLine = new Line( geometry, material );
  27128. this.add( this.targetLine );
  27129. this.update();
  27130. }
  27131. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27132. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27133. DirectionalLightHelper.prototype.dispose = function () {
  27134. this.lightPlane.geometry.dispose();
  27135. this.lightPlane.material.dispose();
  27136. this.targetLine.geometry.dispose();
  27137. this.targetLine.material.dispose();
  27138. };
  27139. DirectionalLightHelper.prototype.update = function () {
  27140. var v1 = new Vector3();
  27141. var v2 = new Vector3();
  27142. var v3 = new Vector3();
  27143. return function update() {
  27144. v1.setFromMatrixPosition( this.light.matrixWorld );
  27145. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  27146. v3.subVectors( v2, v1 );
  27147. this.lightPlane.lookAt( v2 );
  27148. if ( this.color !== undefined ) {
  27149. this.lightPlane.material.color.set( this.color );
  27150. this.targetLine.material.color.set( this.color );
  27151. } else {
  27152. this.lightPlane.material.color.copy( this.light.color );
  27153. this.targetLine.material.color.copy( this.light.color );
  27154. }
  27155. this.targetLine.lookAt( v2 );
  27156. this.targetLine.scale.z = v3.length();
  27157. };
  27158. }();
  27159. /**
  27160. * @author alteredq / http://alteredqualia.com/
  27161. * @author Mugen87 / https://github.com/Mugen87
  27162. *
  27163. * - shows frustum, line of sight and up of the camera
  27164. * - suitable for fast updates
  27165. * - based on frustum visualization in lightgl.js shadowmap example
  27166. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27167. */
  27168. function CameraHelper( camera ) {
  27169. var geometry = new BufferGeometry();
  27170. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27171. var vertices = [];
  27172. var colors = [];
  27173. var pointMap = {};
  27174. // colors
  27175. var colorFrustum = new Color( 0xffaa00 );
  27176. var colorCone = new Color( 0xff0000 );
  27177. var colorUp = new Color( 0x00aaff );
  27178. var colorTarget = new Color( 0xffffff );
  27179. var colorCross = new Color( 0x333333 );
  27180. // near
  27181. addLine( 'n1', 'n2', colorFrustum );
  27182. addLine( 'n2', 'n4', colorFrustum );
  27183. addLine( 'n4', 'n3', colorFrustum );
  27184. addLine( 'n3', 'n1', colorFrustum );
  27185. // far
  27186. addLine( 'f1', 'f2', colorFrustum );
  27187. addLine( 'f2', 'f4', colorFrustum );
  27188. addLine( 'f4', 'f3', colorFrustum );
  27189. addLine( 'f3', 'f1', colorFrustum );
  27190. // sides
  27191. addLine( 'n1', 'f1', colorFrustum );
  27192. addLine( 'n2', 'f2', colorFrustum );
  27193. addLine( 'n3', 'f3', colorFrustum );
  27194. addLine( 'n4', 'f4', colorFrustum );
  27195. // cone
  27196. addLine( 'p', 'n1', colorCone );
  27197. addLine( 'p', 'n2', colorCone );
  27198. addLine( 'p', 'n3', colorCone );
  27199. addLine( 'p', 'n4', colorCone );
  27200. // up
  27201. addLine( 'u1', 'u2', colorUp );
  27202. addLine( 'u2', 'u3', colorUp );
  27203. addLine( 'u3', 'u1', colorUp );
  27204. // target
  27205. addLine( 'c', 't', colorTarget );
  27206. addLine( 'p', 'c', colorCross );
  27207. // cross
  27208. addLine( 'cn1', 'cn2', colorCross );
  27209. addLine( 'cn3', 'cn4', colorCross );
  27210. addLine( 'cf1', 'cf2', colorCross );
  27211. addLine( 'cf3', 'cf4', colorCross );
  27212. function addLine( a, b, color ) {
  27213. addPoint( a, color );
  27214. addPoint( b, color );
  27215. }
  27216. function addPoint( id, color ) {
  27217. vertices.push( 0, 0, 0 );
  27218. colors.push( color.r, color.g, color.b );
  27219. if ( pointMap[ id ] === undefined ) {
  27220. pointMap[ id ] = [];
  27221. }
  27222. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27223. }
  27224. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27225. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27226. LineSegments.call( this, geometry, material );
  27227. this.camera = camera;
  27228. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27229. this.matrix = camera.matrixWorld;
  27230. this.matrixAutoUpdate = false;
  27231. this.pointMap = pointMap;
  27232. this.update();
  27233. }
  27234. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27235. CameraHelper.prototype.constructor = CameraHelper;
  27236. CameraHelper.prototype.update = function () {
  27237. var geometry, pointMap;
  27238. var vector = new Vector3();
  27239. var camera = new Camera();
  27240. function setPoint( point, x, y, z ) {
  27241. vector.set( x, y, z ).unproject( camera );
  27242. var points = pointMap[ point ];
  27243. if ( points !== undefined ) {
  27244. var position = geometry.getAttribute( 'position' );
  27245. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27246. position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  27247. }
  27248. }
  27249. }
  27250. return function update() {
  27251. geometry = this.geometry;
  27252. pointMap = this.pointMap;
  27253. var w = 1, h = 1;
  27254. // we need just camera projection matrix
  27255. // world matrix must be identity
  27256. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  27257. // center / target
  27258. setPoint( 'c', 0, 0, - 1 );
  27259. setPoint( 't', 0, 0, 1 );
  27260. // near
  27261. setPoint( 'n1', - w, - h, - 1 );
  27262. setPoint( 'n2', w, - h, - 1 );
  27263. setPoint( 'n3', - w, h, - 1 );
  27264. setPoint( 'n4', w, h, - 1 );
  27265. // far
  27266. setPoint( 'f1', - w, - h, 1 );
  27267. setPoint( 'f2', w, - h, 1 );
  27268. setPoint( 'f3', - w, h, 1 );
  27269. setPoint( 'f4', w, h, 1 );
  27270. // up
  27271. setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
  27272. setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
  27273. setPoint( 'u3', 0, h * 2, - 1 );
  27274. // cross
  27275. setPoint( 'cf1', - w, 0, 1 );
  27276. setPoint( 'cf2', w, 0, 1 );
  27277. setPoint( 'cf3', 0, - h, 1 );
  27278. setPoint( 'cf4', 0, h, 1 );
  27279. setPoint( 'cn1', - w, 0, - 1 );
  27280. setPoint( 'cn2', w, 0, - 1 );
  27281. setPoint( 'cn3', 0, - h, - 1 );
  27282. setPoint( 'cn4', 0, h, - 1 );
  27283. geometry.getAttribute( 'position' ).needsUpdate = true;
  27284. };
  27285. }();
  27286. /**
  27287. * @author mrdoob / http://mrdoob.com/
  27288. * @author Mugen87 / http://github.com/Mugen87
  27289. */
  27290. function BoxHelper( object, color ) {
  27291. this.object = object;
  27292. if ( color === undefined ) color = 0xffff00;
  27293. 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 ] );
  27294. var positions = new Float32Array( 8 * 3 );
  27295. var geometry = new BufferGeometry();
  27296. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27297. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27298. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27299. this.matrixAutoUpdate = false;
  27300. this.update();
  27301. }
  27302. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27303. BoxHelper.prototype.constructor = BoxHelper;
  27304. BoxHelper.prototype.update = ( function () {
  27305. var box = new Box3();
  27306. return function update( object ) {
  27307. if ( object !== undefined ) {
  27308. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27309. }
  27310. if ( this.object !== undefined ) {
  27311. box.setFromObject( this.object );
  27312. }
  27313. if ( box.isEmpty() ) return;
  27314. var min = box.min;
  27315. var max = box.max;
  27316. /*
  27317. 5____4
  27318. 1/___0/|
  27319. | 6__|_7
  27320. 2/___3/
  27321. 0: max.x, max.y, max.z
  27322. 1: min.x, max.y, max.z
  27323. 2: min.x, min.y, max.z
  27324. 3: max.x, min.y, max.z
  27325. 4: max.x, max.y, min.z
  27326. 5: min.x, max.y, min.z
  27327. 6: min.x, min.y, min.z
  27328. 7: max.x, min.y, min.z
  27329. */
  27330. var position = this.geometry.attributes.position;
  27331. var array = position.array;
  27332. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27333. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27334. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27335. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27336. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27337. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27338. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27339. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27340. position.needsUpdate = true;
  27341. this.geometry.computeBoundingSphere();
  27342. };
  27343. } )();
  27344. BoxHelper.prototype.setFromObject = function ( object ) {
  27345. this.object = object;
  27346. this.update();
  27347. return this;
  27348. };
  27349. BoxHelper.prototype.copy = function ( source ) {
  27350. LineSegments.prototype.copy.call( this, source );
  27351. this.object = source.object;
  27352. return this;
  27353. };
  27354. BoxHelper.prototype.clone = function () {
  27355. return new this.constructor().copy( this );
  27356. };
  27357. /**
  27358. * @author WestLangley / http://github.com/WestLangley
  27359. */
  27360. function Box3Helper( box, hex ) {
  27361. this.type = 'Box3Helper';
  27362. this.box = box;
  27363. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27364. 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 ] );
  27365. 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 ];
  27366. var geometry = new BufferGeometry();
  27367. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27368. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27369. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27370. this.geometry.computeBoundingSphere();
  27371. }
  27372. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27373. Box3Helper.prototype.constructor = Box3Helper;
  27374. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27375. var box = this.box;
  27376. if ( box.isEmpty() ) return;
  27377. box.getCenter( this.position );
  27378. box.getSize( this.scale );
  27379. this.scale.multiplyScalar( 0.5 );
  27380. Object3D.prototype.updateMatrixWorld.call( this, force );
  27381. };
  27382. /**
  27383. * @author WestLangley / http://github.com/WestLangley
  27384. */
  27385. function PlaneHelper( plane, size, hex ) {
  27386. this.type = 'PlaneHelper';
  27387. this.plane = plane;
  27388. this.size = ( size === undefined ) ? 1 : size;
  27389. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27390. 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 ];
  27391. var geometry = new BufferGeometry();
  27392. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27393. geometry.computeBoundingSphere();
  27394. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27395. //
  27396. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27397. var geometry2 = new BufferGeometry();
  27398. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27399. geometry2.computeBoundingSphere();
  27400. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27401. }
  27402. PlaneHelper.prototype = Object.create( Line.prototype );
  27403. PlaneHelper.prototype.constructor = PlaneHelper;
  27404. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27405. var scale = - this.plane.constant;
  27406. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27407. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27408. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27409. this.lookAt( this.plane.normal );
  27410. Object3D.prototype.updateMatrixWorld.call( this, force );
  27411. };
  27412. /**
  27413. * @author WestLangley / http://github.com/WestLangley
  27414. * @author zz85 / http://github.com/zz85
  27415. * @author bhouston / http://clara.io
  27416. *
  27417. * Creates an arrow for visualizing directions
  27418. *
  27419. * Parameters:
  27420. * dir - Vector3
  27421. * origin - Vector3
  27422. * length - Number
  27423. * color - color in hex value
  27424. * headLength - Number
  27425. * headWidth - Number
  27426. */
  27427. var lineGeometry, coneGeometry;
  27428. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27429. // dir is assumed to be normalized
  27430. Object3D.call( this );
  27431. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27432. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27433. if ( length === undefined ) length = 1;
  27434. if ( color === undefined ) color = 0xffff00;
  27435. if ( headLength === undefined ) headLength = 0.2 * length;
  27436. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27437. if ( lineGeometry === undefined ) {
  27438. lineGeometry = new BufferGeometry();
  27439. lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27440. coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27441. coneGeometry.translate( 0, - 0.5, 0 );
  27442. }
  27443. this.position.copy( origin );
  27444. this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  27445. this.line.matrixAutoUpdate = false;
  27446. this.add( this.line );
  27447. this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27448. this.cone.matrixAutoUpdate = false;
  27449. this.add( this.cone );
  27450. this.setDirection( dir );
  27451. this.setLength( length, headLength, headWidth );
  27452. }
  27453. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27454. ArrowHelper.prototype.constructor = ArrowHelper;
  27455. ArrowHelper.prototype.setDirection = ( function () {
  27456. var axis = new Vector3();
  27457. var radians;
  27458. return function setDirection( dir ) {
  27459. // dir is assumed to be normalized
  27460. if ( dir.y > 0.99999 ) {
  27461. this.quaternion.set( 0, 0, 0, 1 );
  27462. } else if ( dir.y < - 0.99999 ) {
  27463. this.quaternion.set( 1, 0, 0, 0 );
  27464. } else {
  27465. axis.set( dir.z, 0, - dir.x ).normalize();
  27466. radians = Math.acos( dir.y );
  27467. this.quaternion.setFromAxisAngle( axis, radians );
  27468. }
  27469. };
  27470. }() );
  27471. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27472. if ( headLength === undefined ) headLength = 0.2 * length;
  27473. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27474. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27475. this.line.updateMatrix();
  27476. this.cone.scale.set( headWidth, headLength, headWidth );
  27477. this.cone.position.y = length;
  27478. this.cone.updateMatrix();
  27479. };
  27480. ArrowHelper.prototype.setColor = function ( color ) {
  27481. this.line.material.color.copy( color );
  27482. this.cone.material.color.copy( color );
  27483. };
  27484. ArrowHelper.prototype.copy = function ( source ) {
  27485. Object3D.prototype.copy.call( this, source, false );
  27486. this.line.copy( source.line );
  27487. this.cone.copy( source.cone );
  27488. return this;
  27489. };
  27490. ArrowHelper.prototype.clone = function () {
  27491. return new this.constructor().copy( this );
  27492. };
  27493. /**
  27494. * @author sroucheray / http://sroucheray.org/
  27495. * @author mrdoob / http://mrdoob.com/
  27496. */
  27497. function AxesHelper( size ) {
  27498. size = size || 1;
  27499. var vertices = [
  27500. 0, 0, 0, size, 0, 0,
  27501. 0, 0, 0, 0, size, 0,
  27502. 0, 0, 0, 0, 0, size
  27503. ];
  27504. var colors = [
  27505. 1, 0, 0, 1, 0.6, 0,
  27506. 0, 1, 0, 0.6, 1, 0,
  27507. 0, 0, 1, 0, 0.6, 1
  27508. ];
  27509. var geometry = new BufferGeometry();
  27510. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27511. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27512. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27513. LineSegments.call( this, geometry, material );
  27514. }
  27515. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27516. AxesHelper.prototype.constructor = AxesHelper;
  27517. /**
  27518. * @author mrdoob / http://mrdoob.com/
  27519. */
  27520. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27521. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27522. return new Face3( a, b, c, normal, color, materialIndex );
  27523. }
  27524. var LineStrip = 0;
  27525. var LinePieces = 1;
  27526. function MeshFaceMaterial( materials ) {
  27527. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27528. return materials;
  27529. }
  27530. function MultiMaterial( materials ) {
  27531. if ( materials === undefined ) materials = [];
  27532. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27533. materials.isMultiMaterial = true;
  27534. materials.materials = materials;
  27535. materials.clone = function () {
  27536. return materials.slice();
  27537. };
  27538. return materials;
  27539. }
  27540. function PointCloud( geometry, material ) {
  27541. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  27542. return new Points( geometry, material );
  27543. }
  27544. function Particle( material ) {
  27545. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  27546. return new Sprite( material );
  27547. }
  27548. function ParticleSystem( geometry, material ) {
  27549. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  27550. return new Points( geometry, material );
  27551. }
  27552. function PointCloudMaterial( parameters ) {
  27553. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  27554. return new PointsMaterial( parameters );
  27555. }
  27556. function ParticleBasicMaterial( parameters ) {
  27557. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  27558. return new PointsMaterial( parameters );
  27559. }
  27560. function ParticleSystemMaterial( parameters ) {
  27561. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  27562. return new PointsMaterial( parameters );
  27563. }
  27564. function Vertex( x, y, z ) {
  27565. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  27566. return new Vector3( x, y, z );
  27567. }
  27568. //
  27569. function DynamicBufferAttribute( array, itemSize ) {
  27570. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  27571. return new BufferAttribute( array, itemSize ).setDynamic( true );
  27572. }
  27573. function Int8Attribute( array, itemSize ) {
  27574. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  27575. return new Int8BufferAttribute( array, itemSize );
  27576. }
  27577. function Uint8Attribute( array, itemSize ) {
  27578. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  27579. return new Uint8BufferAttribute( array, itemSize );
  27580. }
  27581. function Uint8ClampedAttribute( array, itemSize ) {
  27582. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  27583. return new Uint8ClampedBufferAttribute( array, itemSize );
  27584. }
  27585. function Int16Attribute( array, itemSize ) {
  27586. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  27587. return new Int16BufferAttribute( array, itemSize );
  27588. }
  27589. function Uint16Attribute( array, itemSize ) {
  27590. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  27591. return new Uint16BufferAttribute( array, itemSize );
  27592. }
  27593. function Int32Attribute( array, itemSize ) {
  27594. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  27595. return new Int32BufferAttribute( array, itemSize );
  27596. }
  27597. function Uint32Attribute( array, itemSize ) {
  27598. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  27599. return new Uint32BufferAttribute( array, itemSize );
  27600. }
  27601. function Float32Attribute( array, itemSize ) {
  27602. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  27603. return new Float32BufferAttribute( array, itemSize );
  27604. }
  27605. function Float64Attribute( array, itemSize ) {
  27606. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  27607. return new Float64BufferAttribute( array, itemSize );
  27608. }
  27609. //
  27610. Curve.create = function ( construct, getPoint ) {
  27611. console.log( 'THREE.Curve.create() has been deprecated' );
  27612. construct.prototype = Object.create( Curve.prototype );
  27613. construct.prototype.constructor = construct;
  27614. construct.prototype.getPoint = getPoint;
  27615. return construct;
  27616. };
  27617. //
  27618. Object.assign( CurvePath.prototype, {
  27619. createPointsGeometry: function ( divisions ) {
  27620. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27621. // generate geometry from path points (for Line or Points objects)
  27622. var pts = this.getPoints( divisions );
  27623. return this.createGeometry( pts );
  27624. },
  27625. createSpacedPointsGeometry: function ( divisions ) {
  27626. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27627. // generate geometry from equidistant sampling along the path
  27628. var pts = this.getSpacedPoints( divisions );
  27629. return this.createGeometry( pts );
  27630. },
  27631. createGeometry: function ( points ) {
  27632. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27633. var geometry = new Geometry();
  27634. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27635. var point = points[ i ];
  27636. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  27637. }
  27638. return geometry;
  27639. }
  27640. } );
  27641. //
  27642. Object.assign( Path.prototype, {
  27643. fromPoints: function ( points ) {
  27644. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  27645. this.setFromPoints( points );
  27646. }
  27647. } );
  27648. //
  27649. function ClosedSplineCurve3( points ) {
  27650. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27651. CatmullRomCurve3.call( this, points );
  27652. this.type = 'catmullrom';
  27653. this.closed = true;
  27654. }
  27655. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27656. //
  27657. function SplineCurve3( points ) {
  27658. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27659. CatmullRomCurve3.call( this, points );
  27660. this.type = 'catmullrom';
  27661. }
  27662. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27663. //
  27664. function Spline( points ) {
  27665. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  27666. CatmullRomCurve3.call( this, points );
  27667. this.type = 'catmullrom';
  27668. }
  27669. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  27670. Object.assign( Spline.prototype, {
  27671. initFromArray: function ( /* a */ ) {
  27672. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  27673. },
  27674. getControlPointsArray: function ( /* optionalTarget */ ) {
  27675. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  27676. },
  27677. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  27678. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  27679. }
  27680. } );
  27681. //
  27682. function AxisHelper( size ) {
  27683. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  27684. return new AxesHelper( size );
  27685. }
  27686. function BoundingBoxHelper( object, color ) {
  27687. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  27688. return new BoxHelper( object, color );
  27689. }
  27690. function EdgesHelper( object, hex ) {
  27691. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  27692. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27693. }
  27694. GridHelper.prototype.setColors = function () {
  27695. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  27696. };
  27697. SkeletonHelper.prototype.update = function () {
  27698. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  27699. };
  27700. function WireframeHelper( object, hex ) {
  27701. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  27702. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27703. }
  27704. //
  27705. Object.assign( Loader.prototype, {
  27706. extractUrlBase: function ( url ) {
  27707. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  27708. return LoaderUtils.extractUrlBase( url );
  27709. }
  27710. } );
  27711. function XHRLoader( manager ) {
  27712. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  27713. return new FileLoader( manager );
  27714. }
  27715. function BinaryTextureLoader( manager ) {
  27716. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  27717. return new DataTextureLoader( manager );
  27718. }
  27719. Object.assign( ObjectLoader.prototype, {
  27720. setTexturePath: function ( value ) {
  27721. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  27722. return this.setResourcePath( value );
  27723. }
  27724. } );
  27725. //
  27726. Object.assign( Box2.prototype, {
  27727. center: function ( optionalTarget ) {
  27728. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  27729. return this.getCenter( optionalTarget );
  27730. },
  27731. empty: function () {
  27732. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  27733. return this.isEmpty();
  27734. },
  27735. isIntersectionBox: function ( box ) {
  27736. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27737. return this.intersectsBox( box );
  27738. },
  27739. size: function ( optionalTarget ) {
  27740. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  27741. return this.getSize( optionalTarget );
  27742. }
  27743. } );
  27744. Object.assign( Box3.prototype, {
  27745. center: function ( optionalTarget ) {
  27746. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  27747. return this.getCenter( optionalTarget );
  27748. },
  27749. empty: function () {
  27750. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  27751. return this.isEmpty();
  27752. },
  27753. isIntersectionBox: function ( box ) {
  27754. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27755. return this.intersectsBox( box );
  27756. },
  27757. isIntersectionSphere: function ( sphere ) {
  27758. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27759. return this.intersectsSphere( sphere );
  27760. },
  27761. size: function ( optionalTarget ) {
  27762. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  27763. return this.getSize( optionalTarget );
  27764. }
  27765. } );
  27766. Line3.prototype.center = function ( optionalTarget ) {
  27767. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  27768. return this.getCenter( optionalTarget );
  27769. };
  27770. Object.assign( _Math, {
  27771. random16: function () {
  27772. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  27773. return Math.random();
  27774. },
  27775. nearestPowerOfTwo: function ( value ) {
  27776. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  27777. return _Math.floorPowerOfTwo( value );
  27778. },
  27779. nextPowerOfTwo: function ( value ) {
  27780. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  27781. return _Math.ceilPowerOfTwo( value );
  27782. }
  27783. } );
  27784. Object.assign( Matrix3.prototype, {
  27785. flattenToArrayOffset: function ( array, offset ) {
  27786. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27787. return this.toArray( array, offset );
  27788. },
  27789. multiplyVector3: function ( vector ) {
  27790. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  27791. return vector.applyMatrix3( this );
  27792. },
  27793. multiplyVector3Array: function ( /* a */ ) {
  27794. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  27795. },
  27796. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27797. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27798. return this.applyToBufferAttribute( buffer );
  27799. },
  27800. applyToVector3Array: function ( /* array, offset, length */ ) {
  27801. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  27802. }
  27803. } );
  27804. Object.assign( Matrix4.prototype, {
  27805. extractPosition: function ( m ) {
  27806. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  27807. return this.copyPosition( m );
  27808. },
  27809. flattenToArrayOffset: function ( array, offset ) {
  27810. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27811. return this.toArray( array, offset );
  27812. },
  27813. getPosition: function () {
  27814. var v1;
  27815. return function getPosition() {
  27816. if ( v1 === undefined ) v1 = new Vector3();
  27817. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  27818. return v1.setFromMatrixColumn( this, 3 );
  27819. };
  27820. }(),
  27821. setRotationFromQuaternion: function ( q ) {
  27822. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  27823. return this.makeRotationFromQuaternion( q );
  27824. },
  27825. multiplyToArray: function () {
  27826. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  27827. },
  27828. multiplyVector3: function ( vector ) {
  27829. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27830. return vector.applyMatrix4( this );
  27831. },
  27832. multiplyVector4: function ( vector ) {
  27833. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27834. return vector.applyMatrix4( this );
  27835. },
  27836. multiplyVector3Array: function ( /* a */ ) {
  27837. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  27838. },
  27839. rotateAxis: function ( v ) {
  27840. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  27841. v.transformDirection( this );
  27842. },
  27843. crossVector: function ( vector ) {
  27844. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27845. return vector.applyMatrix4( this );
  27846. },
  27847. translate: function () {
  27848. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  27849. },
  27850. rotateX: function () {
  27851. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  27852. },
  27853. rotateY: function () {
  27854. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  27855. },
  27856. rotateZ: function () {
  27857. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  27858. },
  27859. rotateByAxis: function () {
  27860. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  27861. },
  27862. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27863. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27864. return this.applyToBufferAttribute( buffer );
  27865. },
  27866. applyToVector3Array: function ( /* array, offset, length */ ) {
  27867. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  27868. },
  27869. makeFrustum: function ( left, right, bottom, top, near, far ) {
  27870. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  27871. return this.makePerspective( left, right, top, bottom, near, far );
  27872. }
  27873. } );
  27874. Plane.prototype.isIntersectionLine = function ( line ) {
  27875. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  27876. return this.intersectsLine( line );
  27877. };
  27878. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  27879. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  27880. return vector.applyQuaternion( this );
  27881. };
  27882. Object.assign( Ray.prototype, {
  27883. isIntersectionBox: function ( box ) {
  27884. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27885. return this.intersectsBox( box );
  27886. },
  27887. isIntersectionPlane: function ( plane ) {
  27888. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  27889. return this.intersectsPlane( plane );
  27890. },
  27891. isIntersectionSphere: function ( sphere ) {
  27892. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27893. return this.intersectsSphere( sphere );
  27894. }
  27895. } );
  27896. Object.assign( Triangle.prototype, {
  27897. area: function () {
  27898. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  27899. return this.getArea();
  27900. },
  27901. barycoordFromPoint: function ( point, target ) {
  27902. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27903. return this.getBarycoord( point, target );
  27904. },
  27905. midpoint: function ( target ) {
  27906. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  27907. return this.getMidpoint( target );
  27908. },
  27909. normal: function ( target ) {
  27910. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27911. return this.getNormal( target );
  27912. },
  27913. plane: function ( target ) {
  27914. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  27915. return this.getPlane( target );
  27916. }
  27917. } );
  27918. Object.assign( Triangle, {
  27919. barycoordFromPoint: function ( point, a, b, c, target ) {
  27920. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27921. return Triangle.getBarycoord( point, a, b, c, target );
  27922. },
  27923. normal: function ( a, b, c, target ) {
  27924. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27925. return Triangle.getNormal( a, b, c, target );
  27926. }
  27927. } );
  27928. Object.assign( Shape.prototype, {
  27929. extractAllPoints: function ( divisions ) {
  27930. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  27931. return this.extractPoints( divisions );
  27932. },
  27933. extrude: function ( options ) {
  27934. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  27935. return new ExtrudeGeometry( this, options );
  27936. },
  27937. makeGeometry: function ( options ) {
  27938. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  27939. return new ShapeGeometry( this, options );
  27940. }
  27941. } );
  27942. Object.assign( Vector2.prototype, {
  27943. fromAttribute: function ( attribute, index, offset ) {
  27944. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27945. return this.fromBufferAttribute( attribute, index, offset );
  27946. },
  27947. distanceToManhattan: function ( v ) {
  27948. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  27949. return this.manhattanDistanceTo( v );
  27950. },
  27951. lengthManhattan: function () {
  27952. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  27953. return this.manhattanLength();
  27954. }
  27955. } );
  27956. Object.assign( Vector3.prototype, {
  27957. setEulerFromRotationMatrix: function () {
  27958. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  27959. },
  27960. setEulerFromQuaternion: function () {
  27961. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  27962. },
  27963. getPositionFromMatrix: function ( m ) {
  27964. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  27965. return this.setFromMatrixPosition( m );
  27966. },
  27967. getScaleFromMatrix: function ( m ) {
  27968. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  27969. return this.setFromMatrixScale( m );
  27970. },
  27971. getColumnFromMatrix: function ( index, matrix ) {
  27972. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  27973. return this.setFromMatrixColumn( matrix, index );
  27974. },
  27975. applyProjection: function ( m ) {
  27976. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  27977. return this.applyMatrix4( m );
  27978. },
  27979. fromAttribute: function ( attribute, index, offset ) {
  27980. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27981. return this.fromBufferAttribute( attribute, index, offset );
  27982. },
  27983. distanceToManhattan: function ( v ) {
  27984. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  27985. return this.manhattanDistanceTo( v );
  27986. },
  27987. lengthManhattan: function () {
  27988. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  27989. return this.manhattanLength();
  27990. }
  27991. } );
  27992. Object.assign( Vector4.prototype, {
  27993. fromAttribute: function ( attribute, index, offset ) {
  27994. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27995. return this.fromBufferAttribute( attribute, index, offset );
  27996. },
  27997. lengthManhattan: function () {
  27998. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  27999. return this.manhattanLength();
  28000. }
  28001. } );
  28002. //
  28003. Object.assign( Geometry.prototype, {
  28004. computeTangents: function () {
  28005. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28006. },
  28007. computeLineDistances: function () {
  28008. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28009. }
  28010. } );
  28011. Object.assign( Object3D.prototype, {
  28012. getChildByName: function ( name ) {
  28013. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28014. return this.getObjectByName( name );
  28015. },
  28016. renderDepth: function () {
  28017. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28018. },
  28019. translate: function ( distance, axis ) {
  28020. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28021. return this.translateOnAxis( axis, distance );
  28022. },
  28023. getWorldRotation: function () {
  28024. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28025. }
  28026. } );
  28027. Object.defineProperties( Object3D.prototype, {
  28028. eulerOrder: {
  28029. get: function () {
  28030. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28031. return this.rotation.order;
  28032. },
  28033. set: function ( value ) {
  28034. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28035. this.rotation.order = value;
  28036. }
  28037. },
  28038. useQuaternion: {
  28039. get: function () {
  28040. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28041. },
  28042. set: function () {
  28043. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28044. }
  28045. }
  28046. } );
  28047. Object.defineProperties( LOD.prototype, {
  28048. objects: {
  28049. get: function () {
  28050. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28051. return this.levels;
  28052. }
  28053. }
  28054. } );
  28055. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28056. get: function () {
  28057. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28058. },
  28059. set: function () {
  28060. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28061. }
  28062. } );
  28063. SkinnedMesh.prototype.initBones = function () {
  28064. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28065. };
  28066. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28067. get: function () {
  28068. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28069. return this.arcLengthDivisions;
  28070. },
  28071. set: function ( value ) {
  28072. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28073. this.arcLengthDivisions = value;
  28074. }
  28075. } );
  28076. //
  28077. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28078. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28079. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28080. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28081. this.setFocalLength( focalLength );
  28082. };
  28083. //
  28084. Object.defineProperties( Light.prototype, {
  28085. onlyShadow: {
  28086. set: function () {
  28087. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28088. }
  28089. },
  28090. shadowCameraFov: {
  28091. set: function ( value ) {
  28092. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28093. this.shadow.camera.fov = value;
  28094. }
  28095. },
  28096. shadowCameraLeft: {
  28097. set: function ( value ) {
  28098. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28099. this.shadow.camera.left = value;
  28100. }
  28101. },
  28102. shadowCameraRight: {
  28103. set: function ( value ) {
  28104. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28105. this.shadow.camera.right = value;
  28106. }
  28107. },
  28108. shadowCameraTop: {
  28109. set: function ( value ) {
  28110. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28111. this.shadow.camera.top = value;
  28112. }
  28113. },
  28114. shadowCameraBottom: {
  28115. set: function ( value ) {
  28116. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28117. this.shadow.camera.bottom = value;
  28118. }
  28119. },
  28120. shadowCameraNear: {
  28121. set: function ( value ) {
  28122. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28123. this.shadow.camera.near = value;
  28124. }
  28125. },
  28126. shadowCameraFar: {
  28127. set: function ( value ) {
  28128. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28129. this.shadow.camera.far = value;
  28130. }
  28131. },
  28132. shadowCameraVisible: {
  28133. set: function () {
  28134. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28135. }
  28136. },
  28137. shadowBias: {
  28138. set: function ( value ) {
  28139. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28140. this.shadow.bias = value;
  28141. }
  28142. },
  28143. shadowDarkness: {
  28144. set: function () {
  28145. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28146. }
  28147. },
  28148. shadowMapWidth: {
  28149. set: function ( value ) {
  28150. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28151. this.shadow.mapSize.width = value;
  28152. }
  28153. },
  28154. shadowMapHeight: {
  28155. set: function ( value ) {
  28156. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28157. this.shadow.mapSize.height = value;
  28158. }
  28159. }
  28160. } );
  28161. //
  28162. Object.defineProperties( BufferAttribute.prototype, {
  28163. length: {
  28164. get: function () {
  28165. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28166. return this.array.length;
  28167. }
  28168. },
  28169. copyIndicesArray: function ( /* indices */ ) {
  28170. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28171. }
  28172. } );
  28173. Object.assign( BufferGeometry.prototype, {
  28174. addIndex: function ( index ) {
  28175. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28176. this.setIndex( index );
  28177. },
  28178. addDrawCall: function ( start, count, indexOffset ) {
  28179. if ( indexOffset !== undefined ) {
  28180. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28181. }
  28182. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28183. this.addGroup( start, count );
  28184. },
  28185. clearDrawCalls: function () {
  28186. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28187. this.clearGroups();
  28188. },
  28189. computeTangents: function () {
  28190. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28191. },
  28192. computeOffsets: function () {
  28193. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28194. }
  28195. } );
  28196. Object.defineProperties( BufferGeometry.prototype, {
  28197. drawcalls: {
  28198. get: function () {
  28199. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28200. return this.groups;
  28201. }
  28202. },
  28203. offsets: {
  28204. get: function () {
  28205. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28206. return this.groups;
  28207. }
  28208. }
  28209. } );
  28210. //
  28211. Object.assign( ExtrudeBufferGeometry.prototype, {
  28212. getArrays: function () {
  28213. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28214. },
  28215. addShapeList: function () {
  28216. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28217. },
  28218. addShape: function () {
  28219. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28220. }
  28221. } );
  28222. //
  28223. Object.defineProperties( Uniform.prototype, {
  28224. dynamic: {
  28225. set: function () {
  28226. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28227. }
  28228. },
  28229. onUpdate: {
  28230. value: function () {
  28231. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28232. return this;
  28233. }
  28234. }
  28235. } );
  28236. //
  28237. Object.defineProperties( Material.prototype, {
  28238. wrapAround: {
  28239. get: function () {
  28240. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28241. },
  28242. set: function () {
  28243. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28244. }
  28245. },
  28246. overdraw: {
  28247. get: function () {
  28248. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28249. },
  28250. set: function () {
  28251. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28252. }
  28253. },
  28254. wrapRGB: {
  28255. get: function () {
  28256. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28257. return new Color();
  28258. }
  28259. },
  28260. shading: {
  28261. get: function () {
  28262. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28263. },
  28264. set: function ( value ) {
  28265. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28266. this.flatShading = ( value === FlatShading );
  28267. }
  28268. }
  28269. } );
  28270. Object.defineProperties( MeshPhongMaterial.prototype, {
  28271. metal: {
  28272. get: function () {
  28273. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28274. return false;
  28275. },
  28276. set: function () {
  28277. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28278. }
  28279. }
  28280. } );
  28281. Object.defineProperties( ShaderMaterial.prototype, {
  28282. derivatives: {
  28283. get: function () {
  28284. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28285. return this.extensions.derivatives;
  28286. },
  28287. set: function ( value ) {
  28288. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28289. this.extensions.derivatives = value;
  28290. }
  28291. }
  28292. } );
  28293. //
  28294. Object.assign( WebGLRenderer.prototype, {
  28295. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28296. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28297. this.setRenderTarget( renderTarget );
  28298. this.clear( color, depth, stencil );
  28299. },
  28300. animate: function ( callback ) {
  28301. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28302. this.setAnimationLoop( callback );
  28303. },
  28304. getCurrentRenderTarget: function () {
  28305. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28306. return this.getRenderTarget();
  28307. },
  28308. getMaxAnisotropy: function () {
  28309. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28310. return this.capabilities.getMaxAnisotropy();
  28311. },
  28312. getPrecision: function () {
  28313. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28314. return this.capabilities.precision;
  28315. },
  28316. resetGLState: function () {
  28317. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28318. return this.state.reset();
  28319. },
  28320. supportsFloatTextures: function () {
  28321. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28322. return this.extensions.get( 'OES_texture_float' );
  28323. },
  28324. supportsHalfFloatTextures: function () {
  28325. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28326. return this.extensions.get( 'OES_texture_half_float' );
  28327. },
  28328. supportsStandardDerivatives: function () {
  28329. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28330. return this.extensions.get( 'OES_standard_derivatives' );
  28331. },
  28332. supportsCompressedTextureS3TC: function () {
  28333. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28334. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28335. },
  28336. supportsCompressedTexturePVRTC: function () {
  28337. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28338. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28339. },
  28340. supportsBlendMinMax: function () {
  28341. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28342. return this.extensions.get( 'EXT_blend_minmax' );
  28343. },
  28344. supportsVertexTextures: function () {
  28345. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28346. return this.capabilities.vertexTextures;
  28347. },
  28348. supportsInstancedArrays: function () {
  28349. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28350. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28351. },
  28352. enableScissorTest: function ( boolean ) {
  28353. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28354. this.setScissorTest( boolean );
  28355. },
  28356. initMaterial: function () {
  28357. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28358. },
  28359. addPrePlugin: function () {
  28360. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28361. },
  28362. addPostPlugin: function () {
  28363. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28364. },
  28365. updateShadowMap: function () {
  28366. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28367. },
  28368. setFaceCulling: function () {
  28369. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28370. }
  28371. } );
  28372. Object.defineProperties( WebGLRenderer.prototype, {
  28373. shadowMapEnabled: {
  28374. get: function () {
  28375. return this.shadowMap.enabled;
  28376. },
  28377. set: function ( value ) {
  28378. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28379. this.shadowMap.enabled = value;
  28380. }
  28381. },
  28382. shadowMapType: {
  28383. get: function () {
  28384. return this.shadowMap.type;
  28385. },
  28386. set: function ( value ) {
  28387. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28388. this.shadowMap.type = value;
  28389. }
  28390. },
  28391. shadowMapCullFace: {
  28392. get: function () {
  28393. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28394. return undefined;
  28395. },
  28396. set: function ( /* value */ ) {
  28397. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28398. }
  28399. }
  28400. } );
  28401. Object.defineProperties( WebGLShadowMap.prototype, {
  28402. cullFace: {
  28403. get: function () {
  28404. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28405. return undefined;
  28406. },
  28407. set: function ( /* cullFace */ ) {
  28408. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28409. }
  28410. },
  28411. renderReverseSided: {
  28412. get: function () {
  28413. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28414. return undefined;
  28415. },
  28416. set: function () {
  28417. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28418. }
  28419. },
  28420. renderSingleSided: {
  28421. get: function () {
  28422. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28423. return undefined;
  28424. },
  28425. set: function () {
  28426. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28427. }
  28428. }
  28429. } );
  28430. //
  28431. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28432. activeCubeFace: {
  28433. set: function ( /* value */ ) {
  28434. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28435. }
  28436. },
  28437. activeMipMapLevel: {
  28438. set: function ( /* value */ ) {
  28439. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28440. }
  28441. }
  28442. } );
  28443. //
  28444. Object.defineProperties( WebGLRenderTarget.prototype, {
  28445. wrapS: {
  28446. get: function () {
  28447. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28448. return this.texture.wrapS;
  28449. },
  28450. set: function ( value ) {
  28451. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28452. this.texture.wrapS = value;
  28453. }
  28454. },
  28455. wrapT: {
  28456. get: function () {
  28457. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28458. return this.texture.wrapT;
  28459. },
  28460. set: function ( value ) {
  28461. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28462. this.texture.wrapT = value;
  28463. }
  28464. },
  28465. magFilter: {
  28466. get: function () {
  28467. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28468. return this.texture.magFilter;
  28469. },
  28470. set: function ( value ) {
  28471. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28472. this.texture.magFilter = value;
  28473. }
  28474. },
  28475. minFilter: {
  28476. get: function () {
  28477. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28478. return this.texture.minFilter;
  28479. },
  28480. set: function ( value ) {
  28481. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28482. this.texture.minFilter = value;
  28483. }
  28484. },
  28485. anisotropy: {
  28486. get: function () {
  28487. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28488. return this.texture.anisotropy;
  28489. },
  28490. set: function ( value ) {
  28491. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28492. this.texture.anisotropy = value;
  28493. }
  28494. },
  28495. offset: {
  28496. get: function () {
  28497. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28498. return this.texture.offset;
  28499. },
  28500. set: function ( value ) {
  28501. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28502. this.texture.offset = value;
  28503. }
  28504. },
  28505. repeat: {
  28506. get: function () {
  28507. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28508. return this.texture.repeat;
  28509. },
  28510. set: function ( value ) {
  28511. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28512. this.texture.repeat = value;
  28513. }
  28514. },
  28515. format: {
  28516. get: function () {
  28517. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28518. return this.texture.format;
  28519. },
  28520. set: function ( value ) {
  28521. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28522. this.texture.format = value;
  28523. }
  28524. },
  28525. type: {
  28526. get: function () {
  28527. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28528. return this.texture.type;
  28529. },
  28530. set: function ( value ) {
  28531. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28532. this.texture.type = value;
  28533. }
  28534. },
  28535. generateMipmaps: {
  28536. get: function () {
  28537. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28538. return this.texture.generateMipmaps;
  28539. },
  28540. set: function ( value ) {
  28541. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28542. this.texture.generateMipmaps = value;
  28543. }
  28544. }
  28545. } );
  28546. //
  28547. Object.defineProperties( WebVRManager.prototype, {
  28548. standing: {
  28549. set: function ( /* value */ ) {
  28550. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  28551. }
  28552. },
  28553. userHeight: {
  28554. set: function ( /* value */ ) {
  28555. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  28556. }
  28557. }
  28558. } );
  28559. //
  28560. Audio.prototype.load = function ( file ) {
  28561. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  28562. var scope = this;
  28563. var audioLoader = new AudioLoader();
  28564. audioLoader.load( file, function ( buffer ) {
  28565. scope.setBuffer( buffer );
  28566. } );
  28567. return this;
  28568. };
  28569. AudioAnalyser.prototype.getData = function () {
  28570. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  28571. return this.getFrequencyData();
  28572. };
  28573. //
  28574. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  28575. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  28576. return this.update( renderer, scene );
  28577. };
  28578. //
  28579. var GeometryUtils = {
  28580. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  28581. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  28582. var matrix;
  28583. if ( geometry2.isMesh ) {
  28584. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  28585. matrix = geometry2.matrix;
  28586. geometry2 = geometry2.geometry;
  28587. }
  28588. geometry1.merge( geometry2, matrix, materialIndexOffset );
  28589. },
  28590. center: function ( geometry ) {
  28591. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  28592. return geometry.center();
  28593. }
  28594. };
  28595. ImageUtils.crossOrigin = undefined;
  28596. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  28597. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  28598. var loader = new TextureLoader();
  28599. loader.setCrossOrigin( this.crossOrigin );
  28600. var texture = loader.load( url, onLoad, undefined, onError );
  28601. if ( mapping ) texture.mapping = mapping;
  28602. return texture;
  28603. };
  28604. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  28605. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  28606. var loader = new CubeTextureLoader();
  28607. loader.setCrossOrigin( this.crossOrigin );
  28608. var texture = loader.load( urls, onLoad, undefined, onError );
  28609. if ( mapping ) texture.mapping = mapping;
  28610. return texture;
  28611. };
  28612. ImageUtils.loadCompressedTexture = function () {
  28613. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  28614. };
  28615. ImageUtils.loadCompressedTextureCube = function () {
  28616. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  28617. };
  28618. //
  28619. function Projector() {
  28620. console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
  28621. this.projectVector = function ( vector, camera ) {
  28622. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  28623. vector.project( camera );
  28624. };
  28625. this.unprojectVector = function ( vector, camera ) {
  28626. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  28627. vector.unproject( camera );
  28628. };
  28629. this.pickingRay = function () {
  28630. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  28631. };
  28632. }
  28633. //
  28634. function CanvasRenderer() {
  28635. console.error( 'THREE.CanvasRenderer has been removed' );
  28636. }
  28637. //
  28638. function JSONLoader() {
  28639. console.error( 'THREE.JSONLoader has been removed.' );
  28640. }
  28641. //
  28642. var SceneUtils = {
  28643. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  28644. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28645. },
  28646. detach: function ( /* child, parent, scene */ ) {
  28647. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28648. },
  28649. attach: function ( /* child, scene, parent */ ) {
  28650. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28651. }
  28652. };
  28653. //
  28654. function LensFlare() {
  28655. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  28656. }
  28657. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  28658. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  28659. exports.WebGLRenderTarget = WebGLRenderTarget;
  28660. exports.WebGLRenderer = WebGLRenderer;
  28661. exports.ShaderLib = ShaderLib;
  28662. exports.UniformsLib = UniformsLib;
  28663. exports.UniformsUtils = UniformsUtils;
  28664. exports.ShaderChunk = ShaderChunk;
  28665. exports.FogExp2 = FogExp2;
  28666. exports.Fog = Fog;
  28667. exports.Scene = Scene;
  28668. exports.Sprite = Sprite;
  28669. exports.LOD = LOD;
  28670. exports.SkinnedMesh = SkinnedMesh;
  28671. exports.Skeleton = Skeleton;
  28672. exports.Bone = Bone;
  28673. exports.Mesh = Mesh;
  28674. exports.LineSegments = LineSegments;
  28675. exports.LineLoop = LineLoop;
  28676. exports.Line = Line;
  28677. exports.Points = Points;
  28678. exports.Group = Group;
  28679. exports.VideoTexture = VideoTexture;
  28680. exports.DataTexture = DataTexture;
  28681. exports.DataTexture2DArray = DataTexture2DArray;
  28682. exports.DataTexture3D = DataTexture3D;
  28683. exports.CompressedTexture = CompressedTexture;
  28684. exports.CubeTexture = CubeTexture;
  28685. exports.CanvasTexture = CanvasTexture;
  28686. exports.DepthTexture = DepthTexture;
  28687. exports.Texture = Texture;
  28688. exports.AnimationLoader = AnimationLoader;
  28689. exports.CompressedTextureLoader = CompressedTextureLoader;
  28690. exports.DataTextureLoader = DataTextureLoader;
  28691. exports.CubeTextureLoader = CubeTextureLoader;
  28692. exports.TextureLoader = TextureLoader;
  28693. exports.ObjectLoader = ObjectLoader;
  28694. exports.MaterialLoader = MaterialLoader;
  28695. exports.BufferGeometryLoader = BufferGeometryLoader;
  28696. exports.DefaultLoadingManager = DefaultLoadingManager;
  28697. exports.LoadingManager = LoadingManager;
  28698. exports.ImageLoader = ImageLoader;
  28699. exports.ImageBitmapLoader = ImageBitmapLoader;
  28700. exports.FontLoader = FontLoader;
  28701. exports.FileLoader = FileLoader;
  28702. exports.Loader = Loader;
  28703. exports.LoaderUtils = LoaderUtils;
  28704. exports.Cache = Cache;
  28705. exports.AudioLoader = AudioLoader;
  28706. exports.SpotLightShadow = SpotLightShadow;
  28707. exports.SpotLight = SpotLight;
  28708. exports.PointLight = PointLight;
  28709. exports.RectAreaLight = RectAreaLight;
  28710. exports.HemisphereLight = HemisphereLight;
  28711. exports.DirectionalLightShadow = DirectionalLightShadow;
  28712. exports.DirectionalLight = DirectionalLight;
  28713. exports.AmbientLight = AmbientLight;
  28714. exports.LightShadow = LightShadow;
  28715. exports.Light = Light;
  28716. exports.StereoCamera = StereoCamera;
  28717. exports.PerspectiveCamera = PerspectiveCamera;
  28718. exports.OrthographicCamera = OrthographicCamera;
  28719. exports.CubeCamera = CubeCamera;
  28720. exports.ArrayCamera = ArrayCamera;
  28721. exports.Camera = Camera;
  28722. exports.AudioListener = AudioListener;
  28723. exports.PositionalAudio = PositionalAudio;
  28724. exports.AudioContext = AudioContext;
  28725. exports.AudioAnalyser = AudioAnalyser;
  28726. exports.Audio = Audio;
  28727. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  28728. exports.StringKeyframeTrack = StringKeyframeTrack;
  28729. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  28730. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  28731. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  28732. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  28733. exports.PropertyMixer = PropertyMixer;
  28734. exports.PropertyBinding = PropertyBinding;
  28735. exports.KeyframeTrack = KeyframeTrack;
  28736. exports.AnimationUtils = AnimationUtils;
  28737. exports.AnimationObjectGroup = AnimationObjectGroup;
  28738. exports.AnimationMixer = AnimationMixer;
  28739. exports.AnimationClip = AnimationClip;
  28740. exports.Uniform = Uniform;
  28741. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  28742. exports.BufferGeometry = BufferGeometry;
  28743. exports.Geometry = Geometry;
  28744. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  28745. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  28746. exports.InterleavedBuffer = InterleavedBuffer;
  28747. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  28748. exports.Face3 = Face3;
  28749. exports.Object3D = Object3D;
  28750. exports.Raycaster = Raycaster;
  28751. exports.Layers = Layers;
  28752. exports.EventDispatcher = EventDispatcher;
  28753. exports.Clock = Clock;
  28754. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  28755. exports.LinearInterpolant = LinearInterpolant;
  28756. exports.DiscreteInterpolant = DiscreteInterpolant;
  28757. exports.CubicInterpolant = CubicInterpolant;
  28758. exports.Interpolant = Interpolant;
  28759. exports.Triangle = Triangle;
  28760. exports.Math = _Math;
  28761. exports.Spherical = Spherical;
  28762. exports.Cylindrical = Cylindrical;
  28763. exports.Plane = Plane;
  28764. exports.Frustum = Frustum;
  28765. exports.Sphere = Sphere;
  28766. exports.Ray = Ray;
  28767. exports.Matrix4 = Matrix4;
  28768. exports.Matrix3 = Matrix3;
  28769. exports.Box3 = Box3;
  28770. exports.Box2 = Box2;
  28771. exports.Line3 = Line3;
  28772. exports.Euler = Euler;
  28773. exports.Vector4 = Vector4;
  28774. exports.Vector3 = Vector3;
  28775. exports.Vector2 = Vector2;
  28776. exports.Quaternion = Quaternion;
  28777. exports.Color = Color;
  28778. exports.ImmediateRenderObject = ImmediateRenderObject;
  28779. exports.VertexNormalsHelper = VertexNormalsHelper;
  28780. exports.SpotLightHelper = SpotLightHelper;
  28781. exports.SkeletonHelper = SkeletonHelper;
  28782. exports.PointLightHelper = PointLightHelper;
  28783. exports.RectAreaLightHelper = RectAreaLightHelper;
  28784. exports.HemisphereLightHelper = HemisphereLightHelper;
  28785. exports.GridHelper = GridHelper;
  28786. exports.PolarGridHelper = PolarGridHelper;
  28787. exports.PositionalAudioHelper = PositionalAudioHelper;
  28788. exports.FaceNormalsHelper = FaceNormalsHelper;
  28789. exports.DirectionalLightHelper = DirectionalLightHelper;
  28790. exports.CameraHelper = CameraHelper;
  28791. exports.BoxHelper = BoxHelper;
  28792. exports.Box3Helper = Box3Helper;
  28793. exports.PlaneHelper = PlaneHelper;
  28794. exports.ArrowHelper = ArrowHelper;
  28795. exports.AxesHelper = AxesHelper;
  28796. exports.Shape = Shape;
  28797. exports.Path = Path;
  28798. exports.ShapePath = ShapePath;
  28799. exports.Font = Font;
  28800. exports.CurvePath = CurvePath;
  28801. exports.Curve = Curve;
  28802. exports.ImageUtils = ImageUtils;
  28803. exports.ShapeUtils = ShapeUtils;
  28804. exports.WebGLUtils = WebGLUtils;
  28805. exports.WireframeGeometry = WireframeGeometry;
  28806. exports.ParametricGeometry = ParametricGeometry;
  28807. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  28808. exports.TetrahedronGeometry = TetrahedronGeometry;
  28809. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  28810. exports.OctahedronGeometry = OctahedronGeometry;
  28811. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  28812. exports.IcosahedronGeometry = IcosahedronGeometry;
  28813. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  28814. exports.DodecahedronGeometry = DodecahedronGeometry;
  28815. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  28816. exports.PolyhedronGeometry = PolyhedronGeometry;
  28817. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  28818. exports.TubeGeometry = TubeGeometry;
  28819. exports.TubeBufferGeometry = TubeBufferGeometry;
  28820. exports.TorusKnotGeometry = TorusKnotGeometry;
  28821. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  28822. exports.TorusGeometry = TorusGeometry;
  28823. exports.TorusBufferGeometry = TorusBufferGeometry;
  28824. exports.TextGeometry = TextGeometry;
  28825. exports.TextBufferGeometry = TextBufferGeometry;
  28826. exports.SphereGeometry = SphereGeometry;
  28827. exports.SphereBufferGeometry = SphereBufferGeometry;
  28828. exports.RingGeometry = RingGeometry;
  28829. exports.RingBufferGeometry = RingBufferGeometry;
  28830. exports.PlaneGeometry = PlaneGeometry;
  28831. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  28832. exports.LatheGeometry = LatheGeometry;
  28833. exports.LatheBufferGeometry = LatheBufferGeometry;
  28834. exports.ShapeGeometry = ShapeGeometry;
  28835. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  28836. exports.ExtrudeGeometry = ExtrudeGeometry;
  28837. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  28838. exports.EdgesGeometry = EdgesGeometry;
  28839. exports.ConeGeometry = ConeGeometry;
  28840. exports.ConeBufferGeometry = ConeBufferGeometry;
  28841. exports.CylinderGeometry = CylinderGeometry;
  28842. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  28843. exports.CircleGeometry = CircleGeometry;
  28844. exports.CircleBufferGeometry = CircleBufferGeometry;
  28845. exports.BoxGeometry = BoxGeometry;
  28846. exports.CubeGeometry = BoxGeometry;
  28847. exports.BoxBufferGeometry = BoxBufferGeometry;
  28848. exports.ShadowMaterial = ShadowMaterial;
  28849. exports.SpriteMaterial = SpriteMaterial;
  28850. exports.RawShaderMaterial = RawShaderMaterial;
  28851. exports.ShaderMaterial = ShaderMaterial;
  28852. exports.PointsMaterial = PointsMaterial;
  28853. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  28854. exports.MeshStandardMaterial = MeshStandardMaterial;
  28855. exports.MeshPhongMaterial = MeshPhongMaterial;
  28856. exports.MeshToonMaterial = MeshToonMaterial;
  28857. exports.MeshNormalMaterial = MeshNormalMaterial;
  28858. exports.MeshLambertMaterial = MeshLambertMaterial;
  28859. exports.MeshDepthMaterial = MeshDepthMaterial;
  28860. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  28861. exports.MeshBasicMaterial = MeshBasicMaterial;
  28862. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  28863. exports.LineDashedMaterial = LineDashedMaterial;
  28864. exports.LineBasicMaterial = LineBasicMaterial;
  28865. exports.Material = Material;
  28866. exports.Float64BufferAttribute = Float64BufferAttribute;
  28867. exports.Float32BufferAttribute = Float32BufferAttribute;
  28868. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  28869. exports.Int32BufferAttribute = Int32BufferAttribute;
  28870. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  28871. exports.Int16BufferAttribute = Int16BufferAttribute;
  28872. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  28873. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  28874. exports.Int8BufferAttribute = Int8BufferAttribute;
  28875. exports.BufferAttribute = BufferAttribute;
  28876. exports.ArcCurve = ArcCurve;
  28877. exports.CatmullRomCurve3 = CatmullRomCurve3;
  28878. exports.CubicBezierCurve = CubicBezierCurve;
  28879. exports.CubicBezierCurve3 = CubicBezierCurve3;
  28880. exports.EllipseCurve = EllipseCurve;
  28881. exports.LineCurve = LineCurve;
  28882. exports.LineCurve3 = LineCurve3;
  28883. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  28884. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  28885. exports.SplineCurve = SplineCurve;
  28886. exports.REVISION = REVISION;
  28887. exports.MOUSE = MOUSE;
  28888. exports.CullFaceNone = CullFaceNone;
  28889. exports.CullFaceBack = CullFaceBack;
  28890. exports.CullFaceFront = CullFaceFront;
  28891. exports.CullFaceFrontBack = CullFaceFrontBack;
  28892. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  28893. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  28894. exports.BasicShadowMap = BasicShadowMap;
  28895. exports.PCFShadowMap = PCFShadowMap;
  28896. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  28897. exports.FrontSide = FrontSide;
  28898. exports.BackSide = BackSide;
  28899. exports.DoubleSide = DoubleSide;
  28900. exports.FlatShading = FlatShading;
  28901. exports.SmoothShading = SmoothShading;
  28902. exports.NoColors = NoColors;
  28903. exports.FaceColors = FaceColors;
  28904. exports.VertexColors = VertexColors;
  28905. exports.NoBlending = NoBlending;
  28906. exports.NormalBlending = NormalBlending;
  28907. exports.AdditiveBlending = AdditiveBlending;
  28908. exports.SubtractiveBlending = SubtractiveBlending;
  28909. exports.MultiplyBlending = MultiplyBlending;
  28910. exports.CustomBlending = CustomBlending;
  28911. exports.AddEquation = AddEquation;
  28912. exports.SubtractEquation = SubtractEquation;
  28913. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  28914. exports.MinEquation = MinEquation;
  28915. exports.MaxEquation = MaxEquation;
  28916. exports.ZeroFactor = ZeroFactor;
  28917. exports.OneFactor = OneFactor;
  28918. exports.SrcColorFactor = SrcColorFactor;
  28919. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  28920. exports.SrcAlphaFactor = SrcAlphaFactor;
  28921. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  28922. exports.DstAlphaFactor = DstAlphaFactor;
  28923. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  28924. exports.DstColorFactor = DstColorFactor;
  28925. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  28926. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  28927. exports.NeverDepth = NeverDepth;
  28928. exports.AlwaysDepth = AlwaysDepth;
  28929. exports.LessDepth = LessDepth;
  28930. exports.LessEqualDepth = LessEqualDepth;
  28931. exports.EqualDepth = EqualDepth;
  28932. exports.GreaterEqualDepth = GreaterEqualDepth;
  28933. exports.GreaterDepth = GreaterDepth;
  28934. exports.NotEqualDepth = NotEqualDepth;
  28935. exports.MultiplyOperation = MultiplyOperation;
  28936. exports.MixOperation = MixOperation;
  28937. exports.AddOperation = AddOperation;
  28938. exports.NoToneMapping = NoToneMapping;
  28939. exports.LinearToneMapping = LinearToneMapping;
  28940. exports.ReinhardToneMapping = ReinhardToneMapping;
  28941. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  28942. exports.CineonToneMapping = CineonToneMapping;
  28943. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28944. exports.UVMapping = UVMapping;
  28945. exports.CubeReflectionMapping = CubeReflectionMapping;
  28946. exports.CubeRefractionMapping = CubeRefractionMapping;
  28947. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  28948. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  28949. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  28950. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  28951. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  28952. exports.RepeatWrapping = RepeatWrapping;
  28953. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  28954. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  28955. exports.NearestFilter = NearestFilter;
  28956. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  28957. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  28958. exports.LinearFilter = LinearFilter;
  28959. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  28960. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  28961. exports.UnsignedByteType = UnsignedByteType;
  28962. exports.ByteType = ByteType;
  28963. exports.ShortType = ShortType;
  28964. exports.UnsignedShortType = UnsignedShortType;
  28965. exports.IntType = IntType;
  28966. exports.UnsignedIntType = UnsignedIntType;
  28967. exports.FloatType = FloatType;
  28968. exports.HalfFloatType = HalfFloatType;
  28969. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  28970. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  28971. exports.UnsignedShort565Type = UnsignedShort565Type;
  28972. exports.UnsignedInt248Type = UnsignedInt248Type;
  28973. exports.AlphaFormat = AlphaFormat;
  28974. exports.RGBFormat = RGBFormat;
  28975. exports.RGBAFormat = RGBAFormat;
  28976. exports.LuminanceFormat = LuminanceFormat;
  28977. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  28978. exports.RGBEFormat = RGBEFormat;
  28979. exports.DepthFormat = DepthFormat;
  28980. exports.DepthStencilFormat = DepthStencilFormat;
  28981. exports.RedFormat = RedFormat;
  28982. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  28983. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  28984. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  28985. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  28986. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  28987. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  28988. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  28989. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  28990. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  28991. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  28992. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  28993. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  28994. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  28995. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  28996. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  28997. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  28998. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  28999. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29000. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29001. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29002. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29003. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29004. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29005. exports.LoopOnce = LoopOnce;
  29006. exports.LoopRepeat = LoopRepeat;
  29007. exports.LoopPingPong = LoopPingPong;
  29008. exports.InterpolateDiscrete = InterpolateDiscrete;
  29009. exports.InterpolateLinear = InterpolateLinear;
  29010. exports.InterpolateSmooth = InterpolateSmooth;
  29011. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29012. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29013. exports.WrapAroundEnding = WrapAroundEnding;
  29014. exports.TrianglesDrawMode = TrianglesDrawMode;
  29015. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29016. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29017. exports.LinearEncoding = LinearEncoding;
  29018. exports.sRGBEncoding = sRGBEncoding;
  29019. exports.GammaEncoding = GammaEncoding;
  29020. exports.RGBEEncoding = RGBEEncoding;
  29021. exports.LogLuvEncoding = LogLuvEncoding;
  29022. exports.RGBM7Encoding = RGBM7Encoding;
  29023. exports.RGBM16Encoding = RGBM16Encoding;
  29024. exports.RGBDEncoding = RGBDEncoding;
  29025. exports.BasicDepthPacking = BasicDepthPacking;
  29026. exports.RGBADepthPacking = RGBADepthPacking;
  29027. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29028. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29029. exports.Face4 = Face4;
  29030. exports.LineStrip = LineStrip;
  29031. exports.LinePieces = LinePieces;
  29032. exports.MeshFaceMaterial = MeshFaceMaterial;
  29033. exports.MultiMaterial = MultiMaterial;
  29034. exports.PointCloud = PointCloud;
  29035. exports.Particle = Particle;
  29036. exports.ParticleSystem = ParticleSystem;
  29037. exports.PointCloudMaterial = PointCloudMaterial;
  29038. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29039. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29040. exports.Vertex = Vertex;
  29041. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29042. exports.Int8Attribute = Int8Attribute;
  29043. exports.Uint8Attribute = Uint8Attribute;
  29044. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29045. exports.Int16Attribute = Int16Attribute;
  29046. exports.Uint16Attribute = Uint16Attribute;
  29047. exports.Int32Attribute = Int32Attribute;
  29048. exports.Uint32Attribute = Uint32Attribute;
  29049. exports.Float32Attribute = Float32Attribute;
  29050. exports.Float64Attribute = Float64Attribute;
  29051. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29052. exports.SplineCurve3 = SplineCurve3;
  29053. exports.Spline = Spline;
  29054. exports.AxisHelper = AxisHelper;
  29055. exports.BoundingBoxHelper = BoundingBoxHelper;
  29056. exports.EdgesHelper = EdgesHelper;
  29057. exports.WireframeHelper = WireframeHelper;
  29058. exports.XHRLoader = XHRLoader;
  29059. exports.BinaryTextureLoader = BinaryTextureLoader;
  29060. exports.GeometryUtils = GeometryUtils;
  29061. exports.Projector = Projector;
  29062. exports.CanvasRenderer = CanvasRenderer;
  29063. exports.JSONLoader = JSONLoader;
  29064. exports.SceneUtils = SceneUtils;
  29065. exports.LensFlare = LensFlare;
  29066. Object.defineProperty(exports, '__esModule', { value: true });
  29067. }));