three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '114dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoBlending = 0;
  73. var NormalBlending = 1;
  74. var AdditiveBlending = 2;
  75. var SubtractiveBlending = 3;
  76. var MultiplyBlending = 4;
  77. var CustomBlending = 5;
  78. var AddEquation = 100;
  79. var SubtractEquation = 101;
  80. var ReverseSubtractEquation = 102;
  81. var MinEquation = 103;
  82. var MaxEquation = 104;
  83. var ZeroFactor = 200;
  84. var OneFactor = 201;
  85. var SrcColorFactor = 202;
  86. var OneMinusSrcColorFactor = 203;
  87. var SrcAlphaFactor = 204;
  88. var OneMinusSrcAlphaFactor = 205;
  89. var DstAlphaFactor = 206;
  90. var OneMinusDstAlphaFactor = 207;
  91. var DstColorFactor = 208;
  92. var OneMinusDstColorFactor = 209;
  93. var SrcAlphaSaturateFactor = 210;
  94. var NeverDepth = 0;
  95. var AlwaysDepth = 1;
  96. var LessDepth = 2;
  97. var LessEqualDepth = 3;
  98. var EqualDepth = 4;
  99. var GreaterEqualDepth = 5;
  100. var GreaterDepth = 6;
  101. var NotEqualDepth = 7;
  102. var MultiplyOperation = 0;
  103. var MixOperation = 1;
  104. var AddOperation = 2;
  105. var NoToneMapping = 0;
  106. var LinearToneMapping = 1;
  107. var ReinhardToneMapping = 2;
  108. var Uncharted2ToneMapping = 3;
  109. var CineonToneMapping = 4;
  110. var ACESFilmicToneMapping = 5;
  111. var UVMapping = 300;
  112. var CubeReflectionMapping = 301;
  113. var CubeRefractionMapping = 302;
  114. var EquirectangularReflectionMapping = 303;
  115. var EquirectangularRefractionMapping = 304;
  116. var SphericalReflectionMapping = 305;
  117. var CubeUVReflectionMapping = 306;
  118. var CubeUVRefractionMapping = 307;
  119. var RepeatWrapping = 1000;
  120. var ClampToEdgeWrapping = 1001;
  121. var MirroredRepeatWrapping = 1002;
  122. var NearestFilter = 1003;
  123. var NearestMipmapNearestFilter = 1004;
  124. var NearestMipMapNearestFilter = 1004;
  125. var NearestMipmapLinearFilter = 1005;
  126. var NearestMipMapLinearFilter = 1005;
  127. var LinearFilter = 1006;
  128. var LinearMipmapNearestFilter = 1007;
  129. var LinearMipMapNearestFilter = 1007;
  130. var LinearMipmapLinearFilter = 1008;
  131. var LinearMipMapLinearFilter = 1008;
  132. var UnsignedByteType = 1009;
  133. var ByteType = 1010;
  134. var ShortType = 1011;
  135. var UnsignedShortType = 1012;
  136. var IntType = 1013;
  137. var UnsignedIntType = 1014;
  138. var FloatType = 1015;
  139. var HalfFloatType = 1016;
  140. var UnsignedShort4444Type = 1017;
  141. var UnsignedShort5551Type = 1018;
  142. var UnsignedShort565Type = 1019;
  143. var UnsignedInt248Type = 1020;
  144. var AlphaFormat = 1021;
  145. var RGBFormat = 1022;
  146. var RGBAFormat = 1023;
  147. var LuminanceFormat = 1024;
  148. var LuminanceAlphaFormat = 1025;
  149. var RGBEFormat = RGBAFormat;
  150. var DepthFormat = 1026;
  151. var DepthStencilFormat = 1027;
  152. var RedFormat = 1028;
  153. var RedIntegerFormat = 1029;
  154. var RGFormat = 1030;
  155. var RGIntegerFormat = 1031;
  156. var RGBIntegerFormat = 1032;
  157. var RGBAIntegerFormat = 1033;
  158. var RGB_S3TC_DXT1_Format = 33776;
  159. var RGBA_S3TC_DXT1_Format = 33777;
  160. var RGBA_S3TC_DXT3_Format = 33778;
  161. var RGBA_S3TC_DXT5_Format = 33779;
  162. var RGB_PVRTC_4BPPV1_Format = 35840;
  163. var RGB_PVRTC_2BPPV1_Format = 35841;
  164. var RGBA_PVRTC_4BPPV1_Format = 35842;
  165. var RGBA_PVRTC_2BPPV1_Format = 35843;
  166. var RGB_ETC1_Format = 36196;
  167. var RGB_ETC2_Format = 37492;
  168. var RGBA_ETC2_EAC_Format = 37496;
  169. var RGBA_ASTC_4x4_Format = 37808;
  170. var RGBA_ASTC_5x4_Format = 37809;
  171. var RGBA_ASTC_5x5_Format = 37810;
  172. var RGBA_ASTC_6x5_Format = 37811;
  173. var RGBA_ASTC_6x6_Format = 37812;
  174. var RGBA_ASTC_8x5_Format = 37813;
  175. var RGBA_ASTC_8x6_Format = 37814;
  176. var RGBA_ASTC_8x8_Format = 37815;
  177. var RGBA_ASTC_10x5_Format = 37816;
  178. var RGBA_ASTC_10x6_Format = 37817;
  179. var RGBA_ASTC_10x8_Format = 37818;
  180. var RGBA_ASTC_10x10_Format = 37819;
  181. var RGBA_ASTC_12x10_Format = 37820;
  182. var RGBA_ASTC_12x12_Format = 37821;
  183. var LoopOnce = 2200;
  184. var LoopRepeat = 2201;
  185. var LoopPingPong = 2202;
  186. var InterpolateDiscrete = 2300;
  187. var InterpolateLinear = 2301;
  188. var InterpolateSmooth = 2302;
  189. var ZeroCurvatureEnding = 2400;
  190. var ZeroSlopeEnding = 2401;
  191. var WrapAroundEnding = 2402;
  192. var TrianglesDrawMode = 0;
  193. var TriangleStripDrawMode = 1;
  194. var TriangleFanDrawMode = 2;
  195. var LinearEncoding = 3000;
  196. var sRGBEncoding = 3001;
  197. var GammaEncoding = 3007;
  198. var RGBEEncoding = 3002;
  199. var LogLuvEncoding = 3003;
  200. var RGBM7Encoding = 3004;
  201. var RGBM16Encoding = 3005;
  202. var RGBDEncoding = 3006;
  203. var BasicDepthPacking = 3200;
  204. var RGBADepthPacking = 3201;
  205. var TangentSpaceNormalMap = 0;
  206. var ObjectSpaceNormalMap = 1;
  207. var ZeroStencilOp = 0;
  208. var KeepStencilOp = 7680;
  209. var ReplaceStencilOp = 7681;
  210. var IncrementStencilOp = 7682;
  211. var DecrementStencilOp = 7683;
  212. var IncrementWrapStencilOp = 34055;
  213. var DecrementWrapStencilOp = 34056;
  214. var InvertStencilOp = 5386;
  215. var NeverStencilFunc = 512;
  216. var LessStencilFunc = 513;
  217. var EqualStencilFunc = 514;
  218. var LessEqualStencilFunc = 515;
  219. var GreaterStencilFunc = 516;
  220. var NotEqualStencilFunc = 517;
  221. var GreaterEqualStencilFunc = 518;
  222. var AlwaysStencilFunc = 519;
  223. var StaticDrawUsage = 35044;
  224. var DynamicDrawUsage = 35048;
  225. var StreamDrawUsage = 35040;
  226. var StaticReadUsage = 35045;
  227. var DynamicReadUsage = 35049;
  228. var StreamReadUsage = 35041;
  229. var StaticCopyUsage = 35046;
  230. var DynamicCopyUsage = 35050;
  231. var StreamCopyUsage = 35042;
  232. /**
  233. * https://github.com/mrdoob/eventdispatcher.js/
  234. */
  235. function EventDispatcher() {}
  236. Object.assign( EventDispatcher.prototype, {
  237. addEventListener: function ( type, listener ) {
  238. if ( this._listeners === undefined ) { this._listeners = {}; }
  239. var listeners = this._listeners;
  240. if ( listeners[ type ] === undefined ) {
  241. listeners[ type ] = [];
  242. }
  243. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  244. listeners[ type ].push( listener );
  245. }
  246. },
  247. hasEventListener: function ( type, listener ) {
  248. if ( this._listeners === undefined ) { return false; }
  249. var listeners = this._listeners;
  250. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  251. },
  252. removeEventListener: function ( type, listener ) {
  253. if ( this._listeners === undefined ) { return; }
  254. var listeners = this._listeners;
  255. var listenerArray = listeners[ type ];
  256. if ( listenerArray !== undefined ) {
  257. var index = listenerArray.indexOf( listener );
  258. if ( index !== - 1 ) {
  259. listenerArray.splice( index, 1 );
  260. }
  261. }
  262. },
  263. dispatchEvent: function ( event ) {
  264. if ( this._listeners === undefined ) { return; }
  265. var listeners = this._listeners;
  266. var listenerArray = listeners[ event.type ];
  267. if ( listenerArray !== undefined ) {
  268. event.target = this;
  269. var array = listenerArray.slice( 0 );
  270. for ( var i = 0, l = array.length; i < l; i ++ ) {
  271. array[ i ].call( this, event );
  272. }
  273. }
  274. }
  275. } );
  276. /**
  277. * @author alteredq / http://alteredqualia.com/
  278. * @author mrdoob / http://mrdoob.com/
  279. * @author WestLangley / http://github.com/WestLangley
  280. * @author thezwap
  281. */
  282. var _lut = [];
  283. for ( var i = 0; i < 256; i ++ ) {
  284. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  285. }
  286. var MathUtils = {
  287. DEG2RAD: Math.PI / 180,
  288. RAD2DEG: 180 / Math.PI,
  289. generateUUID: function () {
  290. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  291. var d0 = Math.random() * 0xffffffff | 0;
  292. var d1 = Math.random() * 0xffffffff | 0;
  293. var d2 = Math.random() * 0xffffffff | 0;
  294. var d3 = Math.random() * 0xffffffff | 0;
  295. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  296. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  297. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  298. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  299. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  300. return uuid.toUpperCase();
  301. },
  302. clamp: function ( value, min, max ) {
  303. return Math.max( min, Math.min( max, value ) );
  304. },
  305. // compute euclidian modulo of m % n
  306. // https://en.wikipedia.org/wiki/Modulo_operation
  307. euclideanModulo: function ( n, m ) {
  308. return ( ( n % m ) + m ) % m;
  309. },
  310. // Linear mapping from range <a1, a2> to range <b1, b2>
  311. mapLinear: function ( x, a1, a2, b1, b2 ) {
  312. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  313. },
  314. // https://en.wikipedia.org/wiki/Linear_interpolation
  315. lerp: function ( x, y, t ) {
  316. return ( 1 - t ) * x + t * y;
  317. },
  318. // http://en.wikipedia.org/wiki/Smoothstep
  319. smoothstep: function ( x, min, max ) {
  320. if ( x <= min ) { return 0; }
  321. if ( x >= max ) { return 1; }
  322. x = ( x - min ) / ( max - min );
  323. return x * x * ( 3 - 2 * x );
  324. },
  325. smootherstep: function ( x, min, max ) {
  326. if ( x <= min ) { return 0; }
  327. if ( x >= max ) { return 1; }
  328. x = ( x - min ) / ( max - min );
  329. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  330. },
  331. // Random integer from <low, high> interval
  332. randInt: function ( low, high ) {
  333. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  334. },
  335. // Random float from <low, high> interval
  336. randFloat: function ( low, high ) {
  337. return low + Math.random() * ( high - low );
  338. },
  339. // Random float from <-range/2, range/2> interval
  340. randFloatSpread: function ( range ) {
  341. return range * ( 0.5 - Math.random() );
  342. },
  343. degToRad: function ( degrees ) {
  344. return degrees * MathUtils.DEG2RAD;
  345. },
  346. radToDeg: function ( radians ) {
  347. return radians * MathUtils.RAD2DEG;
  348. },
  349. isPowerOfTwo: function ( value ) {
  350. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  351. },
  352. ceilPowerOfTwo: function ( value ) {
  353. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  354. },
  355. floorPowerOfTwo: function ( value ) {
  356. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  357. },
  358. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  359. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  360. // rotations are applied to the axes in the order specified by 'order'
  361. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  362. // angles are in radians
  363. var cos = Math.cos;
  364. var sin = Math.sin;
  365. var c2 = cos( b / 2 );
  366. var s2 = sin( b / 2 );
  367. var c13 = cos( ( a + c ) / 2 );
  368. var s13 = sin( ( a + c ) / 2 );
  369. var c1_3 = cos( ( a - c ) / 2 );
  370. var s1_3 = sin( ( a - c ) / 2 );
  371. var c3_1 = cos( ( c - a ) / 2 );
  372. var s3_1 = sin( ( c - a ) / 2 );
  373. if ( order === 'XYX' ) {
  374. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  375. } else if ( order === 'YZY' ) {
  376. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  377. } else if ( order === 'ZXZ' ) {
  378. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  379. } else if ( order === 'XZX' ) {
  380. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  381. } else if ( order === 'YXY' ) {
  382. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  383. } else if ( order === 'ZYZ' ) {
  384. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  385. } else {
  386. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' );
  387. }
  388. }
  389. };
  390. /**
  391. * @author mrdoob / http://mrdoob.com/
  392. * @author philogb / http://blog.thejit.org/
  393. * @author egraether / http://egraether.com/
  394. * @author zz85 / http://www.lab4games.net/zz85/blog
  395. */
  396. function Vector2( x, y ) {
  397. this.x = x || 0;
  398. this.y = y || 0;
  399. }
  400. Object.defineProperties( Vector2.prototype, {
  401. "width": {
  402. get: function () {
  403. return this.x;
  404. },
  405. set: function ( value ) {
  406. this.x = value;
  407. }
  408. },
  409. "height": {
  410. get: function () {
  411. return this.y;
  412. },
  413. set: function ( value ) {
  414. this.y = value;
  415. }
  416. }
  417. } );
  418. Object.assign( Vector2.prototype, {
  419. isVector2: true,
  420. set: function ( x, y ) {
  421. this.x = x;
  422. this.y = y;
  423. return this;
  424. },
  425. setScalar: function ( scalar ) {
  426. this.x = scalar;
  427. this.y = scalar;
  428. return this;
  429. },
  430. setX: function ( x ) {
  431. this.x = x;
  432. return this;
  433. },
  434. setY: function ( y ) {
  435. this.y = y;
  436. return this;
  437. },
  438. setComponent: function ( index, value ) {
  439. switch ( index ) {
  440. case 0: this.x = value; break;
  441. case 1: this.y = value; break;
  442. default: throw new Error( 'index is out of range: ' + index );
  443. }
  444. return this;
  445. },
  446. getComponent: function ( index ) {
  447. switch ( index ) {
  448. case 0: return this.x;
  449. case 1: return this.y;
  450. default: throw new Error( 'index is out of range: ' + index );
  451. }
  452. },
  453. clone: function () {
  454. return new this.constructor( this.x, this.y );
  455. },
  456. copy: function ( v ) {
  457. this.x = v.x;
  458. this.y = v.y;
  459. return this;
  460. },
  461. add: function ( v, w ) {
  462. if ( w !== undefined ) {
  463. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  464. return this.addVectors( v, w );
  465. }
  466. this.x += v.x;
  467. this.y += v.y;
  468. return this;
  469. },
  470. addScalar: function ( s ) {
  471. this.x += s;
  472. this.y += s;
  473. return this;
  474. },
  475. addVectors: function ( a, b ) {
  476. this.x = a.x + b.x;
  477. this.y = a.y + b.y;
  478. return this;
  479. },
  480. addScaledVector: function ( v, s ) {
  481. this.x += v.x * s;
  482. this.y += v.y * s;
  483. return this;
  484. },
  485. sub: function ( v, w ) {
  486. if ( w !== undefined ) {
  487. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  488. return this.subVectors( v, w );
  489. }
  490. this.x -= v.x;
  491. this.y -= v.y;
  492. return this;
  493. },
  494. subScalar: function ( s ) {
  495. this.x -= s;
  496. this.y -= s;
  497. return this;
  498. },
  499. subVectors: function ( a, b ) {
  500. this.x = a.x - b.x;
  501. this.y = a.y - b.y;
  502. return this;
  503. },
  504. multiply: function ( v ) {
  505. this.x *= v.x;
  506. this.y *= v.y;
  507. return this;
  508. },
  509. multiplyScalar: function ( scalar ) {
  510. this.x *= scalar;
  511. this.y *= scalar;
  512. return this;
  513. },
  514. divide: function ( v ) {
  515. this.x /= v.x;
  516. this.y /= v.y;
  517. return this;
  518. },
  519. divideScalar: function ( scalar ) {
  520. return this.multiplyScalar( 1 / scalar );
  521. },
  522. applyMatrix3: function ( m ) {
  523. var x = this.x, y = this.y;
  524. var e = m.elements;
  525. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  526. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  527. return this;
  528. },
  529. min: function ( v ) {
  530. this.x = Math.min( this.x, v.x );
  531. this.y = Math.min( this.y, v.y );
  532. return this;
  533. },
  534. max: function ( v ) {
  535. this.x = Math.max( this.x, v.x );
  536. this.y = Math.max( this.y, v.y );
  537. return this;
  538. },
  539. clamp: function ( min, max ) {
  540. // assumes min < max, componentwise
  541. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  542. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  543. return this;
  544. },
  545. clampScalar: function ( minVal, maxVal ) {
  546. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  547. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  548. return this;
  549. },
  550. clampLength: function ( min, max ) {
  551. var length = this.length();
  552. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  553. },
  554. floor: function () {
  555. this.x = Math.floor( this.x );
  556. this.y = Math.floor( this.y );
  557. return this;
  558. },
  559. ceil: function () {
  560. this.x = Math.ceil( this.x );
  561. this.y = Math.ceil( this.y );
  562. return this;
  563. },
  564. round: function () {
  565. this.x = Math.round( this.x );
  566. this.y = Math.round( this.y );
  567. return this;
  568. },
  569. roundToZero: function () {
  570. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  571. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  572. return this;
  573. },
  574. negate: function () {
  575. this.x = - this.x;
  576. this.y = - this.y;
  577. return this;
  578. },
  579. dot: function ( v ) {
  580. return this.x * v.x + this.y * v.y;
  581. },
  582. cross: function ( v ) {
  583. return this.x * v.y - this.y * v.x;
  584. },
  585. lengthSq: function () {
  586. return this.x * this.x + this.y * this.y;
  587. },
  588. length: function () {
  589. return Math.sqrt( this.x * this.x + this.y * this.y );
  590. },
  591. manhattanLength: function () {
  592. return Math.abs( this.x ) + Math.abs( this.y );
  593. },
  594. normalize: function () {
  595. return this.divideScalar( this.length() || 1 );
  596. },
  597. angle: function () {
  598. // computes the angle in radians with respect to the positive x-axis
  599. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  600. return angle;
  601. },
  602. distanceTo: function ( v ) {
  603. return Math.sqrt( this.distanceToSquared( v ) );
  604. },
  605. distanceToSquared: function ( v ) {
  606. var dx = this.x - v.x, dy = this.y - v.y;
  607. return dx * dx + dy * dy;
  608. },
  609. manhattanDistanceTo: function ( v ) {
  610. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  611. },
  612. setLength: function ( length ) {
  613. return this.normalize().multiplyScalar( length );
  614. },
  615. lerp: function ( v, alpha ) {
  616. this.x += ( v.x - this.x ) * alpha;
  617. this.y += ( v.y - this.y ) * alpha;
  618. return this;
  619. },
  620. lerpVectors: function ( v1, v2, alpha ) {
  621. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  622. },
  623. equals: function ( v ) {
  624. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  625. },
  626. fromArray: function ( array, offset ) {
  627. if ( offset === undefined ) { offset = 0; }
  628. this.x = array[ offset ];
  629. this.y = array[ offset + 1 ];
  630. return this;
  631. },
  632. toArray: function ( array, offset ) {
  633. if ( array === undefined ) { array = []; }
  634. if ( offset === undefined ) { offset = 0; }
  635. array[ offset ] = this.x;
  636. array[ offset + 1 ] = this.y;
  637. return array;
  638. },
  639. fromBufferAttribute: function ( attribute, index, offset ) {
  640. if ( offset !== undefined ) {
  641. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  642. }
  643. this.x = attribute.getX( index );
  644. this.y = attribute.getY( index );
  645. return this;
  646. },
  647. rotateAround: function ( center, angle ) {
  648. var c = Math.cos( angle ), s = Math.sin( angle );
  649. var x = this.x - center.x;
  650. var y = this.y - center.y;
  651. this.x = x * c - y * s + center.x;
  652. this.y = x * s + y * c + center.y;
  653. return this;
  654. }
  655. } );
  656. /**
  657. * @author alteredq / http://alteredqualia.com/
  658. * @author WestLangley / http://github.com/WestLangley
  659. * @author bhouston / http://clara.io
  660. * @author tschw
  661. */
  662. function Matrix3() {
  663. this.elements = [
  664. 1, 0, 0,
  665. 0, 1, 0,
  666. 0, 0, 1
  667. ];
  668. if ( arguments.length > 0 ) {
  669. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  670. }
  671. }
  672. Object.assign( Matrix3.prototype, {
  673. isMatrix3: true,
  674. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  675. var te = this.elements;
  676. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  677. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  678. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  679. return this;
  680. },
  681. identity: function () {
  682. this.set(
  683. 1, 0, 0,
  684. 0, 1, 0,
  685. 0, 0, 1
  686. );
  687. return this;
  688. },
  689. clone: function () {
  690. return new this.constructor().fromArray( this.elements );
  691. },
  692. copy: function ( m ) {
  693. var te = this.elements;
  694. var me = m.elements;
  695. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  696. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  697. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  698. return this;
  699. },
  700. extractBasis: function ( xAxis, yAxis, zAxis ) {
  701. xAxis.setFromMatrix3Column( this, 0 );
  702. yAxis.setFromMatrix3Column( this, 1 );
  703. zAxis.setFromMatrix3Column( this, 2 );
  704. return this;
  705. },
  706. setFromMatrix4: function ( m ) {
  707. var me = m.elements;
  708. this.set(
  709. me[ 0 ], me[ 4 ], me[ 8 ],
  710. me[ 1 ], me[ 5 ], me[ 9 ],
  711. me[ 2 ], me[ 6 ], me[ 10 ]
  712. );
  713. return this;
  714. },
  715. multiply: function ( m ) {
  716. return this.multiplyMatrices( this, m );
  717. },
  718. premultiply: function ( m ) {
  719. return this.multiplyMatrices( m, this );
  720. },
  721. multiplyMatrices: function ( a, b ) {
  722. var ae = a.elements;
  723. var be = b.elements;
  724. var te = this.elements;
  725. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  726. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  727. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  728. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  729. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  730. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  731. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  732. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  733. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  734. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  735. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  736. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  737. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  738. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  739. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  740. return this;
  741. },
  742. multiplyScalar: function ( s ) {
  743. var te = this.elements;
  744. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  745. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  746. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  747. return this;
  748. },
  749. determinant: function () {
  750. var te = this.elements;
  751. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  752. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  753. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  754. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  755. },
  756. getInverse: function ( matrix, throwOnDegenerate ) {
  757. if ( matrix && matrix.isMatrix4 ) {
  758. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  759. }
  760. var me = matrix.elements,
  761. te = this.elements,
  762. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  763. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  764. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  765. t11 = n33 * n22 - n32 * n23,
  766. t12 = n32 * n13 - n33 * n12,
  767. t13 = n23 * n12 - n22 * n13,
  768. det = n11 * t11 + n21 * t12 + n31 * t13;
  769. if ( det === 0 ) {
  770. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  771. if ( throwOnDegenerate === true ) {
  772. throw new Error( msg );
  773. } else {
  774. console.warn( msg );
  775. }
  776. return this.identity();
  777. }
  778. var detInv = 1 / det;
  779. te[ 0 ] = t11 * detInv;
  780. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  781. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  782. te[ 3 ] = t12 * detInv;
  783. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  784. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  785. te[ 6 ] = t13 * detInv;
  786. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  787. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  788. return this;
  789. },
  790. transpose: function () {
  791. var tmp, m = this.elements;
  792. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  793. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  794. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  795. return this;
  796. },
  797. getNormalMatrix: function ( matrix4 ) {
  798. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  799. },
  800. transposeIntoArray: function ( r ) {
  801. var m = this.elements;
  802. r[ 0 ] = m[ 0 ];
  803. r[ 1 ] = m[ 3 ];
  804. r[ 2 ] = m[ 6 ];
  805. r[ 3 ] = m[ 1 ];
  806. r[ 4 ] = m[ 4 ];
  807. r[ 5 ] = m[ 7 ];
  808. r[ 6 ] = m[ 2 ];
  809. r[ 7 ] = m[ 5 ];
  810. r[ 8 ] = m[ 8 ];
  811. return this;
  812. },
  813. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  814. var c = Math.cos( rotation );
  815. var s = Math.sin( rotation );
  816. this.set(
  817. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  818. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  819. 0, 0, 1
  820. );
  821. },
  822. scale: function ( sx, sy ) {
  823. var te = this.elements;
  824. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  825. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  826. return this;
  827. },
  828. rotate: function ( theta ) {
  829. var c = Math.cos( theta );
  830. var s = Math.sin( theta );
  831. var te = this.elements;
  832. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  833. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  834. te[ 0 ] = c * a11 + s * a21;
  835. te[ 3 ] = c * a12 + s * a22;
  836. te[ 6 ] = c * a13 + s * a23;
  837. te[ 1 ] = - s * a11 + c * a21;
  838. te[ 4 ] = - s * a12 + c * a22;
  839. te[ 7 ] = - s * a13 + c * a23;
  840. return this;
  841. },
  842. translate: function ( tx, ty ) {
  843. var te = this.elements;
  844. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  845. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  846. return this;
  847. },
  848. equals: function ( matrix ) {
  849. var te = this.elements;
  850. var me = matrix.elements;
  851. for ( var i = 0; i < 9; i ++ ) {
  852. if ( te[ i ] !== me[ i ] ) { return false; }
  853. }
  854. return true;
  855. },
  856. fromArray: function ( array, offset ) {
  857. if ( offset === undefined ) { offset = 0; }
  858. for ( var i = 0; i < 9; i ++ ) {
  859. this.elements[ i ] = array[ i + offset ];
  860. }
  861. return this;
  862. },
  863. toArray: function ( array, offset ) {
  864. if ( array === undefined ) { array = []; }
  865. if ( offset === undefined ) { offset = 0; }
  866. var te = this.elements;
  867. array[ offset ] = te[ 0 ];
  868. array[ offset + 1 ] = te[ 1 ];
  869. array[ offset + 2 ] = te[ 2 ];
  870. array[ offset + 3 ] = te[ 3 ];
  871. array[ offset + 4 ] = te[ 4 ];
  872. array[ offset + 5 ] = te[ 5 ];
  873. array[ offset + 6 ] = te[ 6 ];
  874. array[ offset + 7 ] = te[ 7 ];
  875. array[ offset + 8 ] = te[ 8 ];
  876. return array;
  877. }
  878. } );
  879. /**
  880. * @author mrdoob / http://mrdoob.com/
  881. * @author alteredq / http://alteredqualia.com/
  882. * @author szimek / https://github.com/szimek/
  883. */
  884. var _canvas;
  885. var ImageUtils = {
  886. getDataURL: function ( image ) {
  887. var canvas;
  888. if ( typeof HTMLCanvasElement == 'undefined' ) {
  889. return image.src;
  890. } else if ( image instanceof HTMLCanvasElement ) {
  891. canvas = image;
  892. } else {
  893. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  894. _canvas.width = image.width;
  895. _canvas.height = image.height;
  896. var context = _canvas.getContext( '2d' );
  897. if ( image instanceof ImageData ) {
  898. context.putImageData( image, 0, 0 );
  899. } else {
  900. context.drawImage( image, 0, 0, image.width, image.height );
  901. }
  902. canvas = _canvas;
  903. }
  904. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  905. return canvas.toDataURL( 'image/jpeg', 0.6 );
  906. } else {
  907. return canvas.toDataURL( 'image/png' );
  908. }
  909. }
  910. };
  911. /**
  912. * @author mrdoob / http://mrdoob.com/
  913. * @author alteredq / http://alteredqualia.com/
  914. * @author szimek / https://github.com/szimek/
  915. */
  916. var textureId = 0;
  917. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  918. Object.defineProperty( this, 'id', { value: textureId ++ } );
  919. this.uuid = MathUtils.generateUUID();
  920. this.name = '';
  921. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  922. this.mipmaps = [];
  923. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  924. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  925. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  926. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  927. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  928. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  929. this.format = format !== undefined ? format : RGBAFormat;
  930. this.internalFormat = null;
  931. this.type = type !== undefined ? type : UnsignedByteType;
  932. this.offset = new Vector2( 0, 0 );
  933. this.repeat = new Vector2( 1, 1 );
  934. this.center = new Vector2( 0, 0 );
  935. this.rotation = 0;
  936. this.matrixAutoUpdate = true;
  937. this.matrix = new Matrix3();
  938. this.generateMipmaps = true;
  939. this.premultiplyAlpha = false;
  940. this.flipY = true;
  941. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  942. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  943. //
  944. // Also changing the encoding after already used by a Material will not automatically make the Material
  945. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  946. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  947. this.version = 0;
  948. this.onUpdate = null;
  949. }
  950. Texture.DEFAULT_IMAGE = undefined;
  951. Texture.DEFAULT_MAPPING = UVMapping;
  952. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  953. constructor: Texture,
  954. isTexture: true,
  955. updateMatrix: function () {
  956. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  957. },
  958. clone: function () {
  959. return new this.constructor().copy( this );
  960. },
  961. copy: function ( source ) {
  962. this.name = source.name;
  963. this.image = source.image;
  964. this.mipmaps = source.mipmaps.slice( 0 );
  965. this.mapping = source.mapping;
  966. this.wrapS = source.wrapS;
  967. this.wrapT = source.wrapT;
  968. this.magFilter = source.magFilter;
  969. this.minFilter = source.minFilter;
  970. this.anisotropy = source.anisotropy;
  971. this.format = source.format;
  972. this.internalFormat = source.internalFormat;
  973. this.type = source.type;
  974. this.offset.copy( source.offset );
  975. this.repeat.copy( source.repeat );
  976. this.center.copy( source.center );
  977. this.rotation = source.rotation;
  978. this.matrixAutoUpdate = source.matrixAutoUpdate;
  979. this.matrix.copy( source.matrix );
  980. this.generateMipmaps = source.generateMipmaps;
  981. this.premultiplyAlpha = source.premultiplyAlpha;
  982. this.flipY = source.flipY;
  983. this.unpackAlignment = source.unpackAlignment;
  984. this.encoding = source.encoding;
  985. return this;
  986. },
  987. toJSON: function ( meta ) {
  988. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  989. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  990. return meta.textures[ this.uuid ];
  991. }
  992. var output = {
  993. metadata: {
  994. version: 4.5,
  995. type: 'Texture',
  996. generator: 'Texture.toJSON'
  997. },
  998. uuid: this.uuid,
  999. name: this.name,
  1000. mapping: this.mapping,
  1001. repeat: [ this.repeat.x, this.repeat.y ],
  1002. offset: [ this.offset.x, this.offset.y ],
  1003. center: [ this.center.x, this.center.y ],
  1004. rotation: this.rotation,
  1005. wrap: [ this.wrapS, this.wrapT ],
  1006. format: this.format,
  1007. type: this.type,
  1008. encoding: this.encoding,
  1009. minFilter: this.minFilter,
  1010. magFilter: this.magFilter,
  1011. anisotropy: this.anisotropy,
  1012. flipY: this.flipY,
  1013. premultiplyAlpha: this.premultiplyAlpha,
  1014. unpackAlignment: this.unpackAlignment
  1015. };
  1016. if ( this.image !== undefined ) {
  1017. // TODO: Move to THREE.Image
  1018. var image = this.image;
  1019. if ( image.uuid === undefined ) {
  1020. image.uuid = MathUtils.generateUUID(); // UGH
  1021. }
  1022. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1023. var url;
  1024. if ( Array.isArray( image ) ) {
  1025. // process array of images e.g. CubeTexture
  1026. url = [];
  1027. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1028. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1029. }
  1030. } else {
  1031. // process single image
  1032. url = ImageUtils.getDataURL( image );
  1033. }
  1034. meta.images[ image.uuid ] = {
  1035. uuid: image.uuid,
  1036. url: url
  1037. };
  1038. }
  1039. output.image = image.uuid;
  1040. }
  1041. if ( ! isRootObject ) {
  1042. meta.textures[ this.uuid ] = output;
  1043. }
  1044. return output;
  1045. },
  1046. dispose: function () {
  1047. this.dispatchEvent( { type: 'dispose' } );
  1048. },
  1049. transformUv: function ( uv ) {
  1050. if ( this.mapping !== UVMapping ) { return uv; }
  1051. uv.applyMatrix3( this.matrix );
  1052. if ( uv.x < 0 || uv.x > 1 ) {
  1053. switch ( this.wrapS ) {
  1054. case RepeatWrapping:
  1055. uv.x = uv.x - Math.floor( uv.x );
  1056. break;
  1057. case ClampToEdgeWrapping:
  1058. uv.x = uv.x < 0 ? 0 : 1;
  1059. break;
  1060. case MirroredRepeatWrapping:
  1061. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1062. uv.x = Math.ceil( uv.x ) - uv.x;
  1063. } else {
  1064. uv.x = uv.x - Math.floor( uv.x );
  1065. }
  1066. break;
  1067. }
  1068. }
  1069. if ( uv.y < 0 || uv.y > 1 ) {
  1070. switch ( this.wrapT ) {
  1071. case RepeatWrapping:
  1072. uv.y = uv.y - Math.floor( uv.y );
  1073. break;
  1074. case ClampToEdgeWrapping:
  1075. uv.y = uv.y < 0 ? 0 : 1;
  1076. break;
  1077. case MirroredRepeatWrapping:
  1078. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1079. uv.y = Math.ceil( uv.y ) - uv.y;
  1080. } else {
  1081. uv.y = uv.y - Math.floor( uv.y );
  1082. }
  1083. break;
  1084. }
  1085. }
  1086. if ( this.flipY ) {
  1087. uv.y = 1 - uv.y;
  1088. }
  1089. return uv;
  1090. }
  1091. } );
  1092. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1093. set: function ( value ) {
  1094. if ( value === true ) { this.version ++; }
  1095. }
  1096. } );
  1097. /**
  1098. * @author supereggbert / http://www.paulbrunt.co.uk/
  1099. * @author philogb / http://blog.thejit.org/
  1100. * @author mikael emtinger / http://gomo.se/
  1101. * @author egraether / http://egraether.com/
  1102. * @author WestLangley / http://github.com/WestLangley
  1103. */
  1104. function Vector4( x, y, z, w ) {
  1105. this.x = x || 0;
  1106. this.y = y || 0;
  1107. this.z = z || 0;
  1108. this.w = ( w !== undefined ) ? w : 1;
  1109. }
  1110. Object.defineProperties( Vector4.prototype, {
  1111. "width": {
  1112. get: function () {
  1113. return this.z;
  1114. },
  1115. set: function ( value ) {
  1116. this.z = value;
  1117. }
  1118. },
  1119. "height": {
  1120. get: function () {
  1121. return this.w;
  1122. },
  1123. set: function ( value ) {
  1124. this.w = value;
  1125. }
  1126. }
  1127. } );
  1128. Object.assign( Vector4.prototype, {
  1129. isVector4: true,
  1130. set: function ( x, y, z, w ) {
  1131. this.x = x;
  1132. this.y = y;
  1133. this.z = z;
  1134. this.w = w;
  1135. return this;
  1136. },
  1137. setScalar: function ( scalar ) {
  1138. this.x = scalar;
  1139. this.y = scalar;
  1140. this.z = scalar;
  1141. this.w = scalar;
  1142. return this;
  1143. },
  1144. setX: function ( x ) {
  1145. this.x = x;
  1146. return this;
  1147. },
  1148. setY: function ( y ) {
  1149. this.y = y;
  1150. return this;
  1151. },
  1152. setZ: function ( z ) {
  1153. this.z = z;
  1154. return this;
  1155. },
  1156. setW: function ( w ) {
  1157. this.w = w;
  1158. return this;
  1159. },
  1160. setComponent: function ( index, value ) {
  1161. switch ( index ) {
  1162. case 0: this.x = value; break;
  1163. case 1: this.y = value; break;
  1164. case 2: this.z = value; break;
  1165. case 3: this.w = value; break;
  1166. default: throw new Error( 'index is out of range: ' + index );
  1167. }
  1168. return this;
  1169. },
  1170. getComponent: function ( index ) {
  1171. switch ( index ) {
  1172. case 0: return this.x;
  1173. case 1: return this.y;
  1174. case 2: return this.z;
  1175. case 3: return this.w;
  1176. default: throw new Error( 'index is out of range: ' + index );
  1177. }
  1178. },
  1179. clone: function () {
  1180. return new this.constructor( this.x, this.y, this.z, this.w );
  1181. },
  1182. copy: function ( v ) {
  1183. this.x = v.x;
  1184. this.y = v.y;
  1185. this.z = v.z;
  1186. this.w = ( v.w !== undefined ) ? v.w : 1;
  1187. return this;
  1188. },
  1189. add: function ( v, w ) {
  1190. if ( w !== undefined ) {
  1191. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1192. return this.addVectors( v, w );
  1193. }
  1194. this.x += v.x;
  1195. this.y += v.y;
  1196. this.z += v.z;
  1197. this.w += v.w;
  1198. return this;
  1199. },
  1200. addScalar: function ( s ) {
  1201. this.x += s;
  1202. this.y += s;
  1203. this.z += s;
  1204. this.w += s;
  1205. return this;
  1206. },
  1207. addVectors: function ( a, b ) {
  1208. this.x = a.x + b.x;
  1209. this.y = a.y + b.y;
  1210. this.z = a.z + b.z;
  1211. this.w = a.w + b.w;
  1212. return this;
  1213. },
  1214. addScaledVector: function ( v, s ) {
  1215. this.x += v.x * s;
  1216. this.y += v.y * s;
  1217. this.z += v.z * s;
  1218. this.w += v.w * s;
  1219. return this;
  1220. },
  1221. sub: function ( v, w ) {
  1222. if ( w !== undefined ) {
  1223. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1224. return this.subVectors( v, w );
  1225. }
  1226. this.x -= v.x;
  1227. this.y -= v.y;
  1228. this.z -= v.z;
  1229. this.w -= v.w;
  1230. return this;
  1231. },
  1232. subScalar: function ( s ) {
  1233. this.x -= s;
  1234. this.y -= s;
  1235. this.z -= s;
  1236. this.w -= s;
  1237. return this;
  1238. },
  1239. subVectors: function ( a, b ) {
  1240. this.x = a.x - b.x;
  1241. this.y = a.y - b.y;
  1242. this.z = a.z - b.z;
  1243. this.w = a.w - b.w;
  1244. return this;
  1245. },
  1246. multiplyScalar: function ( scalar ) {
  1247. this.x *= scalar;
  1248. this.y *= scalar;
  1249. this.z *= scalar;
  1250. this.w *= scalar;
  1251. return this;
  1252. },
  1253. applyMatrix4: function ( m ) {
  1254. var x = this.x, y = this.y, z = this.z, w = this.w;
  1255. var e = m.elements;
  1256. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1257. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1258. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1259. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1260. return this;
  1261. },
  1262. divideScalar: function ( scalar ) {
  1263. return this.multiplyScalar( 1 / scalar );
  1264. },
  1265. setAxisAngleFromQuaternion: function ( q ) {
  1266. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1267. // q is assumed to be normalized
  1268. this.w = 2 * Math.acos( q.w );
  1269. var s = Math.sqrt( 1 - q.w * q.w );
  1270. if ( s < 0.0001 ) {
  1271. this.x = 1;
  1272. this.y = 0;
  1273. this.z = 0;
  1274. } else {
  1275. this.x = q.x / s;
  1276. this.y = q.y / s;
  1277. this.z = q.z / s;
  1278. }
  1279. return this;
  1280. },
  1281. setAxisAngleFromRotationMatrix: function ( m ) {
  1282. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1283. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1284. var angle, x, y, z, // variables for result
  1285. epsilon = 0.01, // margin to allow for rounding errors
  1286. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1287. te = m.elements,
  1288. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1289. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1290. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1291. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1292. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1293. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1294. // singularity found
  1295. // first check for identity matrix which must have +1 for all terms
  1296. // in leading diagonal and zero in other terms
  1297. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1298. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1299. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1300. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1301. // this singularity is identity matrix so angle = 0
  1302. this.set( 1, 0, 0, 0 );
  1303. return this; // zero angle, arbitrary axis
  1304. }
  1305. // otherwise this singularity is angle = 180
  1306. angle = Math.PI;
  1307. var xx = ( m11 + 1 ) / 2;
  1308. var yy = ( m22 + 1 ) / 2;
  1309. var zz = ( m33 + 1 ) / 2;
  1310. var xy = ( m12 + m21 ) / 4;
  1311. var xz = ( m13 + m31 ) / 4;
  1312. var yz = ( m23 + m32 ) / 4;
  1313. if ( ( xx > yy ) && ( xx > zz ) ) {
  1314. // m11 is the largest diagonal term
  1315. if ( xx < epsilon ) {
  1316. x = 0;
  1317. y = 0.707106781;
  1318. z = 0.707106781;
  1319. } else {
  1320. x = Math.sqrt( xx );
  1321. y = xy / x;
  1322. z = xz / x;
  1323. }
  1324. } else if ( yy > zz ) {
  1325. // m22 is the largest diagonal term
  1326. if ( yy < epsilon ) {
  1327. x = 0.707106781;
  1328. y = 0;
  1329. z = 0.707106781;
  1330. } else {
  1331. y = Math.sqrt( yy );
  1332. x = xy / y;
  1333. z = yz / y;
  1334. }
  1335. } else {
  1336. // m33 is the largest diagonal term so base result on this
  1337. if ( zz < epsilon ) {
  1338. x = 0.707106781;
  1339. y = 0.707106781;
  1340. z = 0;
  1341. } else {
  1342. z = Math.sqrt( zz );
  1343. x = xz / z;
  1344. y = yz / z;
  1345. }
  1346. }
  1347. this.set( x, y, z, angle );
  1348. return this; // return 180 deg rotation
  1349. }
  1350. // as we have reached here there are no singularities so we can handle normally
  1351. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1352. ( m13 - m31 ) * ( m13 - m31 ) +
  1353. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1354. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1355. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1356. // caught by singularity test above, but I've left it in just in case
  1357. this.x = ( m32 - m23 ) / s;
  1358. this.y = ( m13 - m31 ) / s;
  1359. this.z = ( m21 - m12 ) / s;
  1360. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1361. return this;
  1362. },
  1363. min: function ( v ) {
  1364. this.x = Math.min( this.x, v.x );
  1365. this.y = Math.min( this.y, v.y );
  1366. this.z = Math.min( this.z, v.z );
  1367. this.w = Math.min( this.w, v.w );
  1368. return this;
  1369. },
  1370. max: function ( v ) {
  1371. this.x = Math.max( this.x, v.x );
  1372. this.y = Math.max( this.y, v.y );
  1373. this.z = Math.max( this.z, v.z );
  1374. this.w = Math.max( this.w, v.w );
  1375. return this;
  1376. },
  1377. clamp: function ( min, max ) {
  1378. // assumes min < max, componentwise
  1379. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1380. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1381. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1382. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1383. return this;
  1384. },
  1385. clampScalar: function ( minVal, maxVal ) {
  1386. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1387. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1388. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1389. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1390. return this;
  1391. },
  1392. clampLength: function ( min, max ) {
  1393. var length = this.length();
  1394. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1395. },
  1396. floor: function () {
  1397. this.x = Math.floor( this.x );
  1398. this.y = Math.floor( this.y );
  1399. this.z = Math.floor( this.z );
  1400. this.w = Math.floor( this.w );
  1401. return this;
  1402. },
  1403. ceil: function () {
  1404. this.x = Math.ceil( this.x );
  1405. this.y = Math.ceil( this.y );
  1406. this.z = Math.ceil( this.z );
  1407. this.w = Math.ceil( this.w );
  1408. return this;
  1409. },
  1410. round: function () {
  1411. this.x = Math.round( this.x );
  1412. this.y = Math.round( this.y );
  1413. this.z = Math.round( this.z );
  1414. this.w = Math.round( this.w );
  1415. return this;
  1416. },
  1417. roundToZero: function () {
  1418. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1419. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1420. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1421. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1422. return this;
  1423. },
  1424. negate: function () {
  1425. this.x = - this.x;
  1426. this.y = - this.y;
  1427. this.z = - this.z;
  1428. this.w = - this.w;
  1429. return this;
  1430. },
  1431. dot: function ( v ) {
  1432. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1433. },
  1434. lengthSq: function () {
  1435. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1436. },
  1437. length: function () {
  1438. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1439. },
  1440. manhattanLength: function () {
  1441. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1442. },
  1443. normalize: function () {
  1444. return this.divideScalar( this.length() || 1 );
  1445. },
  1446. setLength: function ( length ) {
  1447. return this.normalize().multiplyScalar( length );
  1448. },
  1449. lerp: function ( v, alpha ) {
  1450. this.x += ( v.x - this.x ) * alpha;
  1451. this.y += ( v.y - this.y ) * alpha;
  1452. this.z += ( v.z - this.z ) * alpha;
  1453. this.w += ( v.w - this.w ) * alpha;
  1454. return this;
  1455. },
  1456. lerpVectors: function ( v1, v2, alpha ) {
  1457. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1458. },
  1459. equals: function ( v ) {
  1460. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1461. },
  1462. fromArray: function ( array, offset ) {
  1463. if ( offset === undefined ) { offset = 0; }
  1464. this.x = array[ offset ];
  1465. this.y = array[ offset + 1 ];
  1466. this.z = array[ offset + 2 ];
  1467. this.w = array[ offset + 3 ];
  1468. return this;
  1469. },
  1470. toArray: function ( array, offset ) {
  1471. if ( array === undefined ) { array = []; }
  1472. if ( offset === undefined ) { offset = 0; }
  1473. array[ offset ] = this.x;
  1474. array[ offset + 1 ] = this.y;
  1475. array[ offset + 2 ] = this.z;
  1476. array[ offset + 3 ] = this.w;
  1477. return array;
  1478. },
  1479. fromBufferAttribute: function ( attribute, index, offset ) {
  1480. if ( offset !== undefined ) {
  1481. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1482. }
  1483. this.x = attribute.getX( index );
  1484. this.y = attribute.getY( index );
  1485. this.z = attribute.getZ( index );
  1486. this.w = attribute.getW( index );
  1487. return this;
  1488. }
  1489. } );
  1490. /**
  1491. * @author szimek / https://github.com/szimek/
  1492. * @author alteredq / http://alteredqualia.com/
  1493. * @author Marius Kintel / https://github.com/kintel
  1494. */
  1495. /*
  1496. In options, we can specify:
  1497. * Texture parameters for an auto-generated target texture
  1498. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1499. */
  1500. function WebGLRenderTarget( width, height, options ) {
  1501. this.width = width;
  1502. this.height = height;
  1503. this.scissor = new Vector4( 0, 0, width, height );
  1504. this.scissorTest = false;
  1505. this.viewport = new Vector4( 0, 0, width, height );
  1506. options = options || {};
  1507. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1508. this.texture.image = {};
  1509. this.texture.image.width = width;
  1510. this.texture.image.height = height;
  1511. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1512. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1513. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1514. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1515. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1516. }
  1517. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1518. constructor: WebGLRenderTarget,
  1519. isWebGLRenderTarget: true,
  1520. setSize: function ( width, height ) {
  1521. if ( this.width !== width || this.height !== height ) {
  1522. this.width = width;
  1523. this.height = height;
  1524. this.texture.image.width = width;
  1525. this.texture.image.height = height;
  1526. this.dispose();
  1527. }
  1528. this.viewport.set( 0, 0, width, height );
  1529. this.scissor.set( 0, 0, width, height );
  1530. },
  1531. clone: function () {
  1532. return new this.constructor().copy( this );
  1533. },
  1534. copy: function ( source ) {
  1535. this.width = source.width;
  1536. this.height = source.height;
  1537. this.viewport.copy( source.viewport );
  1538. this.texture = source.texture.clone();
  1539. this.depthBuffer = source.depthBuffer;
  1540. this.stencilBuffer = source.stencilBuffer;
  1541. this.depthTexture = source.depthTexture;
  1542. return this;
  1543. },
  1544. dispose: function () {
  1545. this.dispatchEvent( { type: 'dispose' } );
  1546. }
  1547. } );
  1548. /**
  1549. * @author Mugen87 / https://github.com/Mugen87
  1550. * @author Matt DesLauriers / @mattdesl
  1551. */
  1552. function WebGLMultisampleRenderTarget( width, height, options ) {
  1553. WebGLRenderTarget.call( this, width, height, options );
  1554. this.samples = 4;
  1555. }
  1556. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1557. constructor: WebGLMultisampleRenderTarget,
  1558. isWebGLMultisampleRenderTarget: true,
  1559. copy: function ( source ) {
  1560. WebGLRenderTarget.prototype.copy.call( this, source );
  1561. this.samples = source.samples;
  1562. return this;
  1563. }
  1564. } );
  1565. /**
  1566. * @author mikael emtinger / http://gomo.se/
  1567. * @author alteredq / http://alteredqualia.com/
  1568. * @author WestLangley / http://github.com/WestLangley
  1569. * @author bhouston / http://clara.io
  1570. */
  1571. function Quaternion( x, y, z, w ) {
  1572. this._x = x || 0;
  1573. this._y = y || 0;
  1574. this._z = z || 0;
  1575. this._w = ( w !== undefined ) ? w : 1;
  1576. }
  1577. Object.assign( Quaternion, {
  1578. slerp: function ( qa, qb, qm, t ) {
  1579. return qm.copy( qa ).slerp( qb, t );
  1580. },
  1581. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1582. // fuzz-free, array-based Quaternion SLERP operation
  1583. var x0 = src0[ srcOffset0 + 0 ],
  1584. y0 = src0[ srcOffset0 + 1 ],
  1585. z0 = src0[ srcOffset0 + 2 ],
  1586. w0 = src0[ srcOffset0 + 3 ],
  1587. x1 = src1[ srcOffset1 + 0 ],
  1588. y1 = src1[ srcOffset1 + 1 ],
  1589. z1 = src1[ srcOffset1 + 2 ],
  1590. w1 = src1[ srcOffset1 + 3 ];
  1591. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1592. var s = 1 - t,
  1593. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1594. dir = ( cos >= 0 ? 1 : - 1 ),
  1595. sqrSin = 1 - cos * cos;
  1596. // Skip the Slerp for tiny steps to avoid numeric problems:
  1597. if ( sqrSin > Number.EPSILON ) {
  1598. var sin = Math.sqrt( sqrSin ),
  1599. len = Math.atan2( sin, cos * dir );
  1600. s = Math.sin( s * len ) / sin;
  1601. t = Math.sin( t * len ) / sin;
  1602. }
  1603. var tDir = t * dir;
  1604. x0 = x0 * s + x1 * tDir;
  1605. y0 = y0 * s + y1 * tDir;
  1606. z0 = z0 * s + z1 * tDir;
  1607. w0 = w0 * s + w1 * tDir;
  1608. // Normalize in case we just did a lerp:
  1609. if ( s === 1 - t ) {
  1610. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1611. x0 *= f;
  1612. y0 *= f;
  1613. z0 *= f;
  1614. w0 *= f;
  1615. }
  1616. }
  1617. dst[ dstOffset ] = x0;
  1618. dst[ dstOffset + 1 ] = y0;
  1619. dst[ dstOffset + 2 ] = z0;
  1620. dst[ dstOffset + 3 ] = w0;
  1621. }
  1622. } );
  1623. Object.defineProperties( Quaternion.prototype, {
  1624. x: {
  1625. get: function () {
  1626. return this._x;
  1627. },
  1628. set: function ( value ) {
  1629. this._x = value;
  1630. this._onChangeCallback();
  1631. }
  1632. },
  1633. y: {
  1634. get: function () {
  1635. return this._y;
  1636. },
  1637. set: function ( value ) {
  1638. this._y = value;
  1639. this._onChangeCallback();
  1640. }
  1641. },
  1642. z: {
  1643. get: function () {
  1644. return this._z;
  1645. },
  1646. set: function ( value ) {
  1647. this._z = value;
  1648. this._onChangeCallback();
  1649. }
  1650. },
  1651. w: {
  1652. get: function () {
  1653. return this._w;
  1654. },
  1655. set: function ( value ) {
  1656. this._w = value;
  1657. this._onChangeCallback();
  1658. }
  1659. }
  1660. } );
  1661. Object.assign( Quaternion.prototype, {
  1662. isQuaternion: true,
  1663. set: function ( x, y, z, w ) {
  1664. this._x = x;
  1665. this._y = y;
  1666. this._z = z;
  1667. this._w = w;
  1668. this._onChangeCallback();
  1669. return this;
  1670. },
  1671. clone: function () {
  1672. return new this.constructor( this._x, this._y, this._z, this._w );
  1673. },
  1674. copy: function ( quaternion ) {
  1675. this._x = quaternion.x;
  1676. this._y = quaternion.y;
  1677. this._z = quaternion.z;
  1678. this._w = quaternion.w;
  1679. this._onChangeCallback();
  1680. return this;
  1681. },
  1682. setFromEuler: function ( euler, update ) {
  1683. if ( ! ( euler && euler.isEuler ) ) {
  1684. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1685. }
  1686. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1687. // http://www.mathworks.com/matlabcentral/fileexchange/
  1688. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1689. // content/SpinCalc.m
  1690. var cos = Math.cos;
  1691. var sin = Math.sin;
  1692. var c1 = cos( x / 2 );
  1693. var c2 = cos( y / 2 );
  1694. var c3 = cos( z / 2 );
  1695. var s1 = sin( x / 2 );
  1696. var s2 = sin( y / 2 );
  1697. var s3 = sin( z / 2 );
  1698. if ( order === 'XYZ' ) {
  1699. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1700. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1701. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1702. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1703. } else if ( order === 'YXZ' ) {
  1704. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1705. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1706. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1707. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1708. } else if ( order === 'ZXY' ) {
  1709. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1710. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1711. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1712. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1713. } else if ( order === 'ZYX' ) {
  1714. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1715. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1716. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1717. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1718. } else if ( order === 'YZX' ) {
  1719. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1720. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1721. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1722. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1723. } else if ( order === 'XZY' ) {
  1724. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1725. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1726. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1727. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1728. }
  1729. if ( update !== false ) { this._onChangeCallback(); }
  1730. return this;
  1731. },
  1732. setFromAxisAngle: function ( axis, angle ) {
  1733. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1734. // assumes axis is normalized
  1735. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1736. this._x = axis.x * s;
  1737. this._y = axis.y * s;
  1738. this._z = axis.z * s;
  1739. this._w = Math.cos( halfAngle );
  1740. this._onChangeCallback();
  1741. return this;
  1742. },
  1743. setFromRotationMatrix: function ( m ) {
  1744. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1745. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1746. var te = m.elements,
  1747. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1748. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1749. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1750. trace = m11 + m22 + m33,
  1751. s;
  1752. if ( trace > 0 ) {
  1753. s = 0.5 / Math.sqrt( trace + 1.0 );
  1754. this._w = 0.25 / s;
  1755. this._x = ( m32 - m23 ) * s;
  1756. this._y = ( m13 - m31 ) * s;
  1757. this._z = ( m21 - m12 ) * s;
  1758. } else if ( m11 > m22 && m11 > m33 ) {
  1759. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1760. this._w = ( m32 - m23 ) / s;
  1761. this._x = 0.25 * s;
  1762. this._y = ( m12 + m21 ) / s;
  1763. this._z = ( m13 + m31 ) / s;
  1764. } else if ( m22 > m33 ) {
  1765. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1766. this._w = ( m13 - m31 ) / s;
  1767. this._x = ( m12 + m21 ) / s;
  1768. this._y = 0.25 * s;
  1769. this._z = ( m23 + m32 ) / s;
  1770. } else {
  1771. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1772. this._w = ( m21 - m12 ) / s;
  1773. this._x = ( m13 + m31 ) / s;
  1774. this._y = ( m23 + m32 ) / s;
  1775. this._z = 0.25 * s;
  1776. }
  1777. this._onChangeCallback();
  1778. return this;
  1779. },
  1780. setFromUnitVectors: function ( vFrom, vTo ) {
  1781. // assumes direction vectors vFrom and vTo are normalized
  1782. var EPS = 0.000001;
  1783. var r = vFrom.dot( vTo ) + 1;
  1784. if ( r < EPS ) {
  1785. r = 0;
  1786. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1787. this._x = - vFrom.y;
  1788. this._y = vFrom.x;
  1789. this._z = 0;
  1790. this._w = r;
  1791. } else {
  1792. this._x = 0;
  1793. this._y = - vFrom.z;
  1794. this._z = vFrom.y;
  1795. this._w = r;
  1796. }
  1797. } else {
  1798. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1799. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1800. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1801. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1802. this._w = r;
  1803. }
  1804. return this.normalize();
  1805. },
  1806. angleTo: function ( q ) {
  1807. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1808. },
  1809. rotateTowards: function ( q, step ) {
  1810. var angle = this.angleTo( q );
  1811. if ( angle === 0 ) { return this; }
  1812. var t = Math.min( 1, step / angle );
  1813. this.slerp( q, t );
  1814. return this;
  1815. },
  1816. inverse: function () {
  1817. // quaternion is assumed to have unit length
  1818. return this.conjugate();
  1819. },
  1820. conjugate: function () {
  1821. this._x *= - 1;
  1822. this._y *= - 1;
  1823. this._z *= - 1;
  1824. this._onChangeCallback();
  1825. return this;
  1826. },
  1827. dot: function ( v ) {
  1828. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1829. },
  1830. lengthSq: function () {
  1831. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1832. },
  1833. length: function () {
  1834. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1835. },
  1836. normalize: function () {
  1837. var l = this.length();
  1838. if ( l === 0 ) {
  1839. this._x = 0;
  1840. this._y = 0;
  1841. this._z = 0;
  1842. this._w = 1;
  1843. } else {
  1844. l = 1 / l;
  1845. this._x = this._x * l;
  1846. this._y = this._y * l;
  1847. this._z = this._z * l;
  1848. this._w = this._w * l;
  1849. }
  1850. this._onChangeCallback();
  1851. return this;
  1852. },
  1853. multiply: function ( q, p ) {
  1854. if ( p !== undefined ) {
  1855. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1856. return this.multiplyQuaternions( q, p );
  1857. }
  1858. return this.multiplyQuaternions( this, q );
  1859. },
  1860. premultiply: function ( q ) {
  1861. return this.multiplyQuaternions( q, this );
  1862. },
  1863. multiplyQuaternions: function ( a, b ) {
  1864. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1865. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1866. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1867. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1868. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1869. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1870. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1871. this._onChangeCallback();
  1872. return this;
  1873. },
  1874. slerp: function ( qb, t ) {
  1875. if ( t === 0 ) { return this; }
  1876. if ( t === 1 ) { return this.copy( qb ); }
  1877. var x = this._x, y = this._y, z = this._z, w = this._w;
  1878. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1879. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1880. if ( cosHalfTheta < 0 ) {
  1881. this._w = - qb._w;
  1882. this._x = - qb._x;
  1883. this._y = - qb._y;
  1884. this._z = - qb._z;
  1885. cosHalfTheta = - cosHalfTheta;
  1886. } else {
  1887. this.copy( qb );
  1888. }
  1889. if ( cosHalfTheta >= 1.0 ) {
  1890. this._w = w;
  1891. this._x = x;
  1892. this._y = y;
  1893. this._z = z;
  1894. return this;
  1895. }
  1896. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1897. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1898. var s = 1 - t;
  1899. this._w = s * w + t * this._w;
  1900. this._x = s * x + t * this._x;
  1901. this._y = s * y + t * this._y;
  1902. this._z = s * z + t * this._z;
  1903. this.normalize();
  1904. this._onChangeCallback();
  1905. return this;
  1906. }
  1907. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1908. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1909. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1910. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1911. this._w = ( w * ratioA + this._w * ratioB );
  1912. this._x = ( x * ratioA + this._x * ratioB );
  1913. this._y = ( y * ratioA + this._y * ratioB );
  1914. this._z = ( z * ratioA + this._z * ratioB );
  1915. this._onChangeCallback();
  1916. return this;
  1917. },
  1918. equals: function ( quaternion ) {
  1919. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1920. },
  1921. fromArray: function ( array, offset ) {
  1922. if ( offset === undefined ) { offset = 0; }
  1923. this._x = array[ offset ];
  1924. this._y = array[ offset + 1 ];
  1925. this._z = array[ offset + 2 ];
  1926. this._w = array[ offset + 3 ];
  1927. this._onChangeCallback();
  1928. return this;
  1929. },
  1930. toArray: function ( array, offset ) {
  1931. if ( array === undefined ) { array = []; }
  1932. if ( offset === undefined ) { offset = 0; }
  1933. array[ offset ] = this._x;
  1934. array[ offset + 1 ] = this._y;
  1935. array[ offset + 2 ] = this._z;
  1936. array[ offset + 3 ] = this._w;
  1937. return array;
  1938. },
  1939. _onChange: function ( callback ) {
  1940. this._onChangeCallback = callback;
  1941. return this;
  1942. },
  1943. _onChangeCallback: function () {}
  1944. } );
  1945. /**
  1946. * @author mrdoob / http://mrdoob.com/
  1947. * @author kile / http://kile.stravaganza.org/
  1948. * @author philogb / http://blog.thejit.org/
  1949. * @author mikael emtinger / http://gomo.se/
  1950. * @author egraether / http://egraether.com/
  1951. * @author WestLangley / http://github.com/WestLangley
  1952. */
  1953. var _vector = new Vector3();
  1954. var _quaternion = new Quaternion();
  1955. function Vector3( x, y, z ) {
  1956. this.x = x || 0;
  1957. this.y = y || 0;
  1958. this.z = z || 0;
  1959. }
  1960. Object.assign( Vector3.prototype, {
  1961. isVector3: true,
  1962. set: function ( x, y, z ) {
  1963. this.x = x;
  1964. this.y = y;
  1965. this.z = z;
  1966. return this;
  1967. },
  1968. setScalar: function ( scalar ) {
  1969. this.x = scalar;
  1970. this.y = scalar;
  1971. this.z = scalar;
  1972. return this;
  1973. },
  1974. setX: function ( x ) {
  1975. this.x = x;
  1976. return this;
  1977. },
  1978. setY: function ( y ) {
  1979. this.y = y;
  1980. return this;
  1981. },
  1982. setZ: function ( z ) {
  1983. this.z = z;
  1984. return this;
  1985. },
  1986. setComponent: function ( index, value ) {
  1987. switch ( index ) {
  1988. case 0: this.x = value; break;
  1989. case 1: this.y = value; break;
  1990. case 2: this.z = value; break;
  1991. default: throw new Error( 'index is out of range: ' + index );
  1992. }
  1993. return this;
  1994. },
  1995. getComponent: function ( index ) {
  1996. switch ( index ) {
  1997. case 0: return this.x;
  1998. case 1: return this.y;
  1999. case 2: return this.z;
  2000. default: throw new Error( 'index is out of range: ' + index );
  2001. }
  2002. },
  2003. clone: function () {
  2004. return new this.constructor( this.x, this.y, this.z );
  2005. },
  2006. copy: function ( v ) {
  2007. this.x = v.x;
  2008. this.y = v.y;
  2009. this.z = v.z;
  2010. return this;
  2011. },
  2012. add: function ( v, w ) {
  2013. if ( w !== undefined ) {
  2014. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2015. return this.addVectors( v, w );
  2016. }
  2017. this.x += v.x;
  2018. this.y += v.y;
  2019. this.z += v.z;
  2020. return this;
  2021. },
  2022. addScalar: function ( s ) {
  2023. this.x += s;
  2024. this.y += s;
  2025. this.z += s;
  2026. return this;
  2027. },
  2028. addVectors: function ( a, b ) {
  2029. this.x = a.x + b.x;
  2030. this.y = a.y + b.y;
  2031. this.z = a.z + b.z;
  2032. return this;
  2033. },
  2034. addScaledVector: function ( v, s ) {
  2035. this.x += v.x * s;
  2036. this.y += v.y * s;
  2037. this.z += v.z * s;
  2038. return this;
  2039. },
  2040. sub: function ( v, w ) {
  2041. if ( w !== undefined ) {
  2042. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2043. return this.subVectors( v, w );
  2044. }
  2045. this.x -= v.x;
  2046. this.y -= v.y;
  2047. this.z -= v.z;
  2048. return this;
  2049. },
  2050. subScalar: function ( s ) {
  2051. this.x -= s;
  2052. this.y -= s;
  2053. this.z -= s;
  2054. return this;
  2055. },
  2056. subVectors: function ( a, b ) {
  2057. this.x = a.x - b.x;
  2058. this.y = a.y - b.y;
  2059. this.z = a.z - b.z;
  2060. return this;
  2061. },
  2062. multiply: function ( v, w ) {
  2063. if ( w !== undefined ) {
  2064. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2065. return this.multiplyVectors( v, w );
  2066. }
  2067. this.x *= v.x;
  2068. this.y *= v.y;
  2069. this.z *= v.z;
  2070. return this;
  2071. },
  2072. multiplyScalar: function ( scalar ) {
  2073. this.x *= scalar;
  2074. this.y *= scalar;
  2075. this.z *= scalar;
  2076. return this;
  2077. },
  2078. multiplyVectors: function ( a, b ) {
  2079. this.x = a.x * b.x;
  2080. this.y = a.y * b.y;
  2081. this.z = a.z * b.z;
  2082. return this;
  2083. },
  2084. applyEuler: function ( euler ) {
  2085. if ( ! ( euler && euler.isEuler ) ) {
  2086. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2087. }
  2088. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2089. },
  2090. applyAxisAngle: function ( axis, angle ) {
  2091. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2092. },
  2093. applyMatrix3: function ( m ) {
  2094. var x = this.x, y = this.y, z = this.z;
  2095. var e = m.elements;
  2096. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2097. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2098. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2099. return this;
  2100. },
  2101. applyNormalMatrix: function ( m ) {
  2102. return this.applyMatrix3( m ).normalize();
  2103. },
  2104. applyMatrix4: function ( m ) {
  2105. var x = this.x, y = this.y, z = this.z;
  2106. var e = m.elements;
  2107. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2108. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2109. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2110. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2111. return this;
  2112. },
  2113. applyQuaternion: function ( q ) {
  2114. var x = this.x, y = this.y, z = this.z;
  2115. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2116. // calculate quat * vector
  2117. var ix = qw * x + qy * z - qz * y;
  2118. var iy = qw * y + qz * x - qx * z;
  2119. var iz = qw * z + qx * y - qy * x;
  2120. var iw = - qx * x - qy * y - qz * z;
  2121. // calculate result * inverse quat
  2122. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2123. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2124. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2125. return this;
  2126. },
  2127. project: function ( camera ) {
  2128. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2129. },
  2130. unproject: function ( camera ) {
  2131. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2132. },
  2133. transformDirection: function ( m ) {
  2134. // input: THREE.Matrix4 affine matrix
  2135. // vector interpreted as a direction
  2136. var x = this.x, y = this.y, z = this.z;
  2137. var e = m.elements;
  2138. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2139. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2140. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2141. return this.normalize();
  2142. },
  2143. divide: function ( v ) {
  2144. this.x /= v.x;
  2145. this.y /= v.y;
  2146. this.z /= v.z;
  2147. return this;
  2148. },
  2149. divideScalar: function ( scalar ) {
  2150. return this.multiplyScalar( 1 / scalar );
  2151. },
  2152. min: function ( v ) {
  2153. this.x = Math.min( this.x, v.x );
  2154. this.y = Math.min( this.y, v.y );
  2155. this.z = Math.min( this.z, v.z );
  2156. return this;
  2157. },
  2158. max: function ( v ) {
  2159. this.x = Math.max( this.x, v.x );
  2160. this.y = Math.max( this.y, v.y );
  2161. this.z = Math.max( this.z, v.z );
  2162. return this;
  2163. },
  2164. clamp: function ( min, max ) {
  2165. // assumes min < max, componentwise
  2166. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2167. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2168. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2169. return this;
  2170. },
  2171. clampScalar: function ( minVal, maxVal ) {
  2172. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2173. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2174. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2175. return this;
  2176. },
  2177. clampLength: function ( min, max ) {
  2178. var length = this.length();
  2179. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2180. },
  2181. floor: function () {
  2182. this.x = Math.floor( this.x );
  2183. this.y = Math.floor( this.y );
  2184. this.z = Math.floor( this.z );
  2185. return this;
  2186. },
  2187. ceil: function () {
  2188. this.x = Math.ceil( this.x );
  2189. this.y = Math.ceil( this.y );
  2190. this.z = Math.ceil( this.z );
  2191. return this;
  2192. },
  2193. round: function () {
  2194. this.x = Math.round( this.x );
  2195. this.y = Math.round( this.y );
  2196. this.z = Math.round( this.z );
  2197. return this;
  2198. },
  2199. roundToZero: function () {
  2200. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2201. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2202. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2203. return this;
  2204. },
  2205. negate: function () {
  2206. this.x = - this.x;
  2207. this.y = - this.y;
  2208. this.z = - this.z;
  2209. return this;
  2210. },
  2211. dot: function ( v ) {
  2212. return this.x * v.x + this.y * v.y + this.z * v.z;
  2213. },
  2214. // TODO lengthSquared?
  2215. lengthSq: function () {
  2216. return this.x * this.x + this.y * this.y + this.z * this.z;
  2217. },
  2218. length: function () {
  2219. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2220. },
  2221. manhattanLength: function () {
  2222. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2223. },
  2224. normalize: function () {
  2225. return this.divideScalar( this.length() || 1 );
  2226. },
  2227. setLength: function ( length ) {
  2228. return this.normalize().multiplyScalar( length );
  2229. },
  2230. lerp: function ( v, alpha ) {
  2231. this.x += ( v.x - this.x ) * alpha;
  2232. this.y += ( v.y - this.y ) * alpha;
  2233. this.z += ( v.z - this.z ) * alpha;
  2234. return this;
  2235. },
  2236. lerpVectors: function ( v1, v2, alpha ) {
  2237. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2238. },
  2239. cross: function ( v, w ) {
  2240. if ( w !== undefined ) {
  2241. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2242. return this.crossVectors( v, w );
  2243. }
  2244. return this.crossVectors( this, v );
  2245. },
  2246. crossVectors: function ( a, b ) {
  2247. var ax = a.x, ay = a.y, az = a.z;
  2248. var bx = b.x, by = b.y, bz = b.z;
  2249. this.x = ay * bz - az * by;
  2250. this.y = az * bx - ax * bz;
  2251. this.z = ax * by - ay * bx;
  2252. return this;
  2253. },
  2254. projectOnVector: function ( v ) {
  2255. var denominator = v.lengthSq();
  2256. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2257. var scalar = v.dot( this ) / denominator;
  2258. return this.copy( v ).multiplyScalar( scalar );
  2259. },
  2260. projectOnPlane: function ( planeNormal ) {
  2261. _vector.copy( this ).projectOnVector( planeNormal );
  2262. return this.sub( _vector );
  2263. },
  2264. reflect: function ( normal ) {
  2265. // reflect incident vector off plane orthogonal to normal
  2266. // normal is assumed to have unit length
  2267. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2268. },
  2269. angleTo: function ( v ) {
  2270. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2271. if ( denominator === 0 ) { return Math.PI / 2; }
  2272. var theta = this.dot( v ) / denominator;
  2273. // clamp, to handle numerical problems
  2274. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2275. },
  2276. distanceTo: function ( v ) {
  2277. return Math.sqrt( this.distanceToSquared( v ) );
  2278. },
  2279. distanceToSquared: function ( v ) {
  2280. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2281. return dx * dx + dy * dy + dz * dz;
  2282. },
  2283. manhattanDistanceTo: function ( v ) {
  2284. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2285. },
  2286. setFromSpherical: function ( s ) {
  2287. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2288. },
  2289. setFromSphericalCoords: function ( radius, phi, theta ) {
  2290. var sinPhiRadius = Math.sin( phi ) * radius;
  2291. this.x = sinPhiRadius * Math.sin( theta );
  2292. this.y = Math.cos( phi ) * radius;
  2293. this.z = sinPhiRadius * Math.cos( theta );
  2294. return this;
  2295. },
  2296. setFromCylindrical: function ( c ) {
  2297. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2298. },
  2299. setFromCylindricalCoords: function ( radius, theta, y ) {
  2300. this.x = radius * Math.sin( theta );
  2301. this.y = y;
  2302. this.z = radius * Math.cos( theta );
  2303. return this;
  2304. },
  2305. setFromMatrixPosition: function ( m ) {
  2306. var e = m.elements;
  2307. this.x = e[ 12 ];
  2308. this.y = e[ 13 ];
  2309. this.z = e[ 14 ];
  2310. return this;
  2311. },
  2312. setFromMatrixScale: function ( m ) {
  2313. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2314. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2315. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2316. this.x = sx;
  2317. this.y = sy;
  2318. this.z = sz;
  2319. return this;
  2320. },
  2321. setFromMatrixColumn: function ( m, index ) {
  2322. return this.fromArray( m.elements, index * 4 );
  2323. },
  2324. setFromMatrix3Column: function ( m, index ) {
  2325. return this.fromArray( m.elements, index * 3 );
  2326. },
  2327. equals: function ( v ) {
  2328. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2329. },
  2330. fromArray: function ( array, offset ) {
  2331. if ( offset === undefined ) { offset = 0; }
  2332. this.x = array[ offset ];
  2333. this.y = array[ offset + 1 ];
  2334. this.z = array[ offset + 2 ];
  2335. return this;
  2336. },
  2337. toArray: function ( array, offset ) {
  2338. if ( array === undefined ) { array = []; }
  2339. if ( offset === undefined ) { offset = 0; }
  2340. array[ offset ] = this.x;
  2341. array[ offset + 1 ] = this.y;
  2342. array[ offset + 2 ] = this.z;
  2343. return array;
  2344. },
  2345. fromBufferAttribute: function ( attribute, index, offset ) {
  2346. if ( offset !== undefined ) {
  2347. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2348. }
  2349. this.x = attribute.getX( index );
  2350. this.y = attribute.getY( index );
  2351. this.z = attribute.getZ( index );
  2352. return this;
  2353. }
  2354. } );
  2355. var _v1 = new Vector3();
  2356. var _m1 = new Matrix4();
  2357. var _zero = new Vector3( 0, 0, 0 );
  2358. var _one = new Vector3( 1, 1, 1 );
  2359. var _x = new Vector3();
  2360. var _y = new Vector3();
  2361. var _z = new Vector3();
  2362. /**
  2363. * @author mrdoob / http://mrdoob.com/
  2364. * @author supereggbert / http://www.paulbrunt.co.uk/
  2365. * @author philogb / http://blog.thejit.org/
  2366. * @author jordi_ros / http://plattsoft.com
  2367. * @author D1plo1d / http://github.com/D1plo1d
  2368. * @author alteredq / http://alteredqualia.com/
  2369. * @author mikael emtinger / http://gomo.se/
  2370. * @author timknip / http://www.floorplanner.com/
  2371. * @author bhouston / http://clara.io
  2372. * @author WestLangley / http://github.com/WestLangley
  2373. */
  2374. function Matrix4() {
  2375. this.elements = [
  2376. 1, 0, 0, 0,
  2377. 0, 1, 0, 0,
  2378. 0, 0, 1, 0,
  2379. 0, 0, 0, 1
  2380. ];
  2381. if ( arguments.length > 0 ) {
  2382. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2383. }
  2384. }
  2385. Object.assign( Matrix4.prototype, {
  2386. isMatrix4: true,
  2387. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2388. var te = this.elements;
  2389. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2390. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2391. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2392. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2393. return this;
  2394. },
  2395. identity: function () {
  2396. this.set(
  2397. 1, 0, 0, 0,
  2398. 0, 1, 0, 0,
  2399. 0, 0, 1, 0,
  2400. 0, 0, 0, 1
  2401. );
  2402. return this;
  2403. },
  2404. clone: function () {
  2405. return new Matrix4().fromArray( this.elements );
  2406. },
  2407. copy: function ( m ) {
  2408. var te = this.elements;
  2409. var me = m.elements;
  2410. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2411. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2412. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2413. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2414. return this;
  2415. },
  2416. copyPosition: function ( m ) {
  2417. var te = this.elements, me = m.elements;
  2418. te[ 12 ] = me[ 12 ];
  2419. te[ 13 ] = me[ 13 ];
  2420. te[ 14 ] = me[ 14 ];
  2421. return this;
  2422. },
  2423. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2424. xAxis.setFromMatrixColumn( this, 0 );
  2425. yAxis.setFromMatrixColumn( this, 1 );
  2426. zAxis.setFromMatrixColumn( this, 2 );
  2427. return this;
  2428. },
  2429. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2430. this.set(
  2431. xAxis.x, yAxis.x, zAxis.x, 0,
  2432. xAxis.y, yAxis.y, zAxis.y, 0,
  2433. xAxis.z, yAxis.z, zAxis.z, 0,
  2434. 0, 0, 0, 1
  2435. );
  2436. return this;
  2437. },
  2438. extractRotation: function ( m ) {
  2439. // this method does not support reflection matrices
  2440. var te = this.elements;
  2441. var me = m.elements;
  2442. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2443. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2444. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2445. te[ 0 ] = me[ 0 ] * scaleX;
  2446. te[ 1 ] = me[ 1 ] * scaleX;
  2447. te[ 2 ] = me[ 2 ] * scaleX;
  2448. te[ 3 ] = 0;
  2449. te[ 4 ] = me[ 4 ] * scaleY;
  2450. te[ 5 ] = me[ 5 ] * scaleY;
  2451. te[ 6 ] = me[ 6 ] * scaleY;
  2452. te[ 7 ] = 0;
  2453. te[ 8 ] = me[ 8 ] * scaleZ;
  2454. te[ 9 ] = me[ 9 ] * scaleZ;
  2455. te[ 10 ] = me[ 10 ] * scaleZ;
  2456. te[ 11 ] = 0;
  2457. te[ 12 ] = 0;
  2458. te[ 13 ] = 0;
  2459. te[ 14 ] = 0;
  2460. te[ 15 ] = 1;
  2461. return this;
  2462. },
  2463. makeRotationFromEuler: function ( euler ) {
  2464. if ( ! ( euler && euler.isEuler ) ) {
  2465. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2466. }
  2467. var te = this.elements;
  2468. var x = euler.x, y = euler.y, z = euler.z;
  2469. var a = Math.cos( x ), b = Math.sin( x );
  2470. var c = Math.cos( y ), d = Math.sin( y );
  2471. var e = Math.cos( z ), f = Math.sin( z );
  2472. if ( euler.order === 'XYZ' ) {
  2473. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2474. te[ 0 ] = c * e;
  2475. te[ 4 ] = - c * f;
  2476. te[ 8 ] = d;
  2477. te[ 1 ] = af + be * d;
  2478. te[ 5 ] = ae - bf * d;
  2479. te[ 9 ] = - b * c;
  2480. te[ 2 ] = bf - ae * d;
  2481. te[ 6 ] = be + af * d;
  2482. te[ 10 ] = a * c;
  2483. } else if ( euler.order === 'YXZ' ) {
  2484. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2485. te[ 0 ] = ce + df * b;
  2486. te[ 4 ] = de * b - cf;
  2487. te[ 8 ] = a * d;
  2488. te[ 1 ] = a * f;
  2489. te[ 5 ] = a * e;
  2490. te[ 9 ] = - b;
  2491. te[ 2 ] = cf * b - de;
  2492. te[ 6 ] = df + ce * b;
  2493. te[ 10 ] = a * c;
  2494. } else if ( euler.order === 'ZXY' ) {
  2495. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2496. te[ 0 ] = ce - df * b;
  2497. te[ 4 ] = - a * f;
  2498. te[ 8 ] = de + cf * b;
  2499. te[ 1 ] = cf + de * b;
  2500. te[ 5 ] = a * e;
  2501. te[ 9 ] = df - ce * b;
  2502. te[ 2 ] = - a * d;
  2503. te[ 6 ] = b;
  2504. te[ 10 ] = a * c;
  2505. } else if ( euler.order === 'ZYX' ) {
  2506. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2507. te[ 0 ] = c * e;
  2508. te[ 4 ] = be * d - af;
  2509. te[ 8 ] = ae * d + bf;
  2510. te[ 1 ] = c * f;
  2511. te[ 5 ] = bf * d + ae;
  2512. te[ 9 ] = af * d - be;
  2513. te[ 2 ] = - d;
  2514. te[ 6 ] = b * c;
  2515. te[ 10 ] = a * c;
  2516. } else if ( euler.order === 'YZX' ) {
  2517. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2518. te[ 0 ] = c * e;
  2519. te[ 4 ] = bd - ac * f;
  2520. te[ 8 ] = bc * f + ad;
  2521. te[ 1 ] = f;
  2522. te[ 5 ] = a * e;
  2523. te[ 9 ] = - b * e;
  2524. te[ 2 ] = - d * e;
  2525. te[ 6 ] = ad * f + bc;
  2526. te[ 10 ] = ac - bd * f;
  2527. } else if ( euler.order === 'XZY' ) {
  2528. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2529. te[ 0 ] = c * e;
  2530. te[ 4 ] = - f;
  2531. te[ 8 ] = d * e;
  2532. te[ 1 ] = ac * f + bd;
  2533. te[ 5 ] = a * e;
  2534. te[ 9 ] = ad * f - bc;
  2535. te[ 2 ] = bc * f - ad;
  2536. te[ 6 ] = b * e;
  2537. te[ 10 ] = bd * f + ac;
  2538. }
  2539. // bottom row
  2540. te[ 3 ] = 0;
  2541. te[ 7 ] = 0;
  2542. te[ 11 ] = 0;
  2543. // last column
  2544. te[ 12 ] = 0;
  2545. te[ 13 ] = 0;
  2546. te[ 14 ] = 0;
  2547. te[ 15 ] = 1;
  2548. return this;
  2549. },
  2550. makeRotationFromQuaternion: function ( q ) {
  2551. return this.compose( _zero, q, _one );
  2552. },
  2553. lookAt: function ( eye, target, up ) {
  2554. var te = this.elements;
  2555. _z.subVectors( eye, target );
  2556. if ( _z.lengthSq() === 0 ) {
  2557. // eye and target are in the same position
  2558. _z.z = 1;
  2559. }
  2560. _z.normalize();
  2561. _x.crossVectors( up, _z );
  2562. if ( _x.lengthSq() === 0 ) {
  2563. // up and z are parallel
  2564. if ( Math.abs( up.z ) === 1 ) {
  2565. _z.x += 0.0001;
  2566. } else {
  2567. _z.z += 0.0001;
  2568. }
  2569. _z.normalize();
  2570. _x.crossVectors( up, _z );
  2571. }
  2572. _x.normalize();
  2573. _y.crossVectors( _z, _x );
  2574. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2575. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2576. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2577. return this;
  2578. },
  2579. multiply: function ( m, n ) {
  2580. if ( n !== undefined ) {
  2581. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2582. return this.multiplyMatrices( m, n );
  2583. }
  2584. return this.multiplyMatrices( this, m );
  2585. },
  2586. premultiply: function ( m ) {
  2587. return this.multiplyMatrices( m, this );
  2588. },
  2589. multiplyMatrices: function ( a, b ) {
  2590. var ae = a.elements;
  2591. var be = b.elements;
  2592. var te = this.elements;
  2593. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2594. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2595. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2596. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2597. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2598. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2599. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2600. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2601. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2602. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2603. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2604. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2605. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2606. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2607. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2608. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2609. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2610. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2611. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2612. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2613. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2614. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2615. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2616. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2617. return this;
  2618. },
  2619. multiplyScalar: function ( s ) {
  2620. var te = this.elements;
  2621. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2622. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2623. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2624. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2625. return this;
  2626. },
  2627. determinant: function () {
  2628. var te = this.elements;
  2629. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2630. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2631. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2632. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2633. //TODO: make this more efficient
  2634. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2635. return (
  2636. n41 * (
  2637. + n14 * n23 * n32
  2638. - n13 * n24 * n32
  2639. - n14 * n22 * n33
  2640. + n12 * n24 * n33
  2641. + n13 * n22 * n34
  2642. - n12 * n23 * n34
  2643. ) +
  2644. n42 * (
  2645. + n11 * n23 * n34
  2646. - n11 * n24 * n33
  2647. + n14 * n21 * n33
  2648. - n13 * n21 * n34
  2649. + n13 * n24 * n31
  2650. - n14 * n23 * n31
  2651. ) +
  2652. n43 * (
  2653. + n11 * n24 * n32
  2654. - n11 * n22 * n34
  2655. - n14 * n21 * n32
  2656. + n12 * n21 * n34
  2657. + n14 * n22 * n31
  2658. - n12 * n24 * n31
  2659. ) +
  2660. n44 * (
  2661. - n13 * n22 * n31
  2662. - n11 * n23 * n32
  2663. + n11 * n22 * n33
  2664. + n13 * n21 * n32
  2665. - n12 * n21 * n33
  2666. + n12 * n23 * n31
  2667. )
  2668. );
  2669. },
  2670. transpose: function () {
  2671. var te = this.elements;
  2672. var tmp;
  2673. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2674. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2675. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2676. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2677. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2678. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2679. return this;
  2680. },
  2681. setPosition: function ( x, y, z ) {
  2682. var te = this.elements;
  2683. if ( x.isVector3 ) {
  2684. te[ 12 ] = x.x;
  2685. te[ 13 ] = x.y;
  2686. te[ 14 ] = x.z;
  2687. } else {
  2688. te[ 12 ] = x;
  2689. te[ 13 ] = y;
  2690. te[ 14 ] = z;
  2691. }
  2692. return this;
  2693. },
  2694. getInverse: function ( m, throwOnDegenerate ) {
  2695. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2696. var te = this.elements,
  2697. me = m.elements,
  2698. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2699. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2700. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2701. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2702. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2703. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2704. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2705. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2706. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2707. if ( det === 0 ) {
  2708. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2709. if ( throwOnDegenerate === true ) {
  2710. throw new Error( msg );
  2711. } else {
  2712. console.warn( msg );
  2713. }
  2714. return this.identity();
  2715. }
  2716. var detInv = 1 / det;
  2717. te[ 0 ] = t11 * detInv;
  2718. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2719. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2720. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2721. te[ 4 ] = t12 * detInv;
  2722. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2723. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2724. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2725. te[ 8 ] = t13 * detInv;
  2726. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2727. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2728. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2729. te[ 12 ] = t14 * detInv;
  2730. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2731. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2732. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2733. return this;
  2734. },
  2735. scale: function ( v ) {
  2736. var te = this.elements;
  2737. var x = v.x, y = v.y, z = v.z;
  2738. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2739. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2740. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2741. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2742. return this;
  2743. },
  2744. getMaxScaleOnAxis: function () {
  2745. var te = this.elements;
  2746. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2747. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2748. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2749. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2750. },
  2751. makeTranslation: function ( x, y, z ) {
  2752. this.set(
  2753. 1, 0, 0, x,
  2754. 0, 1, 0, y,
  2755. 0, 0, 1, z,
  2756. 0, 0, 0, 1
  2757. );
  2758. return this;
  2759. },
  2760. makeRotationX: function ( theta ) {
  2761. var c = Math.cos( theta ), s = Math.sin( theta );
  2762. this.set(
  2763. 1, 0, 0, 0,
  2764. 0, c, - s, 0,
  2765. 0, s, c, 0,
  2766. 0, 0, 0, 1
  2767. );
  2768. return this;
  2769. },
  2770. makeRotationY: function ( theta ) {
  2771. var c = Math.cos( theta ), s = Math.sin( theta );
  2772. this.set(
  2773. c, 0, s, 0,
  2774. 0, 1, 0, 0,
  2775. - s, 0, c, 0,
  2776. 0, 0, 0, 1
  2777. );
  2778. return this;
  2779. },
  2780. makeRotationZ: function ( theta ) {
  2781. var c = Math.cos( theta ), s = Math.sin( theta );
  2782. this.set(
  2783. c, - s, 0, 0,
  2784. s, c, 0, 0,
  2785. 0, 0, 1, 0,
  2786. 0, 0, 0, 1
  2787. );
  2788. return this;
  2789. },
  2790. makeRotationAxis: function ( axis, angle ) {
  2791. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2792. var c = Math.cos( angle );
  2793. var s = Math.sin( angle );
  2794. var t = 1 - c;
  2795. var x = axis.x, y = axis.y, z = axis.z;
  2796. var tx = t * x, ty = t * y;
  2797. this.set(
  2798. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2799. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2800. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2801. 0, 0, 0, 1
  2802. );
  2803. return this;
  2804. },
  2805. makeScale: function ( x, y, z ) {
  2806. this.set(
  2807. x, 0, 0, 0,
  2808. 0, y, 0, 0,
  2809. 0, 0, z, 0,
  2810. 0, 0, 0, 1
  2811. );
  2812. return this;
  2813. },
  2814. makeShear: function ( x, y, z ) {
  2815. this.set(
  2816. 1, y, z, 0,
  2817. x, 1, z, 0,
  2818. x, y, 1, 0,
  2819. 0, 0, 0, 1
  2820. );
  2821. return this;
  2822. },
  2823. compose: function ( position, quaternion, scale ) {
  2824. var te = this.elements;
  2825. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2826. var x2 = x + x, y2 = y + y, z2 = z + z;
  2827. var xx = x * x2, xy = x * y2, xz = x * z2;
  2828. var yy = y * y2, yz = y * z2, zz = z * z2;
  2829. var wx = w * x2, wy = w * y2, wz = w * z2;
  2830. var sx = scale.x, sy = scale.y, sz = scale.z;
  2831. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2832. te[ 1 ] = ( xy + wz ) * sx;
  2833. te[ 2 ] = ( xz - wy ) * sx;
  2834. te[ 3 ] = 0;
  2835. te[ 4 ] = ( xy - wz ) * sy;
  2836. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2837. te[ 6 ] = ( yz + wx ) * sy;
  2838. te[ 7 ] = 0;
  2839. te[ 8 ] = ( xz + wy ) * sz;
  2840. te[ 9 ] = ( yz - wx ) * sz;
  2841. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2842. te[ 11 ] = 0;
  2843. te[ 12 ] = position.x;
  2844. te[ 13 ] = position.y;
  2845. te[ 14 ] = position.z;
  2846. te[ 15 ] = 1;
  2847. return this;
  2848. },
  2849. decompose: function ( position, quaternion, scale ) {
  2850. var te = this.elements;
  2851. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2852. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2853. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2854. // if determine is negative, we need to invert one scale
  2855. var det = this.determinant();
  2856. if ( det < 0 ) { sx = - sx; }
  2857. position.x = te[ 12 ];
  2858. position.y = te[ 13 ];
  2859. position.z = te[ 14 ];
  2860. // scale the rotation part
  2861. _m1.copy( this );
  2862. var invSX = 1 / sx;
  2863. var invSY = 1 / sy;
  2864. var invSZ = 1 / sz;
  2865. _m1.elements[ 0 ] *= invSX;
  2866. _m1.elements[ 1 ] *= invSX;
  2867. _m1.elements[ 2 ] *= invSX;
  2868. _m1.elements[ 4 ] *= invSY;
  2869. _m1.elements[ 5 ] *= invSY;
  2870. _m1.elements[ 6 ] *= invSY;
  2871. _m1.elements[ 8 ] *= invSZ;
  2872. _m1.elements[ 9 ] *= invSZ;
  2873. _m1.elements[ 10 ] *= invSZ;
  2874. quaternion.setFromRotationMatrix( _m1 );
  2875. scale.x = sx;
  2876. scale.y = sy;
  2877. scale.z = sz;
  2878. return this;
  2879. },
  2880. makePerspective: function ( left, right, top, bottom, near, far ) {
  2881. if ( far === undefined ) {
  2882. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2883. }
  2884. var te = this.elements;
  2885. var x = 2 * near / ( right - left );
  2886. var y = 2 * near / ( top - bottom );
  2887. var a = ( right + left ) / ( right - left );
  2888. var b = ( top + bottom ) / ( top - bottom );
  2889. var c = - ( far + near ) / ( far - near );
  2890. var d = - 2 * far * near / ( far - near );
  2891. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2892. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2893. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2894. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2895. return this;
  2896. },
  2897. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2898. var te = this.elements;
  2899. var w = 1.0 / ( right - left );
  2900. var h = 1.0 / ( top - bottom );
  2901. var p = 1.0 / ( far - near );
  2902. var x = ( right + left ) * w;
  2903. var y = ( top + bottom ) * h;
  2904. var z = ( far + near ) * p;
  2905. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2906. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2907. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2908. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2909. return this;
  2910. },
  2911. equals: function ( matrix ) {
  2912. var te = this.elements;
  2913. var me = matrix.elements;
  2914. for ( var i = 0; i < 16; i ++ ) {
  2915. if ( te[ i ] !== me[ i ] ) { return false; }
  2916. }
  2917. return true;
  2918. },
  2919. fromArray: function ( array, offset ) {
  2920. if ( offset === undefined ) { offset = 0; }
  2921. for ( var i = 0; i < 16; i ++ ) {
  2922. this.elements[ i ] = array[ i + offset ];
  2923. }
  2924. return this;
  2925. },
  2926. toArray: function ( array, offset ) {
  2927. if ( array === undefined ) { array = []; }
  2928. if ( offset === undefined ) { offset = 0; }
  2929. var te = this.elements;
  2930. array[ offset ] = te[ 0 ];
  2931. array[ offset + 1 ] = te[ 1 ];
  2932. array[ offset + 2 ] = te[ 2 ];
  2933. array[ offset + 3 ] = te[ 3 ];
  2934. array[ offset + 4 ] = te[ 4 ];
  2935. array[ offset + 5 ] = te[ 5 ];
  2936. array[ offset + 6 ] = te[ 6 ];
  2937. array[ offset + 7 ] = te[ 7 ];
  2938. array[ offset + 8 ] = te[ 8 ];
  2939. array[ offset + 9 ] = te[ 9 ];
  2940. array[ offset + 10 ] = te[ 10 ];
  2941. array[ offset + 11 ] = te[ 11 ];
  2942. array[ offset + 12 ] = te[ 12 ];
  2943. array[ offset + 13 ] = te[ 13 ];
  2944. array[ offset + 14 ] = te[ 14 ];
  2945. array[ offset + 15 ] = te[ 15 ];
  2946. return array;
  2947. }
  2948. } );
  2949. /**
  2950. * @author mrdoob / http://mrdoob.com/
  2951. * @author WestLangley / http://github.com/WestLangley
  2952. * @author bhouston / http://clara.io
  2953. */
  2954. var _matrix = new Matrix4();
  2955. var _quaternion$1 = new Quaternion();
  2956. function Euler( x, y, z, order ) {
  2957. this._x = x || 0;
  2958. this._y = y || 0;
  2959. this._z = z || 0;
  2960. this._order = order || Euler.DefaultOrder;
  2961. }
  2962. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2963. Euler.DefaultOrder = 'XYZ';
  2964. Object.defineProperties( Euler.prototype, {
  2965. x: {
  2966. get: function () {
  2967. return this._x;
  2968. },
  2969. set: function ( value ) {
  2970. this._x = value;
  2971. this._onChangeCallback();
  2972. }
  2973. },
  2974. y: {
  2975. get: function () {
  2976. return this._y;
  2977. },
  2978. set: function ( value ) {
  2979. this._y = value;
  2980. this._onChangeCallback();
  2981. }
  2982. },
  2983. z: {
  2984. get: function () {
  2985. return this._z;
  2986. },
  2987. set: function ( value ) {
  2988. this._z = value;
  2989. this._onChangeCallback();
  2990. }
  2991. },
  2992. order: {
  2993. get: function () {
  2994. return this._order;
  2995. },
  2996. set: function ( value ) {
  2997. this._order = value;
  2998. this._onChangeCallback();
  2999. }
  3000. }
  3001. } );
  3002. Object.assign( Euler.prototype, {
  3003. isEuler: true,
  3004. set: function ( x, y, z, order ) {
  3005. this._x = x;
  3006. this._y = y;
  3007. this._z = z;
  3008. this._order = order || this._order;
  3009. this._onChangeCallback();
  3010. return this;
  3011. },
  3012. clone: function () {
  3013. return new this.constructor( this._x, this._y, this._z, this._order );
  3014. },
  3015. copy: function ( euler ) {
  3016. this._x = euler._x;
  3017. this._y = euler._y;
  3018. this._z = euler._z;
  3019. this._order = euler._order;
  3020. this._onChangeCallback();
  3021. return this;
  3022. },
  3023. setFromRotationMatrix: function ( m, order, update ) {
  3024. var clamp = MathUtils.clamp;
  3025. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3026. var te = m.elements;
  3027. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3028. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3029. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3030. order = order || this._order;
  3031. if ( order === 'XYZ' ) {
  3032. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3033. if ( Math.abs( m13 ) < 0.9999999 ) {
  3034. this._x = Math.atan2( - m23, m33 );
  3035. this._z = Math.atan2( - m12, m11 );
  3036. } else {
  3037. this._x = Math.atan2( m32, m22 );
  3038. this._z = 0;
  3039. }
  3040. } else if ( order === 'YXZ' ) {
  3041. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3042. if ( Math.abs( m23 ) < 0.9999999 ) {
  3043. this._y = Math.atan2( m13, m33 );
  3044. this._z = Math.atan2( m21, m22 );
  3045. } else {
  3046. this._y = Math.atan2( - m31, m11 );
  3047. this._z = 0;
  3048. }
  3049. } else if ( order === 'ZXY' ) {
  3050. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3051. if ( Math.abs( m32 ) < 0.9999999 ) {
  3052. this._y = Math.atan2( - m31, m33 );
  3053. this._z = Math.atan2( - m12, m22 );
  3054. } else {
  3055. this._y = 0;
  3056. this._z = Math.atan2( m21, m11 );
  3057. }
  3058. } else if ( order === 'ZYX' ) {
  3059. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3060. if ( Math.abs( m31 ) < 0.9999999 ) {
  3061. this._x = Math.atan2( m32, m33 );
  3062. this._z = Math.atan2( m21, m11 );
  3063. } else {
  3064. this._x = 0;
  3065. this._z = Math.atan2( - m12, m22 );
  3066. }
  3067. } else if ( order === 'YZX' ) {
  3068. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3069. if ( Math.abs( m21 ) < 0.9999999 ) {
  3070. this._x = Math.atan2( - m23, m22 );
  3071. this._y = Math.atan2( - m31, m11 );
  3072. } else {
  3073. this._x = 0;
  3074. this._y = Math.atan2( m13, m33 );
  3075. }
  3076. } else if ( order === 'XZY' ) {
  3077. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3078. if ( Math.abs( m12 ) < 0.9999999 ) {
  3079. this._x = Math.atan2( m32, m22 );
  3080. this._y = Math.atan2( m13, m11 );
  3081. } else {
  3082. this._x = Math.atan2( - m23, m33 );
  3083. this._y = 0;
  3084. }
  3085. } else {
  3086. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3087. }
  3088. this._order = order;
  3089. if ( update !== false ) { this._onChangeCallback(); }
  3090. return this;
  3091. },
  3092. setFromQuaternion: function ( q, order, update ) {
  3093. _matrix.makeRotationFromQuaternion( q );
  3094. return this.setFromRotationMatrix( _matrix, order, update );
  3095. },
  3096. setFromVector3: function ( v, order ) {
  3097. return this.set( v.x, v.y, v.z, order || this._order );
  3098. },
  3099. reorder: function ( newOrder ) {
  3100. // WARNING: this discards revolution information -bhouston
  3101. _quaternion$1.setFromEuler( this );
  3102. return this.setFromQuaternion( _quaternion$1, newOrder );
  3103. },
  3104. equals: function ( euler ) {
  3105. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3106. },
  3107. fromArray: function ( array ) {
  3108. this._x = array[ 0 ];
  3109. this._y = array[ 1 ];
  3110. this._z = array[ 2 ];
  3111. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3112. this._onChangeCallback();
  3113. return this;
  3114. },
  3115. toArray: function ( array, offset ) {
  3116. if ( array === undefined ) { array = []; }
  3117. if ( offset === undefined ) { offset = 0; }
  3118. array[ offset ] = this._x;
  3119. array[ offset + 1 ] = this._y;
  3120. array[ offset + 2 ] = this._z;
  3121. array[ offset + 3 ] = this._order;
  3122. return array;
  3123. },
  3124. toVector3: function ( optionalResult ) {
  3125. if ( optionalResult ) {
  3126. return optionalResult.set( this._x, this._y, this._z );
  3127. } else {
  3128. return new Vector3( this._x, this._y, this._z );
  3129. }
  3130. },
  3131. _onChange: function ( callback ) {
  3132. this._onChangeCallback = callback;
  3133. return this;
  3134. },
  3135. _onChangeCallback: function () {}
  3136. } );
  3137. /**
  3138. * @author mrdoob / http://mrdoob.com/
  3139. */
  3140. function Layers() {
  3141. this.mask = 1 | 0;
  3142. }
  3143. Object.assign( Layers.prototype, {
  3144. set: function ( channel ) {
  3145. this.mask = 1 << channel | 0;
  3146. },
  3147. enable: function ( channel ) {
  3148. this.mask |= 1 << channel | 0;
  3149. },
  3150. enableAll: function () {
  3151. this.mask = 0xffffffff | 0;
  3152. },
  3153. toggle: function ( channel ) {
  3154. this.mask ^= 1 << channel | 0;
  3155. },
  3156. disable: function ( channel ) {
  3157. this.mask &= ~ ( 1 << channel | 0 );
  3158. },
  3159. disableAll: function () {
  3160. this.mask = 0;
  3161. },
  3162. test: function ( layers ) {
  3163. return ( this.mask & layers.mask ) !== 0;
  3164. }
  3165. } );
  3166. var _object3DId = 0;
  3167. var _v1$1 = new Vector3();
  3168. var _q1 = new Quaternion();
  3169. var _m1$1 = new Matrix4();
  3170. var _target = new Vector3();
  3171. var _position = new Vector3();
  3172. var _scale = new Vector3();
  3173. var _quaternion$2 = new Quaternion();
  3174. var _xAxis = new Vector3( 1, 0, 0 );
  3175. var _yAxis = new Vector3( 0, 1, 0 );
  3176. var _zAxis = new Vector3( 0, 0, 1 );
  3177. var _addedEvent = { type: 'added' };
  3178. var _removedEvent = { type: 'removed' };
  3179. /**
  3180. * @author mrdoob / http://mrdoob.com/
  3181. * @author mikael emtinger / http://gomo.se/
  3182. * @author alteredq / http://alteredqualia.com/
  3183. * @author WestLangley / http://github.com/WestLangley
  3184. * @author elephantatwork / www.elephantatwork.ch
  3185. */
  3186. function Object3D() {
  3187. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3188. this.uuid = MathUtils.generateUUID();
  3189. this.name = '';
  3190. this.type = 'Object3D';
  3191. this.parent = null;
  3192. this.children = [];
  3193. this.up = Object3D.DefaultUp.clone();
  3194. var position = new Vector3();
  3195. var rotation = new Euler();
  3196. var quaternion = new Quaternion();
  3197. var scale = new Vector3( 1, 1, 1 );
  3198. function onRotationChange() {
  3199. quaternion.setFromEuler( rotation, false );
  3200. }
  3201. function onQuaternionChange() {
  3202. rotation.setFromQuaternion( quaternion, undefined, false );
  3203. }
  3204. rotation._onChange( onRotationChange );
  3205. quaternion._onChange( onQuaternionChange );
  3206. Object.defineProperties( this, {
  3207. position: {
  3208. configurable: true,
  3209. enumerable: true,
  3210. value: position
  3211. },
  3212. rotation: {
  3213. configurable: true,
  3214. enumerable: true,
  3215. value: rotation
  3216. },
  3217. quaternion: {
  3218. configurable: true,
  3219. enumerable: true,
  3220. value: quaternion
  3221. },
  3222. scale: {
  3223. configurable: true,
  3224. enumerable: true,
  3225. value: scale
  3226. },
  3227. modelViewMatrix: {
  3228. value: new Matrix4()
  3229. },
  3230. normalMatrix: {
  3231. value: new Matrix3()
  3232. }
  3233. } );
  3234. this.matrix = new Matrix4();
  3235. this.matrixWorld = new Matrix4();
  3236. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3237. this.matrixWorldNeedsUpdate = false;
  3238. this.layers = new Layers();
  3239. this.visible = true;
  3240. this.castShadow = false;
  3241. this.receiveShadow = false;
  3242. this.frustumCulled = true;
  3243. this.renderOrder = 0;
  3244. this.userData = {};
  3245. }
  3246. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3247. Object3D.DefaultMatrixAutoUpdate = true;
  3248. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3249. constructor: Object3D,
  3250. isObject3D: true,
  3251. onBeforeRender: function () {},
  3252. onAfterRender: function () {},
  3253. applyMatrix4: function ( matrix ) {
  3254. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3255. this.matrix.premultiply( matrix );
  3256. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3257. },
  3258. applyQuaternion: function ( q ) {
  3259. this.quaternion.premultiply( q );
  3260. return this;
  3261. },
  3262. setRotationFromAxisAngle: function ( axis, angle ) {
  3263. // assumes axis is normalized
  3264. this.quaternion.setFromAxisAngle( axis, angle );
  3265. },
  3266. setRotationFromEuler: function ( euler ) {
  3267. this.quaternion.setFromEuler( euler, true );
  3268. },
  3269. setRotationFromMatrix: function ( m ) {
  3270. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3271. this.quaternion.setFromRotationMatrix( m );
  3272. },
  3273. setRotationFromQuaternion: function ( q ) {
  3274. // assumes q is normalized
  3275. this.quaternion.copy( q );
  3276. },
  3277. rotateOnAxis: function ( axis, angle ) {
  3278. // rotate object on axis in object space
  3279. // axis is assumed to be normalized
  3280. _q1.setFromAxisAngle( axis, angle );
  3281. this.quaternion.multiply( _q1 );
  3282. return this;
  3283. },
  3284. rotateOnWorldAxis: function ( axis, angle ) {
  3285. // rotate object on axis in world space
  3286. // axis is assumed to be normalized
  3287. // method assumes no rotated parent
  3288. _q1.setFromAxisAngle( axis, angle );
  3289. this.quaternion.premultiply( _q1 );
  3290. return this;
  3291. },
  3292. rotateX: function ( angle ) {
  3293. return this.rotateOnAxis( _xAxis, angle );
  3294. },
  3295. rotateY: function ( angle ) {
  3296. return this.rotateOnAxis( _yAxis, angle );
  3297. },
  3298. rotateZ: function ( angle ) {
  3299. return this.rotateOnAxis( _zAxis, angle );
  3300. },
  3301. translateOnAxis: function ( axis, distance ) {
  3302. // translate object by distance along axis in object space
  3303. // axis is assumed to be normalized
  3304. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3305. this.position.add( _v1$1.multiplyScalar( distance ) );
  3306. return this;
  3307. },
  3308. translateX: function ( distance ) {
  3309. return this.translateOnAxis( _xAxis, distance );
  3310. },
  3311. translateY: function ( distance ) {
  3312. return this.translateOnAxis( _yAxis, distance );
  3313. },
  3314. translateZ: function ( distance ) {
  3315. return this.translateOnAxis( _zAxis, distance );
  3316. },
  3317. localToWorld: function ( vector ) {
  3318. return vector.applyMatrix4( this.matrixWorld );
  3319. },
  3320. worldToLocal: function ( vector ) {
  3321. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3322. },
  3323. lookAt: function ( x, y, z ) {
  3324. // This method does not support objects having non-uniformly-scaled parent(s)
  3325. if ( x.isVector3 ) {
  3326. _target.copy( x );
  3327. } else {
  3328. _target.set( x, y, z );
  3329. }
  3330. var parent = this.parent;
  3331. this.updateWorldMatrix( true, false );
  3332. _position.setFromMatrixPosition( this.matrixWorld );
  3333. if ( this.isCamera || this.isLight ) {
  3334. _m1$1.lookAt( _position, _target, this.up );
  3335. } else {
  3336. _m1$1.lookAt( _target, _position, this.up );
  3337. }
  3338. this.quaternion.setFromRotationMatrix( _m1$1 );
  3339. if ( parent ) {
  3340. _m1$1.extractRotation( parent.matrixWorld );
  3341. _q1.setFromRotationMatrix( _m1$1 );
  3342. this.quaternion.premultiply( _q1.inverse() );
  3343. }
  3344. },
  3345. add: function ( object ) {
  3346. if ( arguments.length > 1 ) {
  3347. for ( var i = 0; i < arguments.length; i ++ ) {
  3348. this.add( arguments[ i ] );
  3349. }
  3350. return this;
  3351. }
  3352. if ( object === this ) {
  3353. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3354. return this;
  3355. }
  3356. if ( ( object && object.isObject3D ) ) {
  3357. if ( object.parent !== null ) {
  3358. object.parent.remove( object );
  3359. }
  3360. object.parent = this;
  3361. this.children.push( object );
  3362. object.dispatchEvent( _addedEvent );
  3363. } else {
  3364. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3365. }
  3366. return this;
  3367. },
  3368. remove: function ( object ) {
  3369. if ( arguments.length > 1 ) {
  3370. for ( var i = 0; i < arguments.length; i ++ ) {
  3371. this.remove( arguments[ i ] );
  3372. }
  3373. return this;
  3374. }
  3375. var index = this.children.indexOf( object );
  3376. if ( index !== - 1 ) {
  3377. object.parent = null;
  3378. this.children.splice( index, 1 );
  3379. object.dispatchEvent( _removedEvent );
  3380. }
  3381. return this;
  3382. },
  3383. attach: function ( object ) {
  3384. // adds object as a child of this, while maintaining the object's world transform
  3385. this.updateWorldMatrix( true, false );
  3386. _m1$1.getInverse( this.matrixWorld );
  3387. if ( object.parent !== null ) {
  3388. object.parent.updateWorldMatrix( true, false );
  3389. _m1$1.multiply( object.parent.matrixWorld );
  3390. }
  3391. object.applyMatrix4( _m1$1 );
  3392. object.updateWorldMatrix( false, false );
  3393. this.add( object );
  3394. return this;
  3395. },
  3396. getObjectById: function ( id ) {
  3397. return this.getObjectByProperty( 'id', id );
  3398. },
  3399. getObjectByName: function ( name ) {
  3400. return this.getObjectByProperty( 'name', name );
  3401. },
  3402. getObjectByProperty: function ( name, value ) {
  3403. if ( this[ name ] === value ) { return this; }
  3404. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3405. var child = this.children[ i ];
  3406. var object = child.getObjectByProperty( name, value );
  3407. if ( object !== undefined ) {
  3408. return object;
  3409. }
  3410. }
  3411. return undefined;
  3412. },
  3413. getWorldPosition: function ( target ) {
  3414. if ( target === undefined ) {
  3415. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3416. target = new Vector3();
  3417. }
  3418. this.updateMatrixWorld( true );
  3419. return target.setFromMatrixPosition( this.matrixWorld );
  3420. },
  3421. getWorldQuaternion: function ( target ) {
  3422. if ( target === undefined ) {
  3423. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3424. target = new Quaternion();
  3425. }
  3426. this.updateMatrixWorld( true );
  3427. this.matrixWorld.decompose( _position, target, _scale );
  3428. return target;
  3429. },
  3430. getWorldScale: function ( target ) {
  3431. if ( target === undefined ) {
  3432. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3433. target = new Vector3();
  3434. }
  3435. this.updateMatrixWorld( true );
  3436. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3437. return target;
  3438. },
  3439. getWorldDirection: function ( target ) {
  3440. if ( target === undefined ) {
  3441. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3442. target = new Vector3();
  3443. }
  3444. this.updateMatrixWorld( true );
  3445. var e = this.matrixWorld.elements;
  3446. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3447. },
  3448. raycast: function () {},
  3449. traverse: function ( callback ) {
  3450. callback( this );
  3451. var children = this.children;
  3452. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3453. children[ i ].traverse( callback );
  3454. }
  3455. },
  3456. traverseVisible: function ( callback ) {
  3457. if ( this.visible === false ) { return; }
  3458. callback( this );
  3459. var children = this.children;
  3460. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3461. children[ i ].traverseVisible( callback );
  3462. }
  3463. },
  3464. traverseAncestors: function ( callback ) {
  3465. var parent = this.parent;
  3466. if ( parent !== null ) {
  3467. callback( parent );
  3468. parent.traverseAncestors( callback );
  3469. }
  3470. },
  3471. updateMatrix: function () {
  3472. this.matrix.compose( this.position, this.quaternion, this.scale );
  3473. this.matrixWorldNeedsUpdate = true;
  3474. },
  3475. updateMatrixWorld: function ( force ) {
  3476. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3477. if ( this.matrixWorldNeedsUpdate || force ) {
  3478. if ( this.parent === null ) {
  3479. this.matrixWorld.copy( this.matrix );
  3480. } else {
  3481. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3482. }
  3483. this.matrixWorldNeedsUpdate = false;
  3484. force = true;
  3485. }
  3486. // update children
  3487. var children = this.children;
  3488. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3489. children[ i ].updateMatrixWorld( force );
  3490. }
  3491. },
  3492. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3493. var parent = this.parent;
  3494. if ( updateParents === true && parent !== null ) {
  3495. parent.updateWorldMatrix( true, false );
  3496. }
  3497. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3498. if ( this.parent === null ) {
  3499. this.matrixWorld.copy( this.matrix );
  3500. } else {
  3501. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3502. }
  3503. // update children
  3504. if ( updateChildren === true ) {
  3505. var children = this.children;
  3506. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3507. children[ i ].updateWorldMatrix( false, true );
  3508. }
  3509. }
  3510. },
  3511. toJSON: function ( meta ) {
  3512. // meta is a string when called from JSON.stringify
  3513. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3514. var output = {};
  3515. // meta is a hash used to collect geometries, materials.
  3516. // not providing it implies that this is the root object
  3517. // being serialized.
  3518. if ( isRootObject ) {
  3519. // initialize meta obj
  3520. meta = {
  3521. geometries: {},
  3522. materials: {},
  3523. textures: {},
  3524. images: {},
  3525. shapes: {}
  3526. };
  3527. output.metadata = {
  3528. version: 4.5,
  3529. type: 'Object',
  3530. generator: 'Object3D.toJSON'
  3531. };
  3532. }
  3533. // standard Object3D serialization
  3534. var object = {};
  3535. object.uuid = this.uuid;
  3536. object.type = this.type;
  3537. if ( this.name !== '' ) { object.name = this.name; }
  3538. if ( this.castShadow === true ) { object.castShadow = true; }
  3539. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3540. if ( this.visible === false ) { object.visible = false; }
  3541. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3542. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3543. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3544. object.layers = this.layers.mask;
  3545. object.matrix = this.matrix.toArray();
  3546. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3547. // object specific properties
  3548. if ( this.isInstancedMesh ) {
  3549. object.type = 'InstancedMesh';
  3550. object.count = this.count;
  3551. object.instanceMatrix = this.instanceMatrix.toJSON();
  3552. }
  3553. //
  3554. function serialize( library, element ) {
  3555. if ( library[ element.uuid ] === undefined ) {
  3556. library[ element.uuid ] = element.toJSON( meta );
  3557. }
  3558. return element.uuid;
  3559. }
  3560. if ( this.isMesh || this.isLine || this.isPoints ) {
  3561. object.geometry = serialize( meta.geometries, this.geometry );
  3562. var parameters = this.geometry.parameters;
  3563. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3564. var shapes = parameters.shapes;
  3565. if ( Array.isArray( shapes ) ) {
  3566. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3567. var shape = shapes[ i ];
  3568. serialize( meta.shapes, shape );
  3569. }
  3570. } else {
  3571. serialize( meta.shapes, shapes );
  3572. }
  3573. }
  3574. }
  3575. if ( this.material !== undefined ) {
  3576. if ( Array.isArray( this.material ) ) {
  3577. var uuids = [];
  3578. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3579. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3580. }
  3581. object.material = uuids;
  3582. } else {
  3583. object.material = serialize( meta.materials, this.material );
  3584. }
  3585. }
  3586. //
  3587. if ( this.children.length > 0 ) {
  3588. object.children = [];
  3589. for ( var i = 0; i < this.children.length; i ++ ) {
  3590. object.children.push( this.children[ i ].toJSON( meta ).object );
  3591. }
  3592. }
  3593. if ( isRootObject ) {
  3594. var geometries = extractFromCache( meta.geometries );
  3595. var materials = extractFromCache( meta.materials );
  3596. var textures = extractFromCache( meta.textures );
  3597. var images = extractFromCache( meta.images );
  3598. var shapes = extractFromCache( meta.shapes );
  3599. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3600. if ( materials.length > 0 ) { output.materials = materials; }
  3601. if ( textures.length > 0 ) { output.textures = textures; }
  3602. if ( images.length > 0 ) { output.images = images; }
  3603. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3604. }
  3605. output.object = object;
  3606. return output;
  3607. // extract data from the cache hash
  3608. // remove metadata on each item
  3609. // and return as array
  3610. function extractFromCache( cache ) {
  3611. var values = [];
  3612. for ( var key in cache ) {
  3613. var data = cache[ key ];
  3614. delete data.metadata;
  3615. values.push( data );
  3616. }
  3617. return values;
  3618. }
  3619. },
  3620. clone: function ( recursive ) {
  3621. return new this.constructor().copy( this, recursive );
  3622. },
  3623. copy: function ( source, recursive ) {
  3624. if ( recursive === undefined ) { recursive = true; }
  3625. this.name = source.name;
  3626. this.up.copy( source.up );
  3627. this.position.copy( source.position );
  3628. this.quaternion.copy( source.quaternion );
  3629. this.scale.copy( source.scale );
  3630. this.matrix.copy( source.matrix );
  3631. this.matrixWorld.copy( source.matrixWorld );
  3632. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3633. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3634. this.layers.mask = source.layers.mask;
  3635. this.visible = source.visible;
  3636. this.castShadow = source.castShadow;
  3637. this.receiveShadow = source.receiveShadow;
  3638. this.frustumCulled = source.frustumCulled;
  3639. this.renderOrder = source.renderOrder;
  3640. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3641. if ( recursive === true ) {
  3642. for ( var i = 0; i < source.children.length; i ++ ) {
  3643. var child = source.children[ i ];
  3644. this.add( child.clone() );
  3645. }
  3646. }
  3647. return this;
  3648. }
  3649. } );
  3650. /**
  3651. * @author mrdoob / http://mrdoob.com/
  3652. */
  3653. function Scene() {
  3654. Object3D.call( this );
  3655. this.type = 'Scene';
  3656. this.background = null;
  3657. this.environment = null;
  3658. this.fog = null;
  3659. this.overrideMaterial = null;
  3660. this.autoUpdate = true; // checked by the renderer
  3661. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3662. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3663. }
  3664. }
  3665. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3666. constructor: Scene,
  3667. isScene: true,
  3668. copy: function ( source, recursive ) {
  3669. Object3D.prototype.copy.call( this, source, recursive );
  3670. if ( source.background !== null ) { this.background = source.background.clone(); }
  3671. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3672. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3673. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3674. this.autoUpdate = source.autoUpdate;
  3675. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3676. return this;
  3677. },
  3678. toJSON: function ( meta ) {
  3679. var data = Object3D.prototype.toJSON.call( this, meta );
  3680. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3681. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3682. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3683. return data;
  3684. },
  3685. dispose: function () {
  3686. this.dispatchEvent( { type: 'dispose' } );
  3687. }
  3688. } );
  3689. var _points = [
  3690. new Vector3(),
  3691. new Vector3(),
  3692. new Vector3(),
  3693. new Vector3(),
  3694. new Vector3(),
  3695. new Vector3(),
  3696. new Vector3(),
  3697. new Vector3()
  3698. ];
  3699. var _vector$1 = new Vector3();
  3700. var _box = new Box3();
  3701. // triangle centered vertices
  3702. var _v0 = new Vector3();
  3703. var _v1$2 = new Vector3();
  3704. var _v2 = new Vector3();
  3705. // triangle edge vectors
  3706. var _f0 = new Vector3();
  3707. var _f1 = new Vector3();
  3708. var _f2 = new Vector3();
  3709. var _center = new Vector3();
  3710. var _extents = new Vector3();
  3711. var _triangleNormal = new Vector3();
  3712. var _testAxis = new Vector3();
  3713. /**
  3714. * @author bhouston / http://clara.io
  3715. * @author WestLangley / http://github.com/WestLangley
  3716. */
  3717. function Box3( min, max ) {
  3718. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3719. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3720. }
  3721. Object.assign( Box3.prototype, {
  3722. isBox3: true,
  3723. set: function ( min, max ) {
  3724. this.min.copy( min );
  3725. this.max.copy( max );
  3726. return this;
  3727. },
  3728. setFromArray: function ( array ) {
  3729. var minX = + Infinity;
  3730. var minY = + Infinity;
  3731. var minZ = + Infinity;
  3732. var maxX = - Infinity;
  3733. var maxY = - Infinity;
  3734. var maxZ = - Infinity;
  3735. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3736. var x = array[ i ];
  3737. var y = array[ i + 1 ];
  3738. var z = array[ i + 2 ];
  3739. if ( x < minX ) { minX = x; }
  3740. if ( y < minY ) { minY = y; }
  3741. if ( z < minZ ) { minZ = z; }
  3742. if ( x > maxX ) { maxX = x; }
  3743. if ( y > maxY ) { maxY = y; }
  3744. if ( z > maxZ ) { maxZ = z; }
  3745. }
  3746. this.min.set( minX, minY, minZ );
  3747. this.max.set( maxX, maxY, maxZ );
  3748. return this;
  3749. },
  3750. setFromBufferAttribute: function ( attribute ) {
  3751. var minX = + Infinity;
  3752. var minY = + Infinity;
  3753. var minZ = + Infinity;
  3754. var maxX = - Infinity;
  3755. var maxY = - Infinity;
  3756. var maxZ = - Infinity;
  3757. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3758. var x = attribute.getX( i );
  3759. var y = attribute.getY( i );
  3760. var z = attribute.getZ( i );
  3761. if ( x < minX ) { minX = x; }
  3762. if ( y < minY ) { minY = y; }
  3763. if ( z < minZ ) { minZ = z; }
  3764. if ( x > maxX ) { maxX = x; }
  3765. if ( y > maxY ) { maxY = y; }
  3766. if ( z > maxZ ) { maxZ = z; }
  3767. }
  3768. this.min.set( minX, minY, minZ );
  3769. this.max.set( maxX, maxY, maxZ );
  3770. return this;
  3771. },
  3772. setFromPoints: function ( points ) {
  3773. this.makeEmpty();
  3774. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3775. this.expandByPoint( points[ i ] );
  3776. }
  3777. return this;
  3778. },
  3779. setFromCenterAndSize: function ( center, size ) {
  3780. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3781. this.min.copy( center ).sub( halfSize );
  3782. this.max.copy( center ).add( halfSize );
  3783. return this;
  3784. },
  3785. setFromObject: function ( object ) {
  3786. this.makeEmpty();
  3787. return this.expandByObject( object );
  3788. },
  3789. clone: function () {
  3790. return new this.constructor().copy( this );
  3791. },
  3792. copy: function ( box ) {
  3793. this.min.copy( box.min );
  3794. this.max.copy( box.max );
  3795. return this;
  3796. },
  3797. makeEmpty: function () {
  3798. this.min.x = this.min.y = this.min.z = + Infinity;
  3799. this.max.x = this.max.y = this.max.z = - Infinity;
  3800. return this;
  3801. },
  3802. isEmpty: function () {
  3803. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3804. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3805. },
  3806. getCenter: function ( target ) {
  3807. if ( target === undefined ) {
  3808. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3809. target = new Vector3();
  3810. }
  3811. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3812. },
  3813. getSize: function ( target ) {
  3814. if ( target === undefined ) {
  3815. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3816. target = new Vector3();
  3817. }
  3818. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3819. },
  3820. expandByPoint: function ( point ) {
  3821. this.min.min( point );
  3822. this.max.max( point );
  3823. return this;
  3824. },
  3825. expandByVector: function ( vector ) {
  3826. this.min.sub( vector );
  3827. this.max.add( vector );
  3828. return this;
  3829. },
  3830. expandByScalar: function ( scalar ) {
  3831. this.min.addScalar( - scalar );
  3832. this.max.addScalar( scalar );
  3833. return this;
  3834. },
  3835. expandByObject: function ( object ) {
  3836. // Computes the world-axis-aligned bounding box of an object (including its children),
  3837. // accounting for both the object's, and children's, world transforms
  3838. object.updateWorldMatrix( false, false );
  3839. var geometry = object.geometry;
  3840. if ( geometry !== undefined ) {
  3841. if ( geometry.boundingBox === null ) {
  3842. geometry.computeBoundingBox();
  3843. }
  3844. _box.copy( geometry.boundingBox );
  3845. _box.applyMatrix4( object.matrixWorld );
  3846. this.expandByPoint( _box.min );
  3847. this.expandByPoint( _box.max );
  3848. }
  3849. var children = object.children;
  3850. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3851. this.expandByObject( children[ i ] );
  3852. }
  3853. return this;
  3854. },
  3855. containsPoint: function ( point ) {
  3856. return point.x < this.min.x || point.x > this.max.x ||
  3857. point.y < this.min.y || point.y > this.max.y ||
  3858. point.z < this.min.z || point.z > this.max.z ? false : true;
  3859. },
  3860. containsBox: function ( box ) {
  3861. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3862. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3863. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3864. },
  3865. getParameter: function ( point, target ) {
  3866. // This can potentially have a divide by zero if the box
  3867. // has a size dimension of 0.
  3868. if ( target === undefined ) {
  3869. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3870. target = new Vector3();
  3871. }
  3872. return target.set(
  3873. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3874. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3875. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3876. );
  3877. },
  3878. intersectsBox: function ( box ) {
  3879. // using 6 splitting planes to rule out intersections.
  3880. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3881. box.max.y < this.min.y || box.min.y > this.max.y ||
  3882. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3883. },
  3884. intersectsSphere: function ( sphere ) {
  3885. // Find the point on the AABB closest to the sphere center.
  3886. this.clampPoint( sphere.center, _vector$1 );
  3887. // If that point is inside the sphere, the AABB and sphere intersect.
  3888. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3889. },
  3890. intersectsPlane: function ( plane ) {
  3891. // We compute the minimum and maximum dot product values. If those values
  3892. // are on the same side (back or front) of the plane, then there is no intersection.
  3893. var min, max;
  3894. if ( plane.normal.x > 0 ) {
  3895. min = plane.normal.x * this.min.x;
  3896. max = plane.normal.x * this.max.x;
  3897. } else {
  3898. min = plane.normal.x * this.max.x;
  3899. max = plane.normal.x * this.min.x;
  3900. }
  3901. if ( plane.normal.y > 0 ) {
  3902. min += plane.normal.y * this.min.y;
  3903. max += plane.normal.y * this.max.y;
  3904. } else {
  3905. min += plane.normal.y * this.max.y;
  3906. max += plane.normal.y * this.min.y;
  3907. }
  3908. if ( plane.normal.z > 0 ) {
  3909. min += plane.normal.z * this.min.z;
  3910. max += plane.normal.z * this.max.z;
  3911. } else {
  3912. min += plane.normal.z * this.max.z;
  3913. max += plane.normal.z * this.min.z;
  3914. }
  3915. return ( min <= - plane.constant && max >= - plane.constant );
  3916. },
  3917. intersectsTriangle: function ( triangle ) {
  3918. if ( this.isEmpty() ) {
  3919. return false;
  3920. }
  3921. // compute box center and extents
  3922. this.getCenter( _center );
  3923. _extents.subVectors( this.max, _center );
  3924. // translate triangle to aabb origin
  3925. _v0.subVectors( triangle.a, _center );
  3926. _v1$2.subVectors( triangle.b, _center );
  3927. _v2.subVectors( triangle.c, _center );
  3928. // compute edge vectors for triangle
  3929. _f0.subVectors( _v1$2, _v0 );
  3930. _f1.subVectors( _v2, _v1$2 );
  3931. _f2.subVectors( _v0, _v2 );
  3932. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3933. // 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
  3934. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3935. var axes = [
  3936. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3937. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3938. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3939. ];
  3940. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3941. return false;
  3942. }
  3943. // test 3 face normals from the aabb
  3944. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3945. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3946. return false;
  3947. }
  3948. // finally testing the face normal of the triangle
  3949. // use already existing triangle edge vectors here
  3950. _triangleNormal.crossVectors( _f0, _f1 );
  3951. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3952. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3953. },
  3954. clampPoint: function ( point, target ) {
  3955. if ( target === undefined ) {
  3956. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3957. target = new Vector3();
  3958. }
  3959. return target.copy( point ).clamp( this.min, this.max );
  3960. },
  3961. distanceToPoint: function ( point ) {
  3962. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3963. return clampedPoint.sub( point ).length();
  3964. },
  3965. getBoundingSphere: function ( target ) {
  3966. if ( target === undefined ) {
  3967. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3968. //target = new Sphere(); // removed to avoid cyclic dependency
  3969. }
  3970. this.getCenter( target.center );
  3971. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3972. return target;
  3973. },
  3974. intersect: function ( box ) {
  3975. this.min.max( box.min );
  3976. this.max.min( box.max );
  3977. // 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.
  3978. if ( this.isEmpty() ) { this.makeEmpty(); }
  3979. return this;
  3980. },
  3981. union: function ( box ) {
  3982. this.min.min( box.min );
  3983. this.max.max( box.max );
  3984. return this;
  3985. },
  3986. applyMatrix4: function ( matrix ) {
  3987. // transform of empty box is an empty box.
  3988. if ( this.isEmpty() ) { return this; }
  3989. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3990. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3991. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3992. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3993. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3994. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3995. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3996. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3997. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3998. this.setFromPoints( _points );
  3999. return this;
  4000. },
  4001. translate: function ( offset ) {
  4002. this.min.add( offset );
  4003. this.max.add( offset );
  4004. return this;
  4005. },
  4006. equals: function ( box ) {
  4007. return box.min.equals( this.min ) && box.max.equals( this.max );
  4008. }
  4009. } );
  4010. function satForAxes( axes, v0, v1, v2, extents ) {
  4011. var i, j;
  4012. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4013. _testAxis.fromArray( axes, i );
  4014. // project the aabb onto the seperating axis
  4015. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4016. // project all 3 vertices of the triangle onto the seperating axis
  4017. var p0 = v0.dot( _testAxis );
  4018. var p1 = v1.dot( _testAxis );
  4019. var p2 = v2.dot( _testAxis );
  4020. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4021. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4022. // points of the projected triangle are outside the projected half-length of the aabb
  4023. // the axis is seperating and we can exit
  4024. return false;
  4025. }
  4026. }
  4027. return true;
  4028. }
  4029. var _box$1 = new Box3();
  4030. /**
  4031. * @author bhouston / http://clara.io
  4032. * @author mrdoob / http://mrdoob.com/
  4033. */
  4034. function Sphere( center, radius ) {
  4035. this.center = ( center !== undefined ) ? center : new Vector3();
  4036. this.radius = ( radius !== undefined ) ? radius : 0;
  4037. }
  4038. Object.assign( Sphere.prototype, {
  4039. set: function ( center, radius ) {
  4040. this.center.copy( center );
  4041. this.radius = radius;
  4042. return this;
  4043. },
  4044. setFromPoints: function ( points, optionalCenter ) {
  4045. var center = this.center;
  4046. if ( optionalCenter !== undefined ) {
  4047. center.copy( optionalCenter );
  4048. } else {
  4049. _box$1.setFromPoints( points ).getCenter( center );
  4050. }
  4051. var maxRadiusSq = 0;
  4052. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4053. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4054. }
  4055. this.radius = Math.sqrt( maxRadiusSq );
  4056. return this;
  4057. },
  4058. clone: function () {
  4059. return new this.constructor().copy( this );
  4060. },
  4061. copy: function ( sphere ) {
  4062. this.center.copy( sphere.center );
  4063. this.radius = sphere.radius;
  4064. return this;
  4065. },
  4066. empty: function () {
  4067. return ( this.radius <= 0 );
  4068. },
  4069. containsPoint: function ( point ) {
  4070. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4071. },
  4072. distanceToPoint: function ( point ) {
  4073. return ( point.distanceTo( this.center ) - this.radius );
  4074. },
  4075. intersectsSphere: function ( sphere ) {
  4076. var radiusSum = this.radius + sphere.radius;
  4077. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4078. },
  4079. intersectsBox: function ( box ) {
  4080. return box.intersectsSphere( this );
  4081. },
  4082. intersectsPlane: function ( plane ) {
  4083. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4084. },
  4085. clampPoint: function ( point, target ) {
  4086. var deltaLengthSq = this.center.distanceToSquared( point );
  4087. if ( target === undefined ) {
  4088. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4089. target = new Vector3();
  4090. }
  4091. target.copy( point );
  4092. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4093. target.sub( this.center ).normalize();
  4094. target.multiplyScalar( this.radius ).add( this.center );
  4095. }
  4096. return target;
  4097. },
  4098. getBoundingBox: function ( target ) {
  4099. if ( target === undefined ) {
  4100. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4101. target = new Box3();
  4102. }
  4103. target.set( this.center, this.center );
  4104. target.expandByScalar( this.radius );
  4105. return target;
  4106. },
  4107. applyMatrix4: function ( matrix ) {
  4108. this.center.applyMatrix4( matrix );
  4109. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4110. return this;
  4111. },
  4112. translate: function ( offset ) {
  4113. this.center.add( offset );
  4114. return this;
  4115. },
  4116. equals: function ( sphere ) {
  4117. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4118. }
  4119. } );
  4120. var _vector$2 = new Vector3();
  4121. var _segCenter = new Vector3();
  4122. var _segDir = new Vector3();
  4123. var _diff = new Vector3();
  4124. var _edge1 = new Vector3();
  4125. var _edge2 = new Vector3();
  4126. var _normal = new Vector3();
  4127. /**
  4128. * @author bhouston / http://clara.io
  4129. */
  4130. function Ray( origin, direction ) {
  4131. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4132. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4133. }
  4134. Object.assign( Ray.prototype, {
  4135. set: function ( origin, direction ) {
  4136. this.origin.copy( origin );
  4137. this.direction.copy( direction );
  4138. return this;
  4139. },
  4140. clone: function () {
  4141. return new this.constructor().copy( this );
  4142. },
  4143. copy: function ( ray ) {
  4144. this.origin.copy( ray.origin );
  4145. this.direction.copy( ray.direction );
  4146. return this;
  4147. },
  4148. at: function ( t, target ) {
  4149. if ( target === undefined ) {
  4150. console.warn( 'THREE.Ray: .at() target is now required' );
  4151. target = new Vector3();
  4152. }
  4153. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4154. },
  4155. lookAt: function ( v ) {
  4156. this.direction.copy( v ).sub( this.origin ).normalize();
  4157. return this;
  4158. },
  4159. recast: function ( t ) {
  4160. this.origin.copy( this.at( t, _vector$2 ) );
  4161. return this;
  4162. },
  4163. closestPointToPoint: function ( point, target ) {
  4164. if ( target === undefined ) {
  4165. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4166. target = new Vector3();
  4167. }
  4168. target.subVectors( point, this.origin );
  4169. var directionDistance = target.dot( this.direction );
  4170. if ( directionDistance < 0 ) {
  4171. return target.copy( this.origin );
  4172. }
  4173. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4174. },
  4175. distanceToPoint: function ( point ) {
  4176. return Math.sqrt( this.distanceSqToPoint( point ) );
  4177. },
  4178. distanceSqToPoint: function ( point ) {
  4179. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4180. // point behind the ray
  4181. if ( directionDistance < 0 ) {
  4182. return this.origin.distanceToSquared( point );
  4183. }
  4184. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4185. return _vector$2.distanceToSquared( point );
  4186. },
  4187. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4188. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4189. // It returns the min distance between the ray and the segment
  4190. // defined by v0 and v1
  4191. // It can also set two optional targets :
  4192. // - The closest point on the ray
  4193. // - The closest point on the segment
  4194. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4195. _segDir.copy( v1 ).sub( v0 ).normalize();
  4196. _diff.copy( this.origin ).sub( _segCenter );
  4197. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4198. var a01 = - this.direction.dot( _segDir );
  4199. var b0 = _diff.dot( this.direction );
  4200. var b1 = - _diff.dot( _segDir );
  4201. var c = _diff.lengthSq();
  4202. var det = Math.abs( 1 - a01 * a01 );
  4203. var s0, s1, sqrDist, extDet;
  4204. if ( det > 0 ) {
  4205. // The ray and segment are not parallel.
  4206. s0 = a01 * b1 - b0;
  4207. s1 = a01 * b0 - b1;
  4208. extDet = segExtent * det;
  4209. if ( s0 >= 0 ) {
  4210. if ( s1 >= - extDet ) {
  4211. if ( s1 <= extDet ) {
  4212. // region 0
  4213. // Minimum at interior points of ray and segment.
  4214. var invDet = 1 / det;
  4215. s0 *= invDet;
  4216. s1 *= invDet;
  4217. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4218. } else {
  4219. // region 1
  4220. s1 = segExtent;
  4221. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4222. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4223. }
  4224. } else {
  4225. // region 5
  4226. s1 = - segExtent;
  4227. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4228. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4229. }
  4230. } else {
  4231. if ( s1 <= - extDet ) {
  4232. // region 4
  4233. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4234. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4235. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4236. } else if ( s1 <= extDet ) {
  4237. // region 3
  4238. s0 = 0;
  4239. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4240. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4241. } else {
  4242. // region 2
  4243. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4244. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4245. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4246. }
  4247. }
  4248. } else {
  4249. // Ray and segment are parallel.
  4250. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4251. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4252. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4253. }
  4254. if ( optionalPointOnRay ) {
  4255. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4256. }
  4257. if ( optionalPointOnSegment ) {
  4258. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4259. }
  4260. return sqrDist;
  4261. },
  4262. intersectSphere: function ( sphere, target ) {
  4263. _vector$2.subVectors( sphere.center, this.origin );
  4264. var tca = _vector$2.dot( this.direction );
  4265. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4266. var radius2 = sphere.radius * sphere.radius;
  4267. if ( d2 > radius2 ) { return null; }
  4268. var thc = Math.sqrt( radius2 - d2 );
  4269. // t0 = first intersect point - entrance on front of sphere
  4270. var t0 = tca - thc;
  4271. // t1 = second intersect point - exit point on back of sphere
  4272. var t1 = tca + thc;
  4273. // test to see if both t0 and t1 are behind the ray - if so, return null
  4274. if ( t0 < 0 && t1 < 0 ) { return null; }
  4275. // test to see if t0 is behind the ray:
  4276. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4277. // in order to always return an intersect point that is in front of the ray.
  4278. if ( t0 < 0 ) { return this.at( t1, target ); }
  4279. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4280. return this.at( t0, target );
  4281. },
  4282. intersectsSphere: function ( sphere ) {
  4283. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4284. },
  4285. distanceToPlane: function ( plane ) {
  4286. var denominator = plane.normal.dot( this.direction );
  4287. if ( denominator === 0 ) {
  4288. // line is coplanar, return origin
  4289. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4290. return 0;
  4291. }
  4292. // Null is preferable to undefined since undefined means.... it is undefined
  4293. return null;
  4294. }
  4295. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4296. // Return if the ray never intersects the plane
  4297. return t >= 0 ? t : null;
  4298. },
  4299. intersectPlane: function ( plane, target ) {
  4300. var t = this.distanceToPlane( plane );
  4301. if ( t === null ) {
  4302. return null;
  4303. }
  4304. return this.at( t, target );
  4305. },
  4306. intersectsPlane: function ( plane ) {
  4307. // check if the ray lies on the plane first
  4308. var distToPoint = plane.distanceToPoint( this.origin );
  4309. if ( distToPoint === 0 ) {
  4310. return true;
  4311. }
  4312. var denominator = plane.normal.dot( this.direction );
  4313. if ( denominator * distToPoint < 0 ) {
  4314. return true;
  4315. }
  4316. // ray origin is behind the plane (and is pointing behind it)
  4317. return false;
  4318. },
  4319. intersectBox: function ( box, target ) {
  4320. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4321. var invdirx = 1 / this.direction.x,
  4322. invdiry = 1 / this.direction.y,
  4323. invdirz = 1 / this.direction.z;
  4324. var origin = this.origin;
  4325. if ( invdirx >= 0 ) {
  4326. tmin = ( box.min.x - origin.x ) * invdirx;
  4327. tmax = ( box.max.x - origin.x ) * invdirx;
  4328. } else {
  4329. tmin = ( box.max.x - origin.x ) * invdirx;
  4330. tmax = ( box.min.x - origin.x ) * invdirx;
  4331. }
  4332. if ( invdiry >= 0 ) {
  4333. tymin = ( box.min.y - origin.y ) * invdiry;
  4334. tymax = ( box.max.y - origin.y ) * invdiry;
  4335. } else {
  4336. tymin = ( box.max.y - origin.y ) * invdiry;
  4337. tymax = ( box.min.y - origin.y ) * invdiry;
  4338. }
  4339. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4340. // These lines also handle the case where tmin or tmax is NaN
  4341. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4342. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4343. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4344. if ( invdirz >= 0 ) {
  4345. tzmin = ( box.min.z - origin.z ) * invdirz;
  4346. tzmax = ( box.max.z - origin.z ) * invdirz;
  4347. } else {
  4348. tzmin = ( box.max.z - origin.z ) * invdirz;
  4349. tzmax = ( box.min.z - origin.z ) * invdirz;
  4350. }
  4351. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4352. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4353. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4354. //return point closest to the ray (positive side)
  4355. if ( tmax < 0 ) { return null; }
  4356. return this.at( tmin >= 0 ? tmin : tmax, target );
  4357. },
  4358. intersectsBox: function ( box ) {
  4359. return this.intersectBox( box, _vector$2 ) !== null;
  4360. },
  4361. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4362. // Compute the offset origin, edges, and normal.
  4363. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4364. _edge1.subVectors( b, a );
  4365. _edge2.subVectors( c, a );
  4366. _normal.crossVectors( _edge1, _edge2 );
  4367. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4368. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4369. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4370. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4371. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4372. var DdN = this.direction.dot( _normal );
  4373. var sign;
  4374. if ( DdN > 0 ) {
  4375. if ( backfaceCulling ) { return null; }
  4376. sign = 1;
  4377. } else if ( DdN < 0 ) {
  4378. sign = - 1;
  4379. DdN = - DdN;
  4380. } else {
  4381. return null;
  4382. }
  4383. _diff.subVectors( this.origin, a );
  4384. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4385. // b1 < 0, no intersection
  4386. if ( DdQxE2 < 0 ) {
  4387. return null;
  4388. }
  4389. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4390. // b2 < 0, no intersection
  4391. if ( DdE1xQ < 0 ) {
  4392. return null;
  4393. }
  4394. // b1+b2 > 1, no intersection
  4395. if ( DdQxE2 + DdE1xQ > DdN ) {
  4396. return null;
  4397. }
  4398. // Line intersects triangle, check if ray does.
  4399. var QdN = - sign * _diff.dot( _normal );
  4400. // t < 0, no intersection
  4401. if ( QdN < 0 ) {
  4402. return null;
  4403. }
  4404. // Ray intersects triangle.
  4405. return this.at( QdN / DdN, target );
  4406. },
  4407. applyMatrix4: function ( matrix4 ) {
  4408. this.origin.applyMatrix4( matrix4 );
  4409. this.direction.transformDirection( matrix4 );
  4410. return this;
  4411. },
  4412. equals: function ( ray ) {
  4413. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4414. }
  4415. } );
  4416. /**
  4417. * @author bhouston / http://clara.io
  4418. */
  4419. var _vector1 = new Vector3();
  4420. var _vector2 = new Vector3();
  4421. var _normalMatrix = new Matrix3();
  4422. function Plane( normal, constant ) {
  4423. // normal is assumed to be normalized
  4424. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4425. this.constant = ( constant !== undefined ) ? constant : 0;
  4426. }
  4427. Object.assign( Plane.prototype, {
  4428. isPlane: true,
  4429. set: function ( normal, constant ) {
  4430. this.normal.copy( normal );
  4431. this.constant = constant;
  4432. return this;
  4433. },
  4434. setComponents: function ( x, y, z, w ) {
  4435. this.normal.set( x, y, z );
  4436. this.constant = w;
  4437. return this;
  4438. },
  4439. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4440. this.normal.copy( normal );
  4441. this.constant = - point.dot( this.normal );
  4442. return this;
  4443. },
  4444. setFromCoplanarPoints: function ( a, b, c ) {
  4445. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4446. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4447. this.setFromNormalAndCoplanarPoint( normal, a );
  4448. return this;
  4449. },
  4450. clone: function () {
  4451. return new this.constructor().copy( this );
  4452. },
  4453. copy: function ( plane ) {
  4454. this.normal.copy( plane.normal );
  4455. this.constant = plane.constant;
  4456. return this;
  4457. },
  4458. normalize: function () {
  4459. // Note: will lead to a divide by zero if the plane is invalid.
  4460. var inverseNormalLength = 1.0 / this.normal.length();
  4461. this.normal.multiplyScalar( inverseNormalLength );
  4462. this.constant *= inverseNormalLength;
  4463. return this;
  4464. },
  4465. negate: function () {
  4466. this.constant *= - 1;
  4467. this.normal.negate();
  4468. return this;
  4469. },
  4470. distanceToPoint: function ( point ) {
  4471. return this.normal.dot( point ) + this.constant;
  4472. },
  4473. distanceToSphere: function ( sphere ) {
  4474. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4475. },
  4476. projectPoint: function ( point, target ) {
  4477. if ( target === undefined ) {
  4478. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4479. target = new Vector3();
  4480. }
  4481. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4482. },
  4483. intersectLine: function ( line, target ) {
  4484. if ( target === undefined ) {
  4485. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4486. target = new Vector3();
  4487. }
  4488. var direction = line.delta( _vector1 );
  4489. var denominator = this.normal.dot( direction );
  4490. if ( denominator === 0 ) {
  4491. // line is coplanar, return origin
  4492. if ( this.distanceToPoint( line.start ) === 0 ) {
  4493. return target.copy( line.start );
  4494. }
  4495. // Unsure if this is the correct method to handle this case.
  4496. return undefined;
  4497. }
  4498. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4499. if ( t < 0 || t > 1 ) {
  4500. return undefined;
  4501. }
  4502. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4503. },
  4504. intersectsLine: function ( line ) {
  4505. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4506. var startSign = this.distanceToPoint( line.start );
  4507. var endSign = this.distanceToPoint( line.end );
  4508. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4509. },
  4510. intersectsBox: function ( box ) {
  4511. return box.intersectsPlane( this );
  4512. },
  4513. intersectsSphere: function ( sphere ) {
  4514. return sphere.intersectsPlane( this );
  4515. },
  4516. coplanarPoint: function ( target ) {
  4517. if ( target === undefined ) {
  4518. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4519. target = new Vector3();
  4520. }
  4521. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4522. },
  4523. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4524. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4525. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4526. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4527. this.constant = - referencePoint.dot( normal );
  4528. return this;
  4529. },
  4530. translate: function ( offset ) {
  4531. this.constant -= offset.dot( this.normal );
  4532. return this;
  4533. },
  4534. equals: function ( plane ) {
  4535. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4536. }
  4537. } );
  4538. /**
  4539. * @author bhouston / http://clara.io
  4540. * @author mrdoob / http://mrdoob.com/
  4541. */
  4542. var _v0$1 = new Vector3();
  4543. var _v1$3 = new Vector3();
  4544. var _v2$1 = new Vector3();
  4545. var _v3 = new Vector3();
  4546. var _vab = new Vector3();
  4547. var _vac = new Vector3();
  4548. var _vbc = new Vector3();
  4549. var _vap = new Vector3();
  4550. var _vbp = new Vector3();
  4551. var _vcp = new Vector3();
  4552. function Triangle( a, b, c ) {
  4553. this.a = ( a !== undefined ) ? a : new Vector3();
  4554. this.b = ( b !== undefined ) ? b : new Vector3();
  4555. this.c = ( c !== undefined ) ? c : new Vector3();
  4556. }
  4557. Object.assign( Triangle, {
  4558. getNormal: function ( a, b, c, target ) {
  4559. if ( target === undefined ) {
  4560. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4561. target = new Vector3();
  4562. }
  4563. target.subVectors( c, b );
  4564. _v0$1.subVectors( a, b );
  4565. target.cross( _v0$1 );
  4566. var targetLengthSq = target.lengthSq();
  4567. if ( targetLengthSq > 0 ) {
  4568. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4569. }
  4570. return target.set( 0, 0, 0 );
  4571. },
  4572. // static/instance method to calculate barycentric coordinates
  4573. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4574. getBarycoord: function ( point, a, b, c, target ) {
  4575. _v0$1.subVectors( c, a );
  4576. _v1$3.subVectors( b, a );
  4577. _v2$1.subVectors( point, a );
  4578. var dot00 = _v0$1.dot( _v0$1 );
  4579. var dot01 = _v0$1.dot( _v1$3 );
  4580. var dot02 = _v0$1.dot( _v2$1 );
  4581. var dot11 = _v1$3.dot( _v1$3 );
  4582. var dot12 = _v1$3.dot( _v2$1 );
  4583. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4584. if ( target === undefined ) {
  4585. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4586. target = new Vector3();
  4587. }
  4588. // collinear or singular triangle
  4589. if ( denom === 0 ) {
  4590. // arbitrary location outside of triangle?
  4591. // not sure if this is the best idea, maybe should be returning undefined
  4592. return target.set( - 2, - 1, - 1 );
  4593. }
  4594. var invDenom = 1 / denom;
  4595. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4596. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4597. // barycentric coordinates must always sum to 1
  4598. return target.set( 1 - u - v, v, u );
  4599. },
  4600. containsPoint: function ( point, a, b, c ) {
  4601. Triangle.getBarycoord( point, a, b, c, _v3 );
  4602. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4603. },
  4604. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4605. this.getBarycoord( point, p1, p2, p3, _v3 );
  4606. target.set( 0, 0 );
  4607. target.addScaledVector( uv1, _v3.x );
  4608. target.addScaledVector( uv2, _v3.y );
  4609. target.addScaledVector( uv3, _v3.z );
  4610. return target;
  4611. },
  4612. isFrontFacing: function ( a, b, c, direction ) {
  4613. _v0$1.subVectors( c, b );
  4614. _v1$3.subVectors( a, b );
  4615. // strictly front facing
  4616. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4617. }
  4618. } );
  4619. Object.assign( Triangle.prototype, {
  4620. set: function ( a, b, c ) {
  4621. this.a.copy( a );
  4622. this.b.copy( b );
  4623. this.c.copy( c );
  4624. return this;
  4625. },
  4626. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4627. this.a.copy( points[ i0 ] );
  4628. this.b.copy( points[ i1 ] );
  4629. this.c.copy( points[ i2 ] );
  4630. return this;
  4631. },
  4632. clone: function () {
  4633. return new this.constructor().copy( this );
  4634. },
  4635. copy: function ( triangle ) {
  4636. this.a.copy( triangle.a );
  4637. this.b.copy( triangle.b );
  4638. this.c.copy( triangle.c );
  4639. return this;
  4640. },
  4641. getArea: function () {
  4642. _v0$1.subVectors( this.c, this.b );
  4643. _v1$3.subVectors( this.a, this.b );
  4644. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4645. },
  4646. getMidpoint: function ( target ) {
  4647. if ( target === undefined ) {
  4648. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4649. target = new Vector3();
  4650. }
  4651. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4652. },
  4653. getNormal: function ( target ) {
  4654. return Triangle.getNormal( this.a, this.b, this.c, target );
  4655. },
  4656. getPlane: function ( target ) {
  4657. if ( target === undefined ) {
  4658. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4659. target = new Plane();
  4660. }
  4661. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4662. },
  4663. getBarycoord: function ( point, target ) {
  4664. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4665. },
  4666. getUV: function ( point, uv1, uv2, uv3, target ) {
  4667. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4668. },
  4669. containsPoint: function ( point ) {
  4670. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4671. },
  4672. isFrontFacing: function ( direction ) {
  4673. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4674. },
  4675. intersectsBox: function ( box ) {
  4676. return box.intersectsTriangle( this );
  4677. },
  4678. closestPointToPoint: function ( p, target ) {
  4679. if ( target === undefined ) {
  4680. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4681. target = new Vector3();
  4682. }
  4683. var a = this.a, b = this.b, c = this.c;
  4684. var v, w;
  4685. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4686. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4687. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4688. // basically, we're distinguishing which of the voronoi regions of the triangle
  4689. // the point lies in with the minimum amount of redundant computation.
  4690. _vab.subVectors( b, a );
  4691. _vac.subVectors( c, a );
  4692. _vap.subVectors( p, a );
  4693. var d1 = _vab.dot( _vap );
  4694. var d2 = _vac.dot( _vap );
  4695. if ( d1 <= 0 && d2 <= 0 ) {
  4696. // vertex region of A; barycentric coords (1, 0, 0)
  4697. return target.copy( a );
  4698. }
  4699. _vbp.subVectors( p, b );
  4700. var d3 = _vab.dot( _vbp );
  4701. var d4 = _vac.dot( _vbp );
  4702. if ( d3 >= 0 && d4 <= d3 ) {
  4703. // vertex region of B; barycentric coords (0, 1, 0)
  4704. return target.copy( b );
  4705. }
  4706. var vc = d1 * d4 - d3 * d2;
  4707. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4708. v = d1 / ( d1 - d3 );
  4709. // edge region of AB; barycentric coords (1-v, v, 0)
  4710. return target.copy( a ).addScaledVector( _vab, v );
  4711. }
  4712. _vcp.subVectors( p, c );
  4713. var d5 = _vab.dot( _vcp );
  4714. var d6 = _vac.dot( _vcp );
  4715. if ( d6 >= 0 && d5 <= d6 ) {
  4716. // vertex region of C; barycentric coords (0, 0, 1)
  4717. return target.copy( c );
  4718. }
  4719. var vb = d5 * d2 - d1 * d6;
  4720. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4721. w = d2 / ( d2 - d6 );
  4722. // edge region of AC; barycentric coords (1-w, 0, w)
  4723. return target.copy( a ).addScaledVector( _vac, w );
  4724. }
  4725. var va = d3 * d6 - d5 * d4;
  4726. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4727. _vbc.subVectors( c, b );
  4728. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4729. // edge region of BC; barycentric coords (0, 1-w, w)
  4730. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4731. }
  4732. // face region
  4733. var denom = 1 / ( va + vb + vc );
  4734. // u = va * denom
  4735. v = vb * denom;
  4736. w = vc * denom;
  4737. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4738. },
  4739. equals: function ( triangle ) {
  4740. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4741. }
  4742. } );
  4743. /**
  4744. * @author mrdoob / http://mrdoob.com/
  4745. */
  4746. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4747. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4748. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4749. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4750. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4751. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4752. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4753. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4754. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4755. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4756. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4757. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4758. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4759. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4760. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4761. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4762. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4763. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4764. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4765. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4766. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4767. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4768. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4769. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4770. var _hslA = { h: 0, s: 0, l: 0 };
  4771. var _hslB = { h: 0, s: 0, l: 0 };
  4772. function Color( r, g, b ) {
  4773. if ( g === undefined && b === undefined ) {
  4774. // r is THREE.Color, hex or string
  4775. return this.set( r );
  4776. }
  4777. return this.setRGB( r, g, b );
  4778. }
  4779. function hue2rgb( p, q, t ) {
  4780. if ( t < 0 ) { t += 1; }
  4781. if ( t > 1 ) { t -= 1; }
  4782. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4783. if ( t < 1 / 2 ) { return q; }
  4784. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4785. return p;
  4786. }
  4787. function SRGBToLinear( c ) {
  4788. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4789. }
  4790. function LinearToSRGB( c ) {
  4791. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4792. }
  4793. Object.assign( Color.prototype, {
  4794. isColor: true,
  4795. r: 1, g: 1, b: 1,
  4796. set: function ( value ) {
  4797. if ( value && value.isColor ) {
  4798. this.copy( value );
  4799. } else if ( typeof value === 'number' ) {
  4800. this.setHex( value );
  4801. } else if ( typeof value === 'string' ) {
  4802. this.setStyle( value );
  4803. }
  4804. return this;
  4805. },
  4806. setScalar: function ( scalar ) {
  4807. this.r = scalar;
  4808. this.g = scalar;
  4809. this.b = scalar;
  4810. return this;
  4811. },
  4812. setHex: function ( hex ) {
  4813. hex = Math.floor( hex );
  4814. this.r = ( hex >> 16 & 255 ) / 255;
  4815. this.g = ( hex >> 8 & 255 ) / 255;
  4816. this.b = ( hex & 255 ) / 255;
  4817. return this;
  4818. },
  4819. setRGB: function ( r, g, b ) {
  4820. this.r = r;
  4821. this.g = g;
  4822. this.b = b;
  4823. return this;
  4824. },
  4825. setHSL: function ( h, s, l ) {
  4826. // h,s,l ranges are in 0.0 - 1.0
  4827. h = MathUtils.euclideanModulo( h, 1 );
  4828. s = MathUtils.clamp( s, 0, 1 );
  4829. l = MathUtils.clamp( l, 0, 1 );
  4830. if ( s === 0 ) {
  4831. this.r = this.g = this.b = l;
  4832. } else {
  4833. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4834. var q = ( 2 * l ) - p;
  4835. this.r = hue2rgb( q, p, h + 1 / 3 );
  4836. this.g = hue2rgb( q, p, h );
  4837. this.b = hue2rgb( q, p, h - 1 / 3 );
  4838. }
  4839. return this;
  4840. },
  4841. setStyle: function ( style ) {
  4842. function handleAlpha( string ) {
  4843. if ( string === undefined ) { return; }
  4844. if ( parseFloat( string ) < 1 ) {
  4845. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4846. }
  4847. }
  4848. var m;
  4849. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4850. // rgb / hsl
  4851. var color;
  4852. var name = m[ 1 ];
  4853. var components = m[ 2 ];
  4854. switch ( name ) {
  4855. case 'rgb':
  4856. case 'rgba':
  4857. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4858. // rgb(255,0,0) rgba(255,0,0,0.5)
  4859. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4860. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4861. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4862. handleAlpha( color[ 5 ] );
  4863. return this;
  4864. }
  4865. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4866. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4867. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4868. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4869. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4870. handleAlpha( color[ 5 ] );
  4871. return this;
  4872. }
  4873. break;
  4874. case 'hsl':
  4875. case 'hsla':
  4876. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4877. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4878. var h = parseFloat( color[ 1 ] ) / 360;
  4879. var s = parseInt( color[ 2 ], 10 ) / 100;
  4880. var l = parseInt( color[ 3 ], 10 ) / 100;
  4881. handleAlpha( color[ 5 ] );
  4882. return this.setHSL( h, s, l );
  4883. }
  4884. break;
  4885. }
  4886. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4887. // hex color
  4888. var hex = m[ 1 ];
  4889. var size = hex.length;
  4890. if ( size === 3 ) {
  4891. // #ff0
  4892. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4893. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4894. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4895. return this;
  4896. } else if ( size === 6 ) {
  4897. // #ff0000
  4898. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4899. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4900. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4901. return this;
  4902. }
  4903. }
  4904. if ( style && style.length > 0 ) {
  4905. return this.setColorName( style );
  4906. }
  4907. return this;
  4908. },
  4909. setColorName: function ( style ) {
  4910. // color keywords
  4911. var hex = _colorKeywords[ style ];
  4912. if ( hex !== undefined ) {
  4913. // red
  4914. this.setHex( hex );
  4915. } else {
  4916. // unknown color
  4917. console.warn( 'THREE.Color: Unknown color ' + style );
  4918. }
  4919. return this;
  4920. },
  4921. clone: function () {
  4922. return new this.constructor( this.r, this.g, this.b );
  4923. },
  4924. copy: function ( color ) {
  4925. this.r = color.r;
  4926. this.g = color.g;
  4927. this.b = color.b;
  4928. return this;
  4929. },
  4930. copyGammaToLinear: function ( color, gammaFactor ) {
  4931. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4932. this.r = Math.pow( color.r, gammaFactor );
  4933. this.g = Math.pow( color.g, gammaFactor );
  4934. this.b = Math.pow( color.b, gammaFactor );
  4935. return this;
  4936. },
  4937. copyLinearToGamma: function ( color, gammaFactor ) {
  4938. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4939. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4940. this.r = Math.pow( color.r, safeInverse );
  4941. this.g = Math.pow( color.g, safeInverse );
  4942. this.b = Math.pow( color.b, safeInverse );
  4943. return this;
  4944. },
  4945. convertGammaToLinear: function ( gammaFactor ) {
  4946. this.copyGammaToLinear( this, gammaFactor );
  4947. return this;
  4948. },
  4949. convertLinearToGamma: function ( gammaFactor ) {
  4950. this.copyLinearToGamma( this, gammaFactor );
  4951. return this;
  4952. },
  4953. copySRGBToLinear: function ( color ) {
  4954. this.r = SRGBToLinear( color.r );
  4955. this.g = SRGBToLinear( color.g );
  4956. this.b = SRGBToLinear( color.b );
  4957. return this;
  4958. },
  4959. copyLinearToSRGB: function ( color ) {
  4960. this.r = LinearToSRGB( color.r );
  4961. this.g = LinearToSRGB( color.g );
  4962. this.b = LinearToSRGB( color.b );
  4963. return this;
  4964. },
  4965. convertSRGBToLinear: function () {
  4966. this.copySRGBToLinear( this );
  4967. return this;
  4968. },
  4969. convertLinearToSRGB: function () {
  4970. this.copyLinearToSRGB( this );
  4971. return this;
  4972. },
  4973. getHex: function () {
  4974. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4975. },
  4976. getHexString: function () {
  4977. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4978. },
  4979. getHSL: function ( target ) {
  4980. // h,s,l ranges are in 0.0 - 1.0
  4981. if ( target === undefined ) {
  4982. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4983. target = { h: 0, s: 0, l: 0 };
  4984. }
  4985. var r = this.r, g = this.g, b = this.b;
  4986. var max = Math.max( r, g, b );
  4987. var min = Math.min( r, g, b );
  4988. var hue, saturation;
  4989. var lightness = ( min + max ) / 2.0;
  4990. if ( min === max ) {
  4991. hue = 0;
  4992. saturation = 0;
  4993. } else {
  4994. var delta = max - min;
  4995. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4996. switch ( max ) {
  4997. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4998. case g: hue = ( b - r ) / delta + 2; break;
  4999. case b: hue = ( r - g ) / delta + 4; break;
  5000. }
  5001. hue /= 6;
  5002. }
  5003. target.h = hue;
  5004. target.s = saturation;
  5005. target.l = lightness;
  5006. return target;
  5007. },
  5008. getStyle: function () {
  5009. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5010. },
  5011. offsetHSL: function ( h, s, l ) {
  5012. this.getHSL( _hslA );
  5013. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5014. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5015. return this;
  5016. },
  5017. add: function ( color ) {
  5018. this.r += color.r;
  5019. this.g += color.g;
  5020. this.b += color.b;
  5021. return this;
  5022. },
  5023. addColors: function ( color1, color2 ) {
  5024. this.r = color1.r + color2.r;
  5025. this.g = color1.g + color2.g;
  5026. this.b = color1.b + color2.b;
  5027. return this;
  5028. },
  5029. addScalar: function ( s ) {
  5030. this.r += s;
  5031. this.g += s;
  5032. this.b += s;
  5033. return this;
  5034. },
  5035. sub: function ( color ) {
  5036. this.r = Math.max( 0, this.r - color.r );
  5037. this.g = Math.max( 0, this.g - color.g );
  5038. this.b = Math.max( 0, this.b - color.b );
  5039. return this;
  5040. },
  5041. multiply: function ( color ) {
  5042. this.r *= color.r;
  5043. this.g *= color.g;
  5044. this.b *= color.b;
  5045. return this;
  5046. },
  5047. multiplyScalar: function ( s ) {
  5048. this.r *= s;
  5049. this.g *= s;
  5050. this.b *= s;
  5051. return this;
  5052. },
  5053. lerp: function ( color, alpha ) {
  5054. this.r += ( color.r - this.r ) * alpha;
  5055. this.g += ( color.g - this.g ) * alpha;
  5056. this.b += ( color.b - this.b ) * alpha;
  5057. return this;
  5058. },
  5059. lerpHSL: function ( color, alpha ) {
  5060. this.getHSL( _hslA );
  5061. color.getHSL( _hslB );
  5062. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5063. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5064. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5065. this.setHSL( h, s, l );
  5066. return this;
  5067. },
  5068. equals: function ( c ) {
  5069. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5070. },
  5071. fromArray: function ( array, offset ) {
  5072. if ( offset === undefined ) { offset = 0; }
  5073. this.r = array[ offset ];
  5074. this.g = array[ offset + 1 ];
  5075. this.b = array[ offset + 2 ];
  5076. return this;
  5077. },
  5078. toArray: function ( array, offset ) {
  5079. if ( array === undefined ) { array = []; }
  5080. if ( offset === undefined ) { offset = 0; }
  5081. array[ offset ] = this.r;
  5082. array[ offset + 1 ] = this.g;
  5083. array[ offset + 2 ] = this.b;
  5084. return array;
  5085. },
  5086. toJSON: function () {
  5087. return this.getHex();
  5088. }
  5089. } );
  5090. Color.NAMES = _colorKeywords;
  5091. /**
  5092. * @author mrdoob / http://mrdoob.com/
  5093. * @author alteredq / http://alteredqualia.com/
  5094. */
  5095. function Face3( a, b, c, normal, color, materialIndex ) {
  5096. this.a = a;
  5097. this.b = b;
  5098. this.c = c;
  5099. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5100. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5101. this.color = ( color && color.isColor ) ? color : new Color();
  5102. this.vertexColors = Array.isArray( color ) ? color : [];
  5103. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5104. }
  5105. Object.assign( Face3.prototype, {
  5106. clone: function () {
  5107. return new this.constructor().copy( this );
  5108. },
  5109. copy: function ( source ) {
  5110. this.a = source.a;
  5111. this.b = source.b;
  5112. this.c = source.c;
  5113. this.normal.copy( source.normal );
  5114. this.color.copy( source.color );
  5115. this.materialIndex = source.materialIndex;
  5116. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5117. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5118. }
  5119. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5120. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5121. }
  5122. return this;
  5123. }
  5124. } );
  5125. /**
  5126. * @author mrdoob / http://mrdoob.com/
  5127. * @author alteredq / http://alteredqualia.com/
  5128. */
  5129. var materialId = 0;
  5130. function Material() {
  5131. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5132. this.uuid = MathUtils.generateUUID();
  5133. this.name = '';
  5134. this.type = 'Material';
  5135. this.fog = true;
  5136. this.blending = NormalBlending;
  5137. this.side = FrontSide;
  5138. this.flatShading = false;
  5139. this.vertexColors = false;
  5140. this.opacity = 1;
  5141. this.transparent = false;
  5142. this.blendSrc = SrcAlphaFactor;
  5143. this.blendDst = OneMinusSrcAlphaFactor;
  5144. this.blendEquation = AddEquation;
  5145. this.blendSrcAlpha = null;
  5146. this.blendDstAlpha = null;
  5147. this.blendEquationAlpha = null;
  5148. this.depthFunc = LessEqualDepth;
  5149. this.depthTest = true;
  5150. this.depthWrite = true;
  5151. this.stencilWriteMask = 0xff;
  5152. this.stencilFunc = AlwaysStencilFunc;
  5153. this.stencilRef = 0;
  5154. this.stencilFuncMask = 0xff;
  5155. this.stencilFail = KeepStencilOp;
  5156. this.stencilZFail = KeepStencilOp;
  5157. this.stencilZPass = KeepStencilOp;
  5158. this.stencilWrite = false;
  5159. this.clippingPlanes = null;
  5160. this.clipIntersection = false;
  5161. this.clipShadows = false;
  5162. this.shadowSide = null;
  5163. this.colorWrite = true;
  5164. this.precision = null; // override the renderer's default precision for this material
  5165. this.polygonOffset = false;
  5166. this.polygonOffsetFactor = 0;
  5167. this.polygonOffsetUnits = 0;
  5168. this.dithering = false;
  5169. this.alphaTest = 0;
  5170. this.premultipliedAlpha = false;
  5171. this.visible = true;
  5172. this.toneMapped = true;
  5173. this.userData = {};
  5174. this.version = 0;
  5175. }
  5176. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5177. constructor: Material,
  5178. isMaterial: true,
  5179. onBeforeCompile: function () {},
  5180. setValues: function ( values ) {
  5181. if ( values === undefined ) { return; }
  5182. for ( var key in values ) {
  5183. var newValue = values[ key ];
  5184. if ( newValue === undefined ) {
  5185. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5186. continue;
  5187. }
  5188. // for backward compatability if shading is set in the constructor
  5189. if ( key === 'shading' ) {
  5190. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5191. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5192. continue;
  5193. }
  5194. var currentValue = this[ key ];
  5195. if ( currentValue === undefined ) {
  5196. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5197. continue;
  5198. }
  5199. if ( currentValue && currentValue.isColor ) {
  5200. currentValue.set( newValue );
  5201. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5202. currentValue.copy( newValue );
  5203. } else {
  5204. this[ key ] = newValue;
  5205. }
  5206. }
  5207. },
  5208. toJSON: function ( meta ) {
  5209. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5210. if ( isRoot ) {
  5211. meta = {
  5212. textures: {},
  5213. images: {}
  5214. };
  5215. }
  5216. var data = {
  5217. metadata: {
  5218. version: 4.5,
  5219. type: 'Material',
  5220. generator: 'Material.toJSON'
  5221. }
  5222. };
  5223. // standard Material serialization
  5224. data.uuid = this.uuid;
  5225. data.type = this.type;
  5226. if ( this.name !== '' ) { data.name = this.name; }
  5227. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5228. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5229. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5230. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5231. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5232. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5233. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5234. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5235. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5236. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5237. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5238. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5239. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5240. }
  5241. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5242. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5243. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5244. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5245. if ( this.aoMap && this.aoMap.isTexture ) {
  5246. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5247. data.aoMapIntensity = this.aoMapIntensity;
  5248. }
  5249. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5250. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5251. data.bumpScale = this.bumpScale;
  5252. }
  5253. if ( this.normalMap && this.normalMap.isTexture ) {
  5254. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5255. data.normalMapType = this.normalMapType;
  5256. data.normalScale = this.normalScale.toArray();
  5257. }
  5258. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5259. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5260. data.displacementScale = this.displacementScale;
  5261. data.displacementBias = this.displacementBias;
  5262. }
  5263. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5264. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5265. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5266. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5267. if ( this.envMap && this.envMap.isTexture ) {
  5268. data.envMap = this.envMap.toJSON( meta ).uuid;
  5269. data.reflectivity = this.reflectivity; // Scale behind envMap
  5270. data.refractionRatio = this.refractionRatio;
  5271. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5272. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5273. }
  5274. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5275. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5276. }
  5277. if ( this.size !== undefined ) { data.size = this.size; }
  5278. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5279. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5280. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5281. if ( this.side !== FrontSide ) { data.side = this.side; }
  5282. if ( this.vertexColors ) { data.vertexColors = true; }
  5283. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5284. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5285. data.depthFunc = this.depthFunc;
  5286. data.depthTest = this.depthTest;
  5287. data.depthWrite = this.depthWrite;
  5288. data.stencilWrite = this.stencilWrite;
  5289. data.stencilWriteMask = this.stencilWriteMask;
  5290. data.stencilFunc = this.stencilFunc;
  5291. data.stencilRef = this.stencilRef;
  5292. data.stencilFuncMask = this.stencilFuncMask;
  5293. data.stencilFail = this.stencilFail;
  5294. data.stencilZFail = this.stencilZFail;
  5295. data.stencilZPass = this.stencilZPass;
  5296. // rotation (SpriteMaterial)
  5297. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5298. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5299. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5300. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5301. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5302. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5303. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5304. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5305. if ( this.dithering === true ) { data.dithering = true; }
  5306. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5307. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5308. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5309. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5310. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5311. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5312. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5313. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5314. if ( this.skinning === true ) { data.skinning = true; }
  5315. if ( this.visible === false ) { data.visible = false; }
  5316. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5317. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5318. // TODO: Copied from Object3D.toJSON
  5319. function extractFromCache( cache ) {
  5320. var values = [];
  5321. for ( var key in cache ) {
  5322. var data = cache[ key ];
  5323. delete data.metadata;
  5324. values.push( data );
  5325. }
  5326. return values;
  5327. }
  5328. if ( isRoot ) {
  5329. var textures = extractFromCache( meta.textures );
  5330. var images = extractFromCache( meta.images );
  5331. if ( textures.length > 0 ) { data.textures = textures; }
  5332. if ( images.length > 0 ) { data.images = images; }
  5333. }
  5334. return data;
  5335. },
  5336. clone: function () {
  5337. return new this.constructor().copy( this );
  5338. },
  5339. copy: function ( source ) {
  5340. this.name = source.name;
  5341. this.fog = source.fog;
  5342. this.blending = source.blending;
  5343. this.side = source.side;
  5344. this.flatShading = source.flatShading;
  5345. this.vertexColors = source.vertexColors;
  5346. this.opacity = source.opacity;
  5347. this.transparent = source.transparent;
  5348. this.blendSrc = source.blendSrc;
  5349. this.blendDst = source.blendDst;
  5350. this.blendEquation = source.blendEquation;
  5351. this.blendSrcAlpha = source.blendSrcAlpha;
  5352. this.blendDstAlpha = source.blendDstAlpha;
  5353. this.blendEquationAlpha = source.blendEquationAlpha;
  5354. this.depthFunc = source.depthFunc;
  5355. this.depthTest = source.depthTest;
  5356. this.depthWrite = source.depthWrite;
  5357. this.stencilWriteMask = source.stencilWriteMask;
  5358. this.stencilFunc = source.stencilFunc;
  5359. this.stencilRef = source.stencilRef;
  5360. this.stencilFuncMask = source.stencilFuncMask;
  5361. this.stencilFail = source.stencilFail;
  5362. this.stencilZFail = source.stencilZFail;
  5363. this.stencilZPass = source.stencilZPass;
  5364. this.stencilWrite = source.stencilWrite;
  5365. var srcPlanes = source.clippingPlanes,
  5366. dstPlanes = null;
  5367. if ( srcPlanes !== null ) {
  5368. var n = srcPlanes.length;
  5369. dstPlanes = new Array( n );
  5370. for ( var i = 0; i !== n; ++ i )
  5371. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5372. }
  5373. this.clippingPlanes = dstPlanes;
  5374. this.clipIntersection = source.clipIntersection;
  5375. this.clipShadows = source.clipShadows;
  5376. this.shadowSide = source.shadowSide;
  5377. this.colorWrite = source.colorWrite;
  5378. this.precision = source.precision;
  5379. this.polygonOffset = source.polygonOffset;
  5380. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5381. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5382. this.dithering = source.dithering;
  5383. this.alphaTest = source.alphaTest;
  5384. this.premultipliedAlpha = source.premultipliedAlpha;
  5385. this.visible = source.visible;
  5386. this.toneMapped = source.toneMapped;
  5387. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5388. return this;
  5389. },
  5390. dispose: function () {
  5391. this.dispatchEvent( { type: 'dispose' } );
  5392. }
  5393. } );
  5394. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5395. set: function ( value ) {
  5396. if ( value === true ) { this.version ++; }
  5397. }
  5398. } );
  5399. /**
  5400. * @author mrdoob / http://mrdoob.com/
  5401. * @author alteredq / http://alteredqualia.com/
  5402. *
  5403. * parameters = {
  5404. * color: <hex>,
  5405. * opacity: <float>,
  5406. * map: new THREE.Texture( <Image> ),
  5407. *
  5408. * lightMap: new THREE.Texture( <Image> ),
  5409. * lightMapIntensity: <float>
  5410. *
  5411. * aoMap: new THREE.Texture( <Image> ),
  5412. * aoMapIntensity: <float>
  5413. *
  5414. * specularMap: new THREE.Texture( <Image> ),
  5415. *
  5416. * alphaMap: new THREE.Texture( <Image> ),
  5417. *
  5418. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5419. * combine: THREE.Multiply,
  5420. * reflectivity: <float>,
  5421. * refractionRatio: <float>,
  5422. *
  5423. * depthTest: <bool>,
  5424. * depthWrite: <bool>,
  5425. *
  5426. * wireframe: <boolean>,
  5427. * wireframeLinewidth: <float>,
  5428. *
  5429. * skinning: <bool>,
  5430. * morphTargets: <bool>
  5431. * }
  5432. */
  5433. function MeshBasicMaterial( parameters ) {
  5434. Material.call( this );
  5435. this.type = 'MeshBasicMaterial';
  5436. this.color = new Color( 0xffffff ); // emissive
  5437. this.map = null;
  5438. this.lightMap = null;
  5439. this.lightMapIntensity = 1.0;
  5440. this.aoMap = null;
  5441. this.aoMapIntensity = 1.0;
  5442. this.specularMap = null;
  5443. this.alphaMap = null;
  5444. this.envMap = null;
  5445. this.combine = MultiplyOperation;
  5446. this.reflectivity = 1;
  5447. this.refractionRatio = 0.98;
  5448. this.wireframe = false;
  5449. this.wireframeLinewidth = 1;
  5450. this.wireframeLinecap = 'round';
  5451. this.wireframeLinejoin = 'round';
  5452. this.skinning = false;
  5453. this.morphTargets = false;
  5454. this.setValues( parameters );
  5455. }
  5456. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5457. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5458. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5459. MeshBasicMaterial.prototype.copy = function ( source ) {
  5460. Material.prototype.copy.call( this, source );
  5461. this.color.copy( source.color );
  5462. this.map = source.map;
  5463. this.lightMap = source.lightMap;
  5464. this.lightMapIntensity = source.lightMapIntensity;
  5465. this.aoMap = source.aoMap;
  5466. this.aoMapIntensity = source.aoMapIntensity;
  5467. this.specularMap = source.specularMap;
  5468. this.alphaMap = source.alphaMap;
  5469. this.envMap = source.envMap;
  5470. this.combine = source.combine;
  5471. this.reflectivity = source.reflectivity;
  5472. this.refractionRatio = source.refractionRatio;
  5473. this.wireframe = source.wireframe;
  5474. this.wireframeLinewidth = source.wireframeLinewidth;
  5475. this.wireframeLinecap = source.wireframeLinecap;
  5476. this.wireframeLinejoin = source.wireframeLinejoin;
  5477. this.skinning = source.skinning;
  5478. this.morphTargets = source.morphTargets;
  5479. return this;
  5480. };
  5481. /**
  5482. * @author mrdoob / http://mrdoob.com/
  5483. */
  5484. var _vector$3 = new Vector3();
  5485. function BufferAttribute( array, itemSize, normalized ) {
  5486. if ( Array.isArray( array ) ) {
  5487. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5488. }
  5489. this.name = '';
  5490. this.array = array;
  5491. this.itemSize = itemSize;
  5492. this.count = array !== undefined ? array.length / itemSize : 0;
  5493. this.normalized = normalized === true;
  5494. this.usage = StaticDrawUsage;
  5495. this.updateRange = { offset: 0, count: - 1 };
  5496. this.version = 0;
  5497. }
  5498. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5499. set: function ( value ) {
  5500. if ( value === true ) { this.version ++; }
  5501. }
  5502. } );
  5503. Object.assign( BufferAttribute.prototype, {
  5504. isBufferAttribute: true,
  5505. onUploadCallback: function () {},
  5506. setUsage: function ( value ) {
  5507. this.usage = value;
  5508. return this;
  5509. },
  5510. copy: function ( source ) {
  5511. this.name = source.name;
  5512. this.array = new source.array.constructor( source.array );
  5513. this.itemSize = source.itemSize;
  5514. this.count = source.count;
  5515. this.normalized = source.normalized;
  5516. this.usage = source.usage;
  5517. return this;
  5518. },
  5519. copyAt: function ( index1, attribute, index2 ) {
  5520. index1 *= this.itemSize;
  5521. index2 *= attribute.itemSize;
  5522. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5523. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5524. }
  5525. return this;
  5526. },
  5527. copyArray: function ( array ) {
  5528. this.array.set( array );
  5529. return this;
  5530. },
  5531. copyColorsArray: function ( colors ) {
  5532. var array = this.array, offset = 0;
  5533. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5534. var color = colors[ i ];
  5535. if ( color === undefined ) {
  5536. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5537. color = new Color();
  5538. }
  5539. array[ offset ++ ] = color.r;
  5540. array[ offset ++ ] = color.g;
  5541. array[ offset ++ ] = color.b;
  5542. }
  5543. return this;
  5544. },
  5545. copyVector2sArray: function ( vectors ) {
  5546. var array = this.array, offset = 0;
  5547. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5548. var vector = vectors[ i ];
  5549. if ( vector === undefined ) {
  5550. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5551. vector = new Vector2();
  5552. }
  5553. array[ offset ++ ] = vector.x;
  5554. array[ offset ++ ] = vector.y;
  5555. }
  5556. return this;
  5557. },
  5558. copyVector3sArray: function ( vectors ) {
  5559. var array = this.array, offset = 0;
  5560. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5561. var vector = vectors[ i ];
  5562. if ( vector === undefined ) {
  5563. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5564. vector = new Vector3();
  5565. }
  5566. array[ offset ++ ] = vector.x;
  5567. array[ offset ++ ] = vector.y;
  5568. array[ offset ++ ] = vector.z;
  5569. }
  5570. return this;
  5571. },
  5572. copyVector4sArray: function ( vectors ) {
  5573. var array = this.array, offset = 0;
  5574. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5575. var vector = vectors[ i ];
  5576. if ( vector === undefined ) {
  5577. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5578. vector = new Vector4();
  5579. }
  5580. array[ offset ++ ] = vector.x;
  5581. array[ offset ++ ] = vector.y;
  5582. array[ offset ++ ] = vector.z;
  5583. array[ offset ++ ] = vector.w;
  5584. }
  5585. return this;
  5586. },
  5587. applyMatrix3: function ( m ) {
  5588. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5589. _vector$3.x = this.getX( i );
  5590. _vector$3.y = this.getY( i );
  5591. _vector$3.z = this.getZ( i );
  5592. _vector$3.applyMatrix3( m );
  5593. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5594. }
  5595. return this;
  5596. },
  5597. applyMatrix4: function ( m ) {
  5598. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5599. _vector$3.x = this.getX( i );
  5600. _vector$3.y = this.getY( i );
  5601. _vector$3.z = this.getZ( i );
  5602. _vector$3.applyMatrix4( m );
  5603. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5604. }
  5605. return this;
  5606. },
  5607. applyNormalMatrix: function ( m ) {
  5608. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5609. _vector$3.x = this.getX( i );
  5610. _vector$3.y = this.getY( i );
  5611. _vector$3.z = this.getZ( i );
  5612. _vector$3.applyNormalMatrix( m );
  5613. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5614. }
  5615. return this;
  5616. },
  5617. transformDirection: function ( m ) {
  5618. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5619. _vector$3.x = this.getX( i );
  5620. _vector$3.y = this.getY( i );
  5621. _vector$3.z = this.getZ( i );
  5622. _vector$3.transformDirection( m );
  5623. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5624. }
  5625. return this;
  5626. },
  5627. set: function ( value, offset ) {
  5628. if ( offset === undefined ) { offset = 0; }
  5629. this.array.set( value, offset );
  5630. return this;
  5631. },
  5632. getX: function ( index ) {
  5633. return this.array[ index * this.itemSize ];
  5634. },
  5635. setX: function ( index, x ) {
  5636. this.array[ index * this.itemSize ] = x;
  5637. return this;
  5638. },
  5639. getY: function ( index ) {
  5640. return this.array[ index * this.itemSize + 1 ];
  5641. },
  5642. setY: function ( index, y ) {
  5643. this.array[ index * this.itemSize + 1 ] = y;
  5644. return this;
  5645. },
  5646. getZ: function ( index ) {
  5647. return this.array[ index * this.itemSize + 2 ];
  5648. },
  5649. setZ: function ( index, z ) {
  5650. this.array[ index * this.itemSize + 2 ] = z;
  5651. return this;
  5652. },
  5653. getW: function ( index ) {
  5654. return this.array[ index * this.itemSize + 3 ];
  5655. },
  5656. setW: function ( index, w ) {
  5657. this.array[ index * this.itemSize + 3 ] = w;
  5658. return this;
  5659. },
  5660. setXY: function ( index, x, y ) {
  5661. index *= this.itemSize;
  5662. this.array[ index + 0 ] = x;
  5663. this.array[ index + 1 ] = y;
  5664. return this;
  5665. },
  5666. setXYZ: function ( index, x, y, z ) {
  5667. index *= this.itemSize;
  5668. this.array[ index + 0 ] = x;
  5669. this.array[ index + 1 ] = y;
  5670. this.array[ index + 2 ] = z;
  5671. return this;
  5672. },
  5673. setXYZW: function ( index, x, y, z, w ) {
  5674. index *= this.itemSize;
  5675. this.array[ index + 0 ] = x;
  5676. this.array[ index + 1 ] = y;
  5677. this.array[ index + 2 ] = z;
  5678. this.array[ index + 3 ] = w;
  5679. return this;
  5680. },
  5681. onUpload: function ( callback ) {
  5682. this.onUploadCallback = callback;
  5683. return this;
  5684. },
  5685. clone: function () {
  5686. return new this.constructor( this.array, this.itemSize ).copy( this );
  5687. },
  5688. toJSON: function () {
  5689. return {
  5690. itemSize: this.itemSize,
  5691. type: this.array.constructor.name,
  5692. array: Array.prototype.slice.call( this.array ),
  5693. normalized: this.normalized
  5694. };
  5695. }
  5696. } );
  5697. //
  5698. function Int8BufferAttribute( array, itemSize, normalized ) {
  5699. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5700. }
  5701. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5702. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5703. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5704. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5705. }
  5706. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5707. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5708. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5709. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5710. }
  5711. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5712. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5713. function Int16BufferAttribute( array, itemSize, normalized ) {
  5714. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5715. }
  5716. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5717. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5718. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5719. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5720. }
  5721. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5722. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5723. function Int32BufferAttribute( array, itemSize, normalized ) {
  5724. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5725. }
  5726. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5727. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5728. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5729. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5730. }
  5731. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5732. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5733. function Float32BufferAttribute( array, itemSize, normalized ) {
  5734. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5735. }
  5736. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5737. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5738. function Float64BufferAttribute( array, itemSize, normalized ) {
  5739. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5740. }
  5741. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5742. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5743. /**
  5744. * @author mrdoob / http://mrdoob.com/
  5745. */
  5746. function DirectGeometry() {
  5747. this.vertices = [];
  5748. this.normals = [];
  5749. this.colors = [];
  5750. this.uvs = [];
  5751. this.uvs2 = [];
  5752. this.groups = [];
  5753. this.morphTargets = {};
  5754. this.skinWeights = [];
  5755. this.skinIndices = [];
  5756. // this.lineDistances = [];
  5757. this.boundingBox = null;
  5758. this.boundingSphere = null;
  5759. // update flags
  5760. this.verticesNeedUpdate = false;
  5761. this.normalsNeedUpdate = false;
  5762. this.colorsNeedUpdate = false;
  5763. this.uvsNeedUpdate = false;
  5764. this.groupsNeedUpdate = false;
  5765. }
  5766. Object.assign( DirectGeometry.prototype, {
  5767. computeGroups: function ( geometry ) {
  5768. var group;
  5769. var groups = [];
  5770. var materialIndex = undefined;
  5771. var faces = geometry.faces;
  5772. for ( var i = 0; i < faces.length; i ++ ) {
  5773. var face = faces[ i ];
  5774. // materials
  5775. if ( face.materialIndex !== materialIndex ) {
  5776. materialIndex = face.materialIndex;
  5777. if ( group !== undefined ) {
  5778. group.count = ( i * 3 ) - group.start;
  5779. groups.push( group );
  5780. }
  5781. group = {
  5782. start: i * 3,
  5783. materialIndex: materialIndex
  5784. };
  5785. }
  5786. }
  5787. if ( group !== undefined ) {
  5788. group.count = ( i * 3 ) - group.start;
  5789. groups.push( group );
  5790. }
  5791. this.groups = groups;
  5792. },
  5793. fromGeometry: function ( geometry ) {
  5794. var faces = geometry.faces;
  5795. var vertices = geometry.vertices;
  5796. var faceVertexUvs = geometry.faceVertexUvs;
  5797. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5798. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5799. // morphs
  5800. var morphTargets = geometry.morphTargets;
  5801. var morphTargetsLength = morphTargets.length;
  5802. var morphTargetsPosition;
  5803. if ( morphTargetsLength > 0 ) {
  5804. morphTargetsPosition = [];
  5805. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5806. morphTargetsPosition[ i ] = {
  5807. name: morphTargets[ i ].name,
  5808. data: []
  5809. };
  5810. }
  5811. this.morphTargets.position = morphTargetsPosition;
  5812. }
  5813. var morphNormals = geometry.morphNormals;
  5814. var morphNormalsLength = morphNormals.length;
  5815. var morphTargetsNormal;
  5816. if ( morphNormalsLength > 0 ) {
  5817. morphTargetsNormal = [];
  5818. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5819. morphTargetsNormal[ i ] = {
  5820. name: morphNormals[ i ].name,
  5821. data: []
  5822. };
  5823. }
  5824. this.morphTargets.normal = morphTargetsNormal;
  5825. }
  5826. // skins
  5827. var skinIndices = geometry.skinIndices;
  5828. var skinWeights = geometry.skinWeights;
  5829. var hasSkinIndices = skinIndices.length === vertices.length;
  5830. var hasSkinWeights = skinWeights.length === vertices.length;
  5831. //
  5832. if ( vertices.length > 0 && faces.length === 0 ) {
  5833. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5834. }
  5835. for ( var i = 0; i < faces.length; i ++ ) {
  5836. var face = faces[ i ];
  5837. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5838. var vertexNormals = face.vertexNormals;
  5839. if ( vertexNormals.length === 3 ) {
  5840. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5841. } else {
  5842. var normal = face.normal;
  5843. this.normals.push( normal, normal, normal );
  5844. }
  5845. var vertexColors = face.vertexColors;
  5846. if ( vertexColors.length === 3 ) {
  5847. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5848. } else {
  5849. var color = face.color;
  5850. this.colors.push( color, color, color );
  5851. }
  5852. if ( hasFaceVertexUv === true ) {
  5853. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5854. if ( vertexUvs !== undefined ) {
  5855. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5856. } else {
  5857. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5858. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5859. }
  5860. }
  5861. if ( hasFaceVertexUv2 === true ) {
  5862. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5863. if ( vertexUvs !== undefined ) {
  5864. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5865. } else {
  5866. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5867. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5868. }
  5869. }
  5870. // morphs
  5871. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5872. var morphTarget = morphTargets[ j ].vertices;
  5873. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5874. }
  5875. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5876. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5877. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5878. }
  5879. // skins
  5880. if ( hasSkinIndices ) {
  5881. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5882. }
  5883. if ( hasSkinWeights ) {
  5884. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5885. }
  5886. }
  5887. this.computeGroups( geometry );
  5888. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5889. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5890. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5891. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5892. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5893. if ( geometry.boundingSphere !== null ) {
  5894. this.boundingSphere = geometry.boundingSphere.clone();
  5895. }
  5896. if ( geometry.boundingBox !== null ) {
  5897. this.boundingBox = geometry.boundingBox.clone();
  5898. }
  5899. return this;
  5900. }
  5901. } );
  5902. /**
  5903. * @author mrdoob / http://mrdoob.com/
  5904. */
  5905. function arrayMax( array ) {
  5906. if ( array.length === 0 ) { return - Infinity; }
  5907. var max = array[ 0 ];
  5908. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5909. if ( array[ i ] > max ) { max = array[ i ]; }
  5910. }
  5911. return max;
  5912. }
  5913. /**
  5914. * @author alteredq / http://alteredqualia.com/
  5915. * @author mrdoob / http://mrdoob.com/
  5916. */
  5917. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5918. var _m1$2 = new Matrix4();
  5919. var _obj = new Object3D();
  5920. var _offset = new Vector3();
  5921. var _box$2 = new Box3();
  5922. var _boxMorphTargets = new Box3();
  5923. var _vector$4 = new Vector3();
  5924. function BufferGeometry() {
  5925. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5926. this.uuid = MathUtils.generateUUID();
  5927. this.name = '';
  5928. this.type = 'BufferGeometry';
  5929. this.index = null;
  5930. this.attributes = {};
  5931. this.morphAttributes = {};
  5932. this.morphTargetsRelative = false;
  5933. this.groups = [];
  5934. this.boundingBox = null;
  5935. this.boundingSphere = null;
  5936. this.drawRange = { start: 0, count: Infinity };
  5937. this.userData = {};
  5938. }
  5939. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5940. constructor: BufferGeometry,
  5941. isBufferGeometry: true,
  5942. getIndex: function () {
  5943. return this.index;
  5944. },
  5945. setIndex: function ( index ) {
  5946. if ( Array.isArray( index ) ) {
  5947. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5948. } else {
  5949. this.index = index;
  5950. }
  5951. },
  5952. getAttribute: function ( name ) {
  5953. return this.attributes[ name ];
  5954. },
  5955. setAttribute: function ( name, attribute ) {
  5956. this.attributes[ name ] = attribute;
  5957. return this;
  5958. },
  5959. deleteAttribute: function ( name ) {
  5960. delete this.attributes[ name ];
  5961. return this;
  5962. },
  5963. addGroup: function ( start, count, materialIndex ) {
  5964. this.groups.push( {
  5965. start: start,
  5966. count: count,
  5967. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5968. } );
  5969. },
  5970. clearGroups: function () {
  5971. this.groups = [];
  5972. },
  5973. setDrawRange: function ( start, count ) {
  5974. this.drawRange.start = start;
  5975. this.drawRange.count = count;
  5976. },
  5977. applyMatrix4: function ( matrix ) {
  5978. var position = this.attributes.position;
  5979. if ( position !== undefined ) {
  5980. position.applyMatrix4( matrix );
  5981. position.needsUpdate = true;
  5982. }
  5983. var normal = this.attributes.normal;
  5984. if ( normal !== undefined ) {
  5985. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5986. normal.applyNormalMatrix( normalMatrix );
  5987. normal.needsUpdate = true;
  5988. }
  5989. var tangent = this.attributes.tangent;
  5990. if ( tangent !== undefined ) {
  5991. tangent.transformDirection( matrix );
  5992. tangent.needsUpdate = true;
  5993. }
  5994. if ( this.boundingBox !== null ) {
  5995. this.computeBoundingBox();
  5996. }
  5997. if ( this.boundingSphere !== null ) {
  5998. this.computeBoundingSphere();
  5999. }
  6000. return this;
  6001. },
  6002. rotateX: function ( angle ) {
  6003. // rotate geometry around world x-axis
  6004. _m1$2.makeRotationX( angle );
  6005. this.applyMatrix4( _m1$2 );
  6006. return this;
  6007. },
  6008. rotateY: function ( angle ) {
  6009. // rotate geometry around world y-axis
  6010. _m1$2.makeRotationY( angle );
  6011. this.applyMatrix4( _m1$2 );
  6012. return this;
  6013. },
  6014. rotateZ: function ( angle ) {
  6015. // rotate geometry around world z-axis
  6016. _m1$2.makeRotationZ( angle );
  6017. this.applyMatrix4( _m1$2 );
  6018. return this;
  6019. },
  6020. translate: function ( x, y, z ) {
  6021. // translate geometry
  6022. _m1$2.makeTranslation( x, y, z );
  6023. this.applyMatrix4( _m1$2 );
  6024. return this;
  6025. },
  6026. scale: function ( x, y, z ) {
  6027. // scale geometry
  6028. _m1$2.makeScale( x, y, z );
  6029. this.applyMatrix4( _m1$2 );
  6030. return this;
  6031. },
  6032. lookAt: function ( vector ) {
  6033. _obj.lookAt( vector );
  6034. _obj.updateMatrix();
  6035. this.applyMatrix4( _obj.matrix );
  6036. return this;
  6037. },
  6038. center: function () {
  6039. this.computeBoundingBox();
  6040. this.boundingBox.getCenter( _offset ).negate();
  6041. this.translate( _offset.x, _offset.y, _offset.z );
  6042. return this;
  6043. },
  6044. setFromObject: function ( object ) {
  6045. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6046. var geometry = object.geometry;
  6047. if ( object.isPoints || object.isLine ) {
  6048. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6049. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6050. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6051. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6052. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6053. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6054. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6055. }
  6056. if ( geometry.boundingSphere !== null ) {
  6057. this.boundingSphere = geometry.boundingSphere.clone();
  6058. }
  6059. if ( geometry.boundingBox !== null ) {
  6060. this.boundingBox = geometry.boundingBox.clone();
  6061. }
  6062. } else if ( object.isMesh ) {
  6063. if ( geometry && geometry.isGeometry ) {
  6064. this.fromGeometry( geometry );
  6065. }
  6066. }
  6067. return this;
  6068. },
  6069. setFromPoints: function ( points ) {
  6070. var position = [];
  6071. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6072. var point = points[ i ];
  6073. position.push( point.x, point.y, point.z || 0 );
  6074. }
  6075. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6076. return this;
  6077. },
  6078. updateFromObject: function ( object ) {
  6079. var geometry = object.geometry;
  6080. if ( object.isMesh ) {
  6081. var direct = geometry.__directGeometry;
  6082. if ( geometry.elementsNeedUpdate === true ) {
  6083. direct = undefined;
  6084. geometry.elementsNeedUpdate = false;
  6085. }
  6086. if ( direct === undefined ) {
  6087. return this.fromGeometry( geometry );
  6088. }
  6089. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6090. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6091. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6092. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6093. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6094. geometry.verticesNeedUpdate = false;
  6095. geometry.normalsNeedUpdate = false;
  6096. geometry.colorsNeedUpdate = false;
  6097. geometry.uvsNeedUpdate = false;
  6098. geometry.groupsNeedUpdate = false;
  6099. geometry = direct;
  6100. }
  6101. var attribute;
  6102. if ( geometry.verticesNeedUpdate === true ) {
  6103. attribute = this.attributes.position;
  6104. if ( attribute !== undefined ) {
  6105. attribute.copyVector3sArray( geometry.vertices );
  6106. attribute.needsUpdate = true;
  6107. }
  6108. geometry.verticesNeedUpdate = false;
  6109. }
  6110. if ( geometry.normalsNeedUpdate === true ) {
  6111. attribute = this.attributes.normal;
  6112. if ( attribute !== undefined ) {
  6113. attribute.copyVector3sArray( geometry.normals );
  6114. attribute.needsUpdate = true;
  6115. }
  6116. geometry.normalsNeedUpdate = false;
  6117. }
  6118. if ( geometry.colorsNeedUpdate === true ) {
  6119. attribute = this.attributes.color;
  6120. if ( attribute !== undefined ) {
  6121. attribute.copyColorsArray( geometry.colors );
  6122. attribute.needsUpdate = true;
  6123. }
  6124. geometry.colorsNeedUpdate = false;
  6125. }
  6126. if ( geometry.uvsNeedUpdate ) {
  6127. attribute = this.attributes.uv;
  6128. if ( attribute !== undefined ) {
  6129. attribute.copyVector2sArray( geometry.uvs );
  6130. attribute.needsUpdate = true;
  6131. }
  6132. geometry.uvsNeedUpdate = false;
  6133. }
  6134. if ( geometry.lineDistancesNeedUpdate ) {
  6135. attribute = this.attributes.lineDistance;
  6136. if ( attribute !== undefined ) {
  6137. attribute.copyArray( geometry.lineDistances );
  6138. attribute.needsUpdate = true;
  6139. }
  6140. geometry.lineDistancesNeedUpdate = false;
  6141. }
  6142. if ( geometry.groupsNeedUpdate ) {
  6143. geometry.computeGroups( object.geometry );
  6144. this.groups = geometry.groups;
  6145. geometry.groupsNeedUpdate = false;
  6146. }
  6147. return this;
  6148. },
  6149. fromGeometry: function ( geometry ) {
  6150. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6151. return this.fromDirectGeometry( geometry.__directGeometry );
  6152. },
  6153. fromDirectGeometry: function ( geometry ) {
  6154. var positions = new Float32Array( geometry.vertices.length * 3 );
  6155. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6156. if ( geometry.normals.length > 0 ) {
  6157. var normals = new Float32Array( geometry.normals.length * 3 );
  6158. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6159. }
  6160. if ( geometry.colors.length > 0 ) {
  6161. var colors = new Float32Array( geometry.colors.length * 3 );
  6162. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6163. }
  6164. if ( geometry.uvs.length > 0 ) {
  6165. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6166. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6167. }
  6168. if ( geometry.uvs2.length > 0 ) {
  6169. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6170. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6171. }
  6172. // groups
  6173. this.groups = geometry.groups;
  6174. // morphs
  6175. for ( var name in geometry.morphTargets ) {
  6176. var array = [];
  6177. var morphTargets = geometry.morphTargets[ name ];
  6178. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6179. var morphTarget = morphTargets[ i ];
  6180. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6181. attribute.name = morphTarget.name;
  6182. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6183. }
  6184. this.morphAttributes[ name ] = array;
  6185. }
  6186. // skinning
  6187. if ( geometry.skinIndices.length > 0 ) {
  6188. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6189. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6190. }
  6191. if ( geometry.skinWeights.length > 0 ) {
  6192. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6193. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6194. }
  6195. //
  6196. if ( geometry.boundingSphere !== null ) {
  6197. this.boundingSphere = geometry.boundingSphere.clone();
  6198. }
  6199. if ( geometry.boundingBox !== null ) {
  6200. this.boundingBox = geometry.boundingBox.clone();
  6201. }
  6202. return this;
  6203. },
  6204. computeBoundingBox: function () {
  6205. if ( this.boundingBox === null ) {
  6206. this.boundingBox = new Box3();
  6207. }
  6208. var position = this.attributes.position;
  6209. var morphAttributesPosition = this.morphAttributes.position;
  6210. if ( position !== undefined ) {
  6211. this.boundingBox.setFromBufferAttribute( position );
  6212. // process morph attributes if present
  6213. if ( morphAttributesPosition ) {
  6214. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6215. var morphAttribute = morphAttributesPosition[ i ];
  6216. _box$2.setFromBufferAttribute( morphAttribute );
  6217. if ( this.morphTargetsRelative ) {
  6218. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6219. this.boundingBox.expandByPoint( _vector$4 );
  6220. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6221. this.boundingBox.expandByPoint( _vector$4 );
  6222. } else {
  6223. this.boundingBox.expandByPoint( _box$2.min );
  6224. this.boundingBox.expandByPoint( _box$2.max );
  6225. }
  6226. }
  6227. }
  6228. } else {
  6229. this.boundingBox.makeEmpty();
  6230. }
  6231. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6232. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6233. }
  6234. },
  6235. computeBoundingSphere: function () {
  6236. if ( this.boundingSphere === null ) {
  6237. this.boundingSphere = new Sphere();
  6238. }
  6239. var position = this.attributes.position;
  6240. var morphAttributesPosition = this.morphAttributes.position;
  6241. if ( position ) {
  6242. // first, find the center of the bounding sphere
  6243. var center = this.boundingSphere.center;
  6244. _box$2.setFromBufferAttribute( position );
  6245. // process morph attributes if present
  6246. if ( morphAttributesPosition ) {
  6247. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6248. var morphAttribute = morphAttributesPosition[ i ];
  6249. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6250. if ( this.morphTargetsRelative ) {
  6251. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6252. _box$2.expandByPoint( _vector$4 );
  6253. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6254. _box$2.expandByPoint( _vector$4 );
  6255. } else {
  6256. _box$2.expandByPoint( _boxMorphTargets.min );
  6257. _box$2.expandByPoint( _boxMorphTargets.max );
  6258. }
  6259. }
  6260. }
  6261. _box$2.getCenter( center );
  6262. // second, try to find a boundingSphere with a radius smaller than the
  6263. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6264. var maxRadiusSq = 0;
  6265. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6266. _vector$4.fromBufferAttribute( position, i );
  6267. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6268. }
  6269. // process morph attributes if present
  6270. if ( morphAttributesPosition ) {
  6271. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6272. var morphAttribute = morphAttributesPosition[ i ];
  6273. var morphTargetsRelative = this.morphTargetsRelative;
  6274. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6275. _vector$4.fromBufferAttribute( morphAttribute, j );
  6276. if ( morphTargetsRelative ) {
  6277. _offset.fromBufferAttribute( position, j );
  6278. _vector$4.add( _offset );
  6279. }
  6280. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6281. }
  6282. }
  6283. }
  6284. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6285. if ( isNaN( this.boundingSphere.radius ) ) {
  6286. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6287. }
  6288. }
  6289. },
  6290. computeFaceNormals: function () {
  6291. // backwards compatibility
  6292. },
  6293. computeVertexNormals: function () {
  6294. var index = this.index;
  6295. var attributes = this.attributes;
  6296. if ( attributes.position ) {
  6297. var positions = attributes.position.array;
  6298. if ( attributes.normal === undefined ) {
  6299. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6300. } else {
  6301. // reset existing normals to zero
  6302. var array = attributes.normal.array;
  6303. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6304. array[ i ] = 0;
  6305. }
  6306. }
  6307. var normals = attributes.normal.array;
  6308. var vA, vB, vC;
  6309. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6310. var cb = new Vector3(), ab = new Vector3();
  6311. // indexed elements
  6312. if ( index ) {
  6313. var indices = index.array;
  6314. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6315. vA = indices[ i + 0 ] * 3;
  6316. vB = indices[ i + 1 ] * 3;
  6317. vC = indices[ i + 2 ] * 3;
  6318. pA.fromArray( positions, vA );
  6319. pB.fromArray( positions, vB );
  6320. pC.fromArray( positions, vC );
  6321. cb.subVectors( pC, pB );
  6322. ab.subVectors( pA, pB );
  6323. cb.cross( ab );
  6324. normals[ vA ] += cb.x;
  6325. normals[ vA + 1 ] += cb.y;
  6326. normals[ vA + 2 ] += cb.z;
  6327. normals[ vB ] += cb.x;
  6328. normals[ vB + 1 ] += cb.y;
  6329. normals[ vB + 2 ] += cb.z;
  6330. normals[ vC ] += cb.x;
  6331. normals[ vC + 1 ] += cb.y;
  6332. normals[ vC + 2 ] += cb.z;
  6333. }
  6334. } else {
  6335. // non-indexed elements (unconnected triangle soup)
  6336. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6337. pA.fromArray( positions, i );
  6338. pB.fromArray( positions, i + 3 );
  6339. pC.fromArray( positions, i + 6 );
  6340. cb.subVectors( pC, pB );
  6341. ab.subVectors( pA, pB );
  6342. cb.cross( ab );
  6343. normals[ i ] = cb.x;
  6344. normals[ i + 1 ] = cb.y;
  6345. normals[ i + 2 ] = cb.z;
  6346. normals[ i + 3 ] = cb.x;
  6347. normals[ i + 4 ] = cb.y;
  6348. normals[ i + 5 ] = cb.z;
  6349. normals[ i + 6 ] = cb.x;
  6350. normals[ i + 7 ] = cb.y;
  6351. normals[ i + 8 ] = cb.z;
  6352. }
  6353. }
  6354. this.normalizeNormals();
  6355. attributes.normal.needsUpdate = true;
  6356. }
  6357. },
  6358. merge: function ( geometry, offset ) {
  6359. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6360. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6361. return;
  6362. }
  6363. if ( offset === undefined ) {
  6364. offset = 0;
  6365. console.warn(
  6366. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6367. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6368. );
  6369. }
  6370. var attributes = this.attributes;
  6371. for ( var key in attributes ) {
  6372. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6373. var attribute1 = attributes[ key ];
  6374. var attributeArray1 = attribute1.array;
  6375. var attribute2 = geometry.attributes[ key ];
  6376. var attributeArray2 = attribute2.array;
  6377. var attributeOffset = attribute2.itemSize * offset;
  6378. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6379. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6380. attributeArray1[ j ] = attributeArray2[ i ];
  6381. }
  6382. }
  6383. return this;
  6384. },
  6385. normalizeNormals: function () {
  6386. var normals = this.attributes.normal;
  6387. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6388. _vector$4.x = normals.getX( i );
  6389. _vector$4.y = normals.getY( i );
  6390. _vector$4.z = normals.getZ( i );
  6391. _vector$4.normalize();
  6392. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6393. }
  6394. },
  6395. toNonIndexed: function () {
  6396. function convertBufferAttribute( attribute, indices ) {
  6397. var array = attribute.array;
  6398. var itemSize = attribute.itemSize;
  6399. var array2 = new array.constructor( indices.length * itemSize );
  6400. var index = 0, index2 = 0;
  6401. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6402. index = indices[ i ] * itemSize;
  6403. for ( var j = 0; j < itemSize; j ++ ) {
  6404. array2[ index2 ++ ] = array[ index ++ ];
  6405. }
  6406. }
  6407. return new BufferAttribute( array2, itemSize );
  6408. }
  6409. //
  6410. if ( this.index === null ) {
  6411. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6412. return this;
  6413. }
  6414. var geometry2 = new BufferGeometry();
  6415. var indices = this.index.array;
  6416. var attributes = this.attributes;
  6417. // attributes
  6418. for ( var name in attributes ) {
  6419. var attribute = attributes[ name ];
  6420. var newAttribute = convertBufferAttribute( attribute, indices );
  6421. geometry2.setAttribute( name, newAttribute );
  6422. }
  6423. // morph attributes
  6424. var morphAttributes = this.morphAttributes;
  6425. for ( name in morphAttributes ) {
  6426. var morphArray = [];
  6427. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6428. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6429. var attribute = morphAttribute[ i ];
  6430. var newAttribute = convertBufferAttribute( attribute, indices );
  6431. morphArray.push( newAttribute );
  6432. }
  6433. geometry2.morphAttributes[ name ] = morphArray;
  6434. }
  6435. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6436. // groups
  6437. var groups = this.groups;
  6438. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6439. var group = groups[ i ];
  6440. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6441. }
  6442. return geometry2;
  6443. },
  6444. toJSON: function () {
  6445. var data = {
  6446. metadata: {
  6447. version: 4.5,
  6448. type: 'BufferGeometry',
  6449. generator: 'BufferGeometry.toJSON'
  6450. }
  6451. };
  6452. // standard BufferGeometry serialization
  6453. data.uuid = this.uuid;
  6454. data.type = this.type;
  6455. if ( this.name !== '' ) { data.name = this.name; }
  6456. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6457. if ( this.parameters !== undefined ) {
  6458. var parameters = this.parameters;
  6459. for ( var key in parameters ) {
  6460. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6461. }
  6462. return data;
  6463. }
  6464. data.data = { attributes: {} };
  6465. var index = this.index;
  6466. if ( index !== null ) {
  6467. data.data.index = {
  6468. type: index.array.constructor.name,
  6469. array: Array.prototype.slice.call( index.array )
  6470. };
  6471. }
  6472. var attributes = this.attributes;
  6473. for ( var key in attributes ) {
  6474. var attribute = attributes[ key ];
  6475. var attributeData = attribute.toJSON();
  6476. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6477. data.data.attributes[ key ] = attributeData;
  6478. }
  6479. var morphAttributes = {};
  6480. var hasMorphAttributes = false;
  6481. for ( var key in this.morphAttributes ) {
  6482. var attributeArray = this.morphAttributes[ key ];
  6483. var array = [];
  6484. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6485. var attribute = attributeArray[ i ];
  6486. var attributeData = attribute.toJSON();
  6487. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6488. array.push( attributeData );
  6489. }
  6490. if ( array.length > 0 ) {
  6491. morphAttributes[ key ] = array;
  6492. hasMorphAttributes = true;
  6493. }
  6494. }
  6495. if ( hasMorphAttributes ) {
  6496. data.data.morphAttributes = morphAttributes;
  6497. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6498. }
  6499. var groups = this.groups;
  6500. if ( groups.length > 0 ) {
  6501. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6502. }
  6503. var boundingSphere = this.boundingSphere;
  6504. if ( boundingSphere !== null ) {
  6505. data.data.boundingSphere = {
  6506. center: boundingSphere.center.toArray(),
  6507. radius: boundingSphere.radius
  6508. };
  6509. }
  6510. return data;
  6511. },
  6512. clone: function () {
  6513. /*
  6514. // Handle primitives
  6515. var parameters = this.parameters;
  6516. if ( parameters !== undefined ) {
  6517. var values = [];
  6518. for ( var key in parameters ) {
  6519. values.push( parameters[ key ] );
  6520. }
  6521. var geometry = Object.create( this.constructor.prototype );
  6522. this.constructor.apply( geometry, values );
  6523. return geometry;
  6524. }
  6525. return new this.constructor().copy( this );
  6526. */
  6527. return new BufferGeometry().copy( this );
  6528. },
  6529. copy: function ( source ) {
  6530. var name, i, l;
  6531. // reset
  6532. this.index = null;
  6533. this.attributes = {};
  6534. this.morphAttributes = {};
  6535. this.groups = [];
  6536. this.boundingBox = null;
  6537. this.boundingSphere = null;
  6538. // name
  6539. this.name = source.name;
  6540. // index
  6541. var index = source.index;
  6542. if ( index !== null ) {
  6543. this.setIndex( index.clone() );
  6544. }
  6545. // attributes
  6546. var attributes = source.attributes;
  6547. for ( name in attributes ) {
  6548. var attribute = attributes[ name ];
  6549. this.setAttribute( name, attribute.clone() );
  6550. }
  6551. // morph attributes
  6552. var morphAttributes = source.morphAttributes;
  6553. for ( name in morphAttributes ) {
  6554. var array = [];
  6555. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6556. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6557. array.push( morphAttribute[ i ].clone() );
  6558. }
  6559. this.morphAttributes[ name ] = array;
  6560. }
  6561. this.morphTargetsRelative = source.morphTargetsRelative;
  6562. // groups
  6563. var groups = source.groups;
  6564. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6565. var group = groups[ i ];
  6566. this.addGroup( group.start, group.count, group.materialIndex );
  6567. }
  6568. // bounding box
  6569. var boundingBox = source.boundingBox;
  6570. if ( boundingBox !== null ) {
  6571. this.boundingBox = boundingBox.clone();
  6572. }
  6573. // bounding sphere
  6574. var boundingSphere = source.boundingSphere;
  6575. if ( boundingSphere !== null ) {
  6576. this.boundingSphere = boundingSphere.clone();
  6577. }
  6578. // draw range
  6579. this.drawRange.start = source.drawRange.start;
  6580. this.drawRange.count = source.drawRange.count;
  6581. // user data
  6582. this.userData = source.userData;
  6583. return this;
  6584. },
  6585. dispose: function () {
  6586. this.dispatchEvent( { type: 'dispose' } );
  6587. }
  6588. } );
  6589. /**
  6590. * @author mrdoob / http://mrdoob.com/
  6591. * @author alteredq / http://alteredqualia.com/
  6592. * @author mikael emtinger / http://gomo.se/
  6593. * @author jonobr1 / http://jonobr1.com/
  6594. */
  6595. var _inverseMatrix = new Matrix4();
  6596. var _ray = new Ray();
  6597. var _sphere = new Sphere();
  6598. var _vA = new Vector3();
  6599. var _vB = new Vector3();
  6600. var _vC = new Vector3();
  6601. var _tempA = new Vector3();
  6602. var _tempB = new Vector3();
  6603. var _tempC = new Vector3();
  6604. var _morphA = new Vector3();
  6605. var _morphB = new Vector3();
  6606. var _morphC = new Vector3();
  6607. var _uvA = new Vector2();
  6608. var _uvB = new Vector2();
  6609. var _uvC = new Vector2();
  6610. var _intersectionPoint = new Vector3();
  6611. var _intersectionPointWorld = new Vector3();
  6612. function Mesh( geometry, material ) {
  6613. Object3D.call( this );
  6614. this.type = 'Mesh';
  6615. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6616. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6617. this.updateMorphTargets();
  6618. }
  6619. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6620. constructor: Mesh,
  6621. isMesh: true,
  6622. copy: function ( source ) {
  6623. Object3D.prototype.copy.call( this, source );
  6624. if ( source.morphTargetInfluences !== undefined ) {
  6625. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6626. }
  6627. if ( source.morphTargetDictionary !== undefined ) {
  6628. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6629. }
  6630. return this;
  6631. },
  6632. updateMorphTargets: function () {
  6633. var geometry = this.geometry;
  6634. var m, ml, name;
  6635. if ( geometry.isBufferGeometry ) {
  6636. var morphAttributes = geometry.morphAttributes;
  6637. var keys = Object.keys( morphAttributes );
  6638. if ( keys.length > 0 ) {
  6639. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6640. if ( morphAttribute !== undefined ) {
  6641. this.morphTargetInfluences = [];
  6642. this.morphTargetDictionary = {};
  6643. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6644. name = morphAttribute[ m ].name || String( m );
  6645. this.morphTargetInfluences.push( 0 );
  6646. this.morphTargetDictionary[ name ] = m;
  6647. }
  6648. }
  6649. }
  6650. } else {
  6651. var morphTargets = geometry.morphTargets;
  6652. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6653. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6654. }
  6655. }
  6656. },
  6657. raycast: function ( raycaster, intersects ) {
  6658. var geometry = this.geometry;
  6659. var material = this.material;
  6660. var matrixWorld = this.matrixWorld;
  6661. if ( material === undefined ) { return; }
  6662. // Checking boundingSphere distance to ray
  6663. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6664. _sphere.copy( geometry.boundingSphere );
  6665. _sphere.applyMatrix4( matrixWorld );
  6666. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6667. //
  6668. _inverseMatrix.getInverse( matrixWorld );
  6669. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6670. // Check boundingBox before continuing
  6671. if ( geometry.boundingBox !== null ) {
  6672. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6673. }
  6674. var intersection;
  6675. if ( geometry.isBufferGeometry ) {
  6676. var a, b, c;
  6677. var index = geometry.index;
  6678. var position = geometry.attributes.position;
  6679. var morphPosition = geometry.morphAttributes.position;
  6680. var morphTargetsRelative = geometry.morphTargetsRelative;
  6681. var uv = geometry.attributes.uv;
  6682. var uv2 = geometry.attributes.uv2;
  6683. var groups = geometry.groups;
  6684. var drawRange = geometry.drawRange;
  6685. var i, j, il, jl;
  6686. var group, groupMaterial;
  6687. var start, end;
  6688. if ( index !== null ) {
  6689. // indexed buffer geometry
  6690. if ( Array.isArray( material ) ) {
  6691. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6692. group = groups[ i ];
  6693. groupMaterial = material[ group.materialIndex ];
  6694. start = Math.max( group.start, drawRange.start );
  6695. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6696. for ( j = start, jl = end; j < jl; j += 3 ) {
  6697. a = index.getX( j );
  6698. b = index.getX( j + 1 );
  6699. c = index.getX( j + 2 );
  6700. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6701. if ( intersection ) {
  6702. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6703. intersection.face.materialIndex = group.materialIndex;
  6704. intersects.push( intersection );
  6705. }
  6706. }
  6707. }
  6708. } else {
  6709. start = Math.max( 0, drawRange.start );
  6710. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6711. for ( i = start, il = end; i < il; i += 3 ) {
  6712. a = index.getX( i );
  6713. b = index.getX( i + 1 );
  6714. c = index.getX( i + 2 );
  6715. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6716. if ( intersection ) {
  6717. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6718. intersects.push( intersection );
  6719. }
  6720. }
  6721. }
  6722. } else if ( position !== undefined ) {
  6723. // non-indexed buffer geometry
  6724. if ( Array.isArray( material ) ) {
  6725. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6726. group = groups[ i ];
  6727. groupMaterial = material[ group.materialIndex ];
  6728. start = Math.max( group.start, drawRange.start );
  6729. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6730. for ( j = start, jl = end; j < jl; j += 3 ) {
  6731. a = j;
  6732. b = j + 1;
  6733. c = j + 2;
  6734. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6735. if ( intersection ) {
  6736. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6737. intersection.face.materialIndex = group.materialIndex;
  6738. intersects.push( intersection );
  6739. }
  6740. }
  6741. }
  6742. } else {
  6743. start = Math.max( 0, drawRange.start );
  6744. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6745. for ( i = start, il = end; i < il; i += 3 ) {
  6746. a = i;
  6747. b = i + 1;
  6748. c = i + 2;
  6749. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6750. if ( intersection ) {
  6751. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6752. intersects.push( intersection );
  6753. }
  6754. }
  6755. }
  6756. }
  6757. } else if ( geometry.isGeometry ) {
  6758. var fvA, fvB, fvC;
  6759. var isMultiMaterial = Array.isArray( material );
  6760. var vertices = geometry.vertices;
  6761. var faces = geometry.faces;
  6762. var uvs;
  6763. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6764. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6765. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6766. var face = faces[ f ];
  6767. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6768. if ( faceMaterial === undefined ) { continue; }
  6769. fvA = vertices[ face.a ];
  6770. fvB = vertices[ face.b ];
  6771. fvC = vertices[ face.c ];
  6772. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6773. if ( intersection ) {
  6774. if ( uvs && uvs[ f ] ) {
  6775. var uvs_f = uvs[ f ];
  6776. _uvA.copy( uvs_f[ 0 ] );
  6777. _uvB.copy( uvs_f[ 1 ] );
  6778. _uvC.copy( uvs_f[ 2 ] );
  6779. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6780. }
  6781. intersection.face = face;
  6782. intersection.faceIndex = f;
  6783. intersects.push( intersection );
  6784. }
  6785. }
  6786. }
  6787. },
  6788. clone: function () {
  6789. return new this.constructor( this.geometry, this.material ).copy( this );
  6790. }
  6791. } );
  6792. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6793. var intersect;
  6794. if ( material.side === BackSide ) {
  6795. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6796. } else {
  6797. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6798. }
  6799. if ( intersect === null ) { return null; }
  6800. _intersectionPointWorld.copy( point );
  6801. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6802. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6803. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6804. return {
  6805. distance: distance,
  6806. point: _intersectionPointWorld.clone(),
  6807. object: object
  6808. };
  6809. }
  6810. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6811. _vA.fromBufferAttribute( position, a );
  6812. _vB.fromBufferAttribute( position, b );
  6813. _vC.fromBufferAttribute( position, c );
  6814. var morphInfluences = object.morphTargetInfluences;
  6815. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6816. _morphA.set( 0, 0, 0 );
  6817. _morphB.set( 0, 0, 0 );
  6818. _morphC.set( 0, 0, 0 );
  6819. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6820. var influence = morphInfluences[ i ];
  6821. var morphAttribute = morphPosition[ i ];
  6822. if ( influence === 0 ) { continue; }
  6823. _tempA.fromBufferAttribute( morphAttribute, a );
  6824. _tempB.fromBufferAttribute( morphAttribute, b );
  6825. _tempC.fromBufferAttribute( morphAttribute, c );
  6826. if ( morphTargetsRelative ) {
  6827. _morphA.addScaledVector( _tempA, influence );
  6828. _morphB.addScaledVector( _tempB, influence );
  6829. _morphC.addScaledVector( _tempC, influence );
  6830. } else {
  6831. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6832. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6833. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6834. }
  6835. }
  6836. _vA.add( _morphA );
  6837. _vB.add( _morphB );
  6838. _vC.add( _morphC );
  6839. }
  6840. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6841. if ( intersection ) {
  6842. if ( uv ) {
  6843. _uvA.fromBufferAttribute( uv, a );
  6844. _uvB.fromBufferAttribute( uv, b );
  6845. _uvC.fromBufferAttribute( uv, c );
  6846. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6847. }
  6848. if ( uv2 ) {
  6849. _uvA.fromBufferAttribute( uv2, a );
  6850. _uvB.fromBufferAttribute( uv2, b );
  6851. _uvC.fromBufferAttribute( uv2, c );
  6852. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6853. }
  6854. var face = new Face3( a, b, c );
  6855. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6856. intersection.face = face;
  6857. }
  6858. return intersection;
  6859. }
  6860. /**
  6861. * @author mrdoob / http://mrdoob.com/
  6862. * @author kile / http://kile.stravaganza.org/
  6863. * @author alteredq / http://alteredqualia.com/
  6864. * @author mikael emtinger / http://gomo.se/
  6865. * @author zz85 / http://www.lab4games.net/zz85/blog
  6866. * @author bhouston / http://clara.io
  6867. */
  6868. var _geometryId = 0; // Geometry uses even numbers as Id
  6869. var _m1$3 = new Matrix4();
  6870. var _obj$1 = new Object3D();
  6871. var _offset$1 = new Vector3();
  6872. function Geometry() {
  6873. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6874. this.uuid = MathUtils.generateUUID();
  6875. this.name = '';
  6876. this.type = 'Geometry';
  6877. this.vertices = [];
  6878. this.colors = [];
  6879. this.faces = [];
  6880. this.faceVertexUvs = [[]];
  6881. this.morphTargets = [];
  6882. this.morphNormals = [];
  6883. this.skinWeights = [];
  6884. this.skinIndices = [];
  6885. this.lineDistances = [];
  6886. this.boundingBox = null;
  6887. this.boundingSphere = null;
  6888. // update flags
  6889. this.elementsNeedUpdate = false;
  6890. this.verticesNeedUpdate = false;
  6891. this.uvsNeedUpdate = false;
  6892. this.normalsNeedUpdate = false;
  6893. this.colorsNeedUpdate = false;
  6894. this.lineDistancesNeedUpdate = false;
  6895. this.groupsNeedUpdate = false;
  6896. }
  6897. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6898. constructor: Geometry,
  6899. isGeometry: true,
  6900. applyMatrix4: function ( matrix ) {
  6901. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6902. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6903. var vertex = this.vertices[ i ];
  6904. vertex.applyMatrix4( matrix );
  6905. }
  6906. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6907. var face = this.faces[ i ];
  6908. face.normal.applyMatrix3( normalMatrix ).normalize();
  6909. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6910. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6911. }
  6912. }
  6913. if ( this.boundingBox !== null ) {
  6914. this.computeBoundingBox();
  6915. }
  6916. if ( this.boundingSphere !== null ) {
  6917. this.computeBoundingSphere();
  6918. }
  6919. this.verticesNeedUpdate = true;
  6920. this.normalsNeedUpdate = true;
  6921. return this;
  6922. },
  6923. rotateX: function ( angle ) {
  6924. // rotate geometry around world x-axis
  6925. _m1$3.makeRotationX( angle );
  6926. this.applyMatrix4( _m1$3 );
  6927. return this;
  6928. },
  6929. rotateY: function ( angle ) {
  6930. // rotate geometry around world y-axis
  6931. _m1$3.makeRotationY( angle );
  6932. this.applyMatrix4( _m1$3 );
  6933. return this;
  6934. },
  6935. rotateZ: function ( angle ) {
  6936. // rotate geometry around world z-axis
  6937. _m1$3.makeRotationZ( angle );
  6938. this.applyMatrix4( _m1$3 );
  6939. return this;
  6940. },
  6941. translate: function ( x, y, z ) {
  6942. // translate geometry
  6943. _m1$3.makeTranslation( x, y, z );
  6944. this.applyMatrix4( _m1$3 );
  6945. return this;
  6946. },
  6947. scale: function ( x, y, z ) {
  6948. // scale geometry
  6949. _m1$3.makeScale( x, y, z );
  6950. this.applyMatrix4( _m1$3 );
  6951. return this;
  6952. },
  6953. lookAt: function ( vector ) {
  6954. _obj$1.lookAt( vector );
  6955. _obj$1.updateMatrix();
  6956. this.applyMatrix4( _obj$1.matrix );
  6957. return this;
  6958. },
  6959. fromBufferGeometry: function ( geometry ) {
  6960. var scope = this;
  6961. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6962. var attributes = geometry.attributes;
  6963. if ( attributes.position === undefined ) {
  6964. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6965. return this;
  6966. }
  6967. var positions = attributes.position.array;
  6968. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6969. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6970. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6971. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6972. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6973. for ( var i = 0; i < positions.length; i += 3 ) {
  6974. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6975. if ( colors !== undefined ) {
  6976. scope.colors.push( new Color().fromArray( colors, i ) );
  6977. }
  6978. }
  6979. function addFace( a, b, c, materialIndex ) {
  6980. var vertexColors = ( colors === undefined ) ? [] : [
  6981. scope.colors[ a ].clone(),
  6982. scope.colors[ b ].clone(),
  6983. scope.colors[ c ].clone() ];
  6984. var vertexNormals = ( normals === undefined ) ? [] : [
  6985. new Vector3().fromArray( normals, a * 3 ),
  6986. new Vector3().fromArray( normals, b * 3 ),
  6987. new Vector3().fromArray( normals, c * 3 )
  6988. ];
  6989. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6990. scope.faces.push( face );
  6991. if ( uvs !== undefined ) {
  6992. scope.faceVertexUvs[ 0 ].push( [
  6993. new Vector2().fromArray( uvs, a * 2 ),
  6994. new Vector2().fromArray( uvs, b * 2 ),
  6995. new Vector2().fromArray( uvs, c * 2 )
  6996. ] );
  6997. }
  6998. if ( uvs2 !== undefined ) {
  6999. scope.faceVertexUvs[ 1 ].push( [
  7000. new Vector2().fromArray( uvs2, a * 2 ),
  7001. new Vector2().fromArray( uvs2, b * 2 ),
  7002. new Vector2().fromArray( uvs2, c * 2 )
  7003. ] );
  7004. }
  7005. }
  7006. var groups = geometry.groups;
  7007. if ( groups.length > 0 ) {
  7008. for ( var i = 0; i < groups.length; i ++ ) {
  7009. var group = groups[ i ];
  7010. var start = group.start;
  7011. var count = group.count;
  7012. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7013. if ( indices !== undefined ) {
  7014. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7015. } else {
  7016. addFace( j, j + 1, j + 2, group.materialIndex );
  7017. }
  7018. }
  7019. }
  7020. } else {
  7021. if ( indices !== undefined ) {
  7022. for ( var i = 0; i < indices.length; i += 3 ) {
  7023. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7024. }
  7025. } else {
  7026. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7027. addFace( i, i + 1, i + 2 );
  7028. }
  7029. }
  7030. }
  7031. this.computeFaceNormals();
  7032. if ( geometry.boundingBox !== null ) {
  7033. this.boundingBox = geometry.boundingBox.clone();
  7034. }
  7035. if ( geometry.boundingSphere !== null ) {
  7036. this.boundingSphere = geometry.boundingSphere.clone();
  7037. }
  7038. return this;
  7039. },
  7040. center: function () {
  7041. this.computeBoundingBox();
  7042. this.boundingBox.getCenter( _offset$1 ).negate();
  7043. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7044. return this;
  7045. },
  7046. normalize: function () {
  7047. this.computeBoundingSphere();
  7048. var center = this.boundingSphere.center;
  7049. var radius = this.boundingSphere.radius;
  7050. var s = radius === 0 ? 1 : 1.0 / radius;
  7051. var matrix = new Matrix4();
  7052. matrix.set(
  7053. s, 0, 0, - s * center.x,
  7054. 0, s, 0, - s * center.y,
  7055. 0, 0, s, - s * center.z,
  7056. 0, 0, 0, 1
  7057. );
  7058. this.applyMatrix4( matrix );
  7059. return this;
  7060. },
  7061. computeFaceNormals: function () {
  7062. var cb = new Vector3(), ab = new Vector3();
  7063. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7064. var face = this.faces[ f ];
  7065. var vA = this.vertices[ face.a ];
  7066. var vB = this.vertices[ face.b ];
  7067. var vC = this.vertices[ face.c ];
  7068. cb.subVectors( vC, vB );
  7069. ab.subVectors( vA, vB );
  7070. cb.cross( ab );
  7071. cb.normalize();
  7072. face.normal.copy( cb );
  7073. }
  7074. },
  7075. computeVertexNormals: function ( areaWeighted ) {
  7076. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7077. var v, vl, f, fl, face, vertices;
  7078. vertices = new Array( this.vertices.length );
  7079. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7080. vertices[ v ] = new Vector3();
  7081. }
  7082. if ( areaWeighted ) {
  7083. // vertex normals weighted by triangle areas
  7084. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7085. var vA, vB, vC;
  7086. var cb = new Vector3(), ab = new Vector3();
  7087. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7088. face = this.faces[ f ];
  7089. vA = this.vertices[ face.a ];
  7090. vB = this.vertices[ face.b ];
  7091. vC = this.vertices[ face.c ];
  7092. cb.subVectors( vC, vB );
  7093. ab.subVectors( vA, vB );
  7094. cb.cross( ab );
  7095. vertices[ face.a ].add( cb );
  7096. vertices[ face.b ].add( cb );
  7097. vertices[ face.c ].add( cb );
  7098. }
  7099. } else {
  7100. this.computeFaceNormals();
  7101. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7102. face = this.faces[ f ];
  7103. vertices[ face.a ].add( face.normal );
  7104. vertices[ face.b ].add( face.normal );
  7105. vertices[ face.c ].add( face.normal );
  7106. }
  7107. }
  7108. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7109. vertices[ v ].normalize();
  7110. }
  7111. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7112. face = this.faces[ f ];
  7113. var vertexNormals = face.vertexNormals;
  7114. if ( vertexNormals.length === 3 ) {
  7115. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7116. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7117. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7118. } else {
  7119. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7120. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7121. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7122. }
  7123. }
  7124. if ( this.faces.length > 0 ) {
  7125. this.normalsNeedUpdate = true;
  7126. }
  7127. },
  7128. computeFlatVertexNormals: function () {
  7129. var f, fl, face;
  7130. this.computeFaceNormals();
  7131. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7132. face = this.faces[ f ];
  7133. var vertexNormals = face.vertexNormals;
  7134. if ( vertexNormals.length === 3 ) {
  7135. vertexNormals[ 0 ].copy( face.normal );
  7136. vertexNormals[ 1 ].copy( face.normal );
  7137. vertexNormals[ 2 ].copy( face.normal );
  7138. } else {
  7139. vertexNormals[ 0 ] = face.normal.clone();
  7140. vertexNormals[ 1 ] = face.normal.clone();
  7141. vertexNormals[ 2 ] = face.normal.clone();
  7142. }
  7143. }
  7144. if ( this.faces.length > 0 ) {
  7145. this.normalsNeedUpdate = true;
  7146. }
  7147. },
  7148. computeMorphNormals: function () {
  7149. var i, il, f, fl, face;
  7150. // save original normals
  7151. // - create temp variables on first access
  7152. // otherwise just copy (for faster repeated calls)
  7153. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7154. face = this.faces[ f ];
  7155. if ( ! face.__originalFaceNormal ) {
  7156. face.__originalFaceNormal = face.normal.clone();
  7157. } else {
  7158. face.__originalFaceNormal.copy( face.normal );
  7159. }
  7160. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7161. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7162. if ( ! face.__originalVertexNormals[ i ] ) {
  7163. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7164. } else {
  7165. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7166. }
  7167. }
  7168. }
  7169. // use temp geometry to compute face and vertex normals for each morph
  7170. var tmpGeo = new Geometry();
  7171. tmpGeo.faces = this.faces;
  7172. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7173. // create on first access
  7174. if ( ! this.morphNormals[ i ] ) {
  7175. this.morphNormals[ i ] = {};
  7176. this.morphNormals[ i ].faceNormals = [];
  7177. this.morphNormals[ i ].vertexNormals = [];
  7178. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7179. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7180. var faceNormal, vertexNormals;
  7181. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7182. faceNormal = new Vector3();
  7183. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7184. dstNormalsFace.push( faceNormal );
  7185. dstNormalsVertex.push( vertexNormals );
  7186. }
  7187. }
  7188. var morphNormals = this.morphNormals[ i ];
  7189. // set vertices to morph target
  7190. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7191. // compute morph normals
  7192. tmpGeo.computeFaceNormals();
  7193. tmpGeo.computeVertexNormals();
  7194. // store morph normals
  7195. var faceNormal, vertexNormals;
  7196. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7197. face = this.faces[ f ];
  7198. faceNormal = morphNormals.faceNormals[ f ];
  7199. vertexNormals = morphNormals.vertexNormals[ f ];
  7200. faceNormal.copy( face.normal );
  7201. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7202. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7203. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7204. }
  7205. }
  7206. // restore original normals
  7207. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7208. face = this.faces[ f ];
  7209. face.normal = face.__originalFaceNormal;
  7210. face.vertexNormals = face.__originalVertexNormals;
  7211. }
  7212. },
  7213. computeBoundingBox: function () {
  7214. if ( this.boundingBox === null ) {
  7215. this.boundingBox = new Box3();
  7216. }
  7217. this.boundingBox.setFromPoints( this.vertices );
  7218. },
  7219. computeBoundingSphere: function () {
  7220. if ( this.boundingSphere === null ) {
  7221. this.boundingSphere = new Sphere();
  7222. }
  7223. this.boundingSphere.setFromPoints( this.vertices );
  7224. },
  7225. merge: function ( geometry, matrix, materialIndexOffset ) {
  7226. if ( ! ( geometry && geometry.isGeometry ) ) {
  7227. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7228. return;
  7229. }
  7230. var normalMatrix,
  7231. vertexOffset = this.vertices.length,
  7232. vertices1 = this.vertices,
  7233. vertices2 = geometry.vertices,
  7234. faces1 = this.faces,
  7235. faces2 = geometry.faces,
  7236. colors1 = this.colors,
  7237. colors2 = geometry.colors;
  7238. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7239. if ( matrix !== undefined ) {
  7240. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7241. }
  7242. // vertices
  7243. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7244. var vertex = vertices2[ i ];
  7245. var vertexCopy = vertex.clone();
  7246. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7247. vertices1.push( vertexCopy );
  7248. }
  7249. // colors
  7250. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7251. colors1.push( colors2[ i ].clone() );
  7252. }
  7253. // faces
  7254. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7255. var face = faces2[ i ], faceCopy, normal, color,
  7256. faceVertexNormals = face.vertexNormals,
  7257. faceVertexColors = face.vertexColors;
  7258. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7259. faceCopy.normal.copy( face.normal );
  7260. if ( normalMatrix !== undefined ) {
  7261. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7262. }
  7263. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7264. normal = faceVertexNormals[ j ].clone();
  7265. if ( normalMatrix !== undefined ) {
  7266. normal.applyMatrix3( normalMatrix ).normalize();
  7267. }
  7268. faceCopy.vertexNormals.push( normal );
  7269. }
  7270. faceCopy.color.copy( face.color );
  7271. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7272. color = faceVertexColors[ j ];
  7273. faceCopy.vertexColors.push( color.clone() );
  7274. }
  7275. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7276. faces1.push( faceCopy );
  7277. }
  7278. // uvs
  7279. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7280. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7281. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7282. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7283. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7284. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7285. uvsCopy.push( uvs2[ k ].clone() );
  7286. }
  7287. this.faceVertexUvs[ i ].push( uvsCopy );
  7288. }
  7289. }
  7290. },
  7291. mergeMesh: function ( mesh ) {
  7292. if ( ! ( mesh && mesh.isMesh ) ) {
  7293. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7294. return;
  7295. }
  7296. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7297. this.merge( mesh.geometry, mesh.matrix );
  7298. },
  7299. /*
  7300. * Checks for duplicate vertices with hashmap.
  7301. * Duplicated vertices are removed
  7302. * and faces' vertices are updated.
  7303. */
  7304. mergeVertices: function () {
  7305. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7306. var unique = [], changes = [];
  7307. var v, key;
  7308. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7309. var precision = Math.pow( 10, precisionPoints );
  7310. var i, il, face;
  7311. var indices, j, jl;
  7312. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7313. v = this.vertices[ i ];
  7314. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7315. if ( verticesMap[ key ] === undefined ) {
  7316. verticesMap[ key ] = i;
  7317. unique.push( this.vertices[ i ] );
  7318. changes[ i ] = unique.length - 1;
  7319. } else {
  7320. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7321. changes[ i ] = changes[ verticesMap[ key ] ];
  7322. }
  7323. }
  7324. // if faces are completely degenerate after merging vertices, we
  7325. // have to remove them from the geometry.
  7326. var faceIndicesToRemove = [];
  7327. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7328. face = this.faces[ i ];
  7329. face.a = changes[ face.a ];
  7330. face.b = changes[ face.b ];
  7331. face.c = changes[ face.c ];
  7332. indices = [ face.a, face.b, face.c ];
  7333. // if any duplicate vertices are found in a Face3
  7334. // we have to remove the face as nothing can be saved
  7335. for ( var n = 0; n < 3; n ++ ) {
  7336. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7337. faceIndicesToRemove.push( i );
  7338. break;
  7339. }
  7340. }
  7341. }
  7342. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7343. var idx = faceIndicesToRemove[ i ];
  7344. this.faces.splice( idx, 1 );
  7345. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7346. this.faceVertexUvs[ j ].splice( idx, 1 );
  7347. }
  7348. }
  7349. // Use unique set of vertices
  7350. var diff = this.vertices.length - unique.length;
  7351. this.vertices = unique;
  7352. return diff;
  7353. },
  7354. setFromPoints: function ( points ) {
  7355. this.vertices = [];
  7356. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7357. var point = points[ i ];
  7358. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7359. }
  7360. return this;
  7361. },
  7362. sortFacesByMaterialIndex: function () {
  7363. var faces = this.faces;
  7364. var length = faces.length;
  7365. // tag faces
  7366. for ( var i = 0; i < length; i ++ ) {
  7367. faces[ i ]._id = i;
  7368. }
  7369. // sort faces
  7370. function materialIndexSort( a, b ) {
  7371. return a.materialIndex - b.materialIndex;
  7372. }
  7373. faces.sort( materialIndexSort );
  7374. // sort uvs
  7375. var uvs1 = this.faceVertexUvs[ 0 ];
  7376. var uvs2 = this.faceVertexUvs[ 1 ];
  7377. var newUvs1, newUvs2;
  7378. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7379. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7380. for ( var i = 0; i < length; i ++ ) {
  7381. var id = faces[ i ]._id;
  7382. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7383. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7384. }
  7385. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7386. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7387. },
  7388. toJSON: function () {
  7389. var data = {
  7390. metadata: {
  7391. version: 4.5,
  7392. type: 'Geometry',
  7393. generator: 'Geometry.toJSON'
  7394. }
  7395. };
  7396. // standard Geometry serialization
  7397. data.uuid = this.uuid;
  7398. data.type = this.type;
  7399. if ( this.name !== '' ) { data.name = this.name; }
  7400. if ( this.parameters !== undefined ) {
  7401. var parameters = this.parameters;
  7402. for ( var key in parameters ) {
  7403. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7404. }
  7405. return data;
  7406. }
  7407. var vertices = [];
  7408. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7409. var vertex = this.vertices[ i ];
  7410. vertices.push( vertex.x, vertex.y, vertex.z );
  7411. }
  7412. var faces = [];
  7413. var normals = [];
  7414. var normalsHash = {};
  7415. var colors = [];
  7416. var colorsHash = {};
  7417. var uvs = [];
  7418. var uvsHash = {};
  7419. for ( var i = 0; i < this.faces.length; i ++ ) {
  7420. var face = this.faces[ i ];
  7421. var hasMaterial = true;
  7422. var hasFaceUv = false; // deprecated
  7423. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7424. var hasFaceNormal = face.normal.length() > 0;
  7425. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7426. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7427. var hasFaceVertexColor = face.vertexColors.length > 0;
  7428. var faceType = 0;
  7429. faceType = setBit( faceType, 0, 0 ); // isQuad
  7430. faceType = setBit( faceType, 1, hasMaterial );
  7431. faceType = setBit( faceType, 2, hasFaceUv );
  7432. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7433. faceType = setBit( faceType, 4, hasFaceNormal );
  7434. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7435. faceType = setBit( faceType, 6, hasFaceColor );
  7436. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7437. faces.push( faceType );
  7438. faces.push( face.a, face.b, face.c );
  7439. faces.push( face.materialIndex );
  7440. if ( hasFaceVertexUv ) {
  7441. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7442. faces.push(
  7443. getUvIndex( faceVertexUvs[ 0 ] ),
  7444. getUvIndex( faceVertexUvs[ 1 ] ),
  7445. getUvIndex( faceVertexUvs[ 2 ] )
  7446. );
  7447. }
  7448. if ( hasFaceNormal ) {
  7449. faces.push( getNormalIndex( face.normal ) );
  7450. }
  7451. if ( hasFaceVertexNormal ) {
  7452. var vertexNormals = face.vertexNormals;
  7453. faces.push(
  7454. getNormalIndex( vertexNormals[ 0 ] ),
  7455. getNormalIndex( vertexNormals[ 1 ] ),
  7456. getNormalIndex( vertexNormals[ 2 ] )
  7457. );
  7458. }
  7459. if ( hasFaceColor ) {
  7460. faces.push( getColorIndex( face.color ) );
  7461. }
  7462. if ( hasFaceVertexColor ) {
  7463. var vertexColors = face.vertexColors;
  7464. faces.push(
  7465. getColorIndex( vertexColors[ 0 ] ),
  7466. getColorIndex( vertexColors[ 1 ] ),
  7467. getColorIndex( vertexColors[ 2 ] )
  7468. );
  7469. }
  7470. }
  7471. function setBit( value, position, enabled ) {
  7472. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7473. }
  7474. function getNormalIndex( normal ) {
  7475. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7476. if ( normalsHash[ hash ] !== undefined ) {
  7477. return normalsHash[ hash ];
  7478. }
  7479. normalsHash[ hash ] = normals.length / 3;
  7480. normals.push( normal.x, normal.y, normal.z );
  7481. return normalsHash[ hash ];
  7482. }
  7483. function getColorIndex( color ) {
  7484. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7485. if ( colorsHash[ hash ] !== undefined ) {
  7486. return colorsHash[ hash ];
  7487. }
  7488. colorsHash[ hash ] = colors.length;
  7489. colors.push( color.getHex() );
  7490. return colorsHash[ hash ];
  7491. }
  7492. function getUvIndex( uv ) {
  7493. var hash = uv.x.toString() + uv.y.toString();
  7494. if ( uvsHash[ hash ] !== undefined ) {
  7495. return uvsHash[ hash ];
  7496. }
  7497. uvsHash[ hash ] = uvs.length / 2;
  7498. uvs.push( uv.x, uv.y );
  7499. return uvsHash[ hash ];
  7500. }
  7501. data.data = {};
  7502. data.data.vertices = vertices;
  7503. data.data.normals = normals;
  7504. if ( colors.length > 0 ) { data.data.colors = colors; }
  7505. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7506. data.data.faces = faces;
  7507. return data;
  7508. },
  7509. clone: function () {
  7510. /*
  7511. // Handle primitives
  7512. var parameters = this.parameters;
  7513. if ( parameters !== undefined ) {
  7514. var values = [];
  7515. for ( var key in parameters ) {
  7516. values.push( parameters[ key ] );
  7517. }
  7518. var geometry = Object.create( this.constructor.prototype );
  7519. this.constructor.apply( geometry, values );
  7520. return geometry;
  7521. }
  7522. return new this.constructor().copy( this );
  7523. */
  7524. return new Geometry().copy( this );
  7525. },
  7526. copy: function ( source ) {
  7527. var i, il, j, jl, k, kl;
  7528. // reset
  7529. this.vertices = [];
  7530. this.colors = [];
  7531. this.faces = [];
  7532. this.faceVertexUvs = [[]];
  7533. this.morphTargets = [];
  7534. this.morphNormals = [];
  7535. this.skinWeights = [];
  7536. this.skinIndices = [];
  7537. this.lineDistances = [];
  7538. this.boundingBox = null;
  7539. this.boundingSphere = null;
  7540. // name
  7541. this.name = source.name;
  7542. // vertices
  7543. var vertices = source.vertices;
  7544. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7545. this.vertices.push( vertices[ i ].clone() );
  7546. }
  7547. // colors
  7548. var colors = source.colors;
  7549. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7550. this.colors.push( colors[ i ].clone() );
  7551. }
  7552. // faces
  7553. var faces = source.faces;
  7554. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7555. this.faces.push( faces[ i ].clone() );
  7556. }
  7557. // face vertex uvs
  7558. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7559. var faceVertexUvs = source.faceVertexUvs[ i ];
  7560. if ( this.faceVertexUvs[ i ] === undefined ) {
  7561. this.faceVertexUvs[ i ] = [];
  7562. }
  7563. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7564. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7565. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7566. var uv = uvs[ k ];
  7567. uvsCopy.push( uv.clone() );
  7568. }
  7569. this.faceVertexUvs[ i ].push( uvsCopy );
  7570. }
  7571. }
  7572. // morph targets
  7573. var morphTargets = source.morphTargets;
  7574. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7575. var morphTarget = {};
  7576. morphTarget.name = morphTargets[ i ].name;
  7577. // vertices
  7578. if ( morphTargets[ i ].vertices !== undefined ) {
  7579. morphTarget.vertices = [];
  7580. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7581. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7582. }
  7583. }
  7584. // normals
  7585. if ( morphTargets[ i ].normals !== undefined ) {
  7586. morphTarget.normals = [];
  7587. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7588. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7589. }
  7590. }
  7591. this.morphTargets.push( morphTarget );
  7592. }
  7593. // morph normals
  7594. var morphNormals = source.morphNormals;
  7595. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7596. var morphNormal = {};
  7597. // vertex normals
  7598. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7599. morphNormal.vertexNormals = [];
  7600. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7601. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7602. var destVertexNormal = {};
  7603. destVertexNormal.a = srcVertexNormal.a.clone();
  7604. destVertexNormal.b = srcVertexNormal.b.clone();
  7605. destVertexNormal.c = srcVertexNormal.c.clone();
  7606. morphNormal.vertexNormals.push( destVertexNormal );
  7607. }
  7608. }
  7609. // face normals
  7610. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7611. morphNormal.faceNormals = [];
  7612. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7613. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7614. }
  7615. }
  7616. this.morphNormals.push( morphNormal );
  7617. }
  7618. // skin weights
  7619. var skinWeights = source.skinWeights;
  7620. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7621. this.skinWeights.push( skinWeights[ i ].clone() );
  7622. }
  7623. // skin indices
  7624. var skinIndices = source.skinIndices;
  7625. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7626. this.skinIndices.push( skinIndices[ i ].clone() );
  7627. }
  7628. // line distances
  7629. var lineDistances = source.lineDistances;
  7630. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7631. this.lineDistances.push( lineDistances[ i ] );
  7632. }
  7633. // bounding box
  7634. var boundingBox = source.boundingBox;
  7635. if ( boundingBox !== null ) {
  7636. this.boundingBox = boundingBox.clone();
  7637. }
  7638. // bounding sphere
  7639. var boundingSphere = source.boundingSphere;
  7640. if ( boundingSphere !== null ) {
  7641. this.boundingSphere = boundingSphere.clone();
  7642. }
  7643. // update flags
  7644. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7645. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7646. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7647. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7648. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7649. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7650. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7651. return this;
  7652. },
  7653. dispose: function () {
  7654. this.dispatchEvent( { type: 'dispose' } );
  7655. }
  7656. } );
  7657. /**
  7658. * @author mrdoob / http://mrdoob.com/
  7659. * @author Mugen87 / https://github.com/Mugen87
  7660. */
  7661. // BoxGeometry
  7662. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7663. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7664. Geometry.call(this);
  7665. this.type = 'BoxGeometry';
  7666. this.parameters = {
  7667. width: width,
  7668. height: height,
  7669. depth: depth,
  7670. widthSegments: widthSegments,
  7671. heightSegments: heightSegments,
  7672. depthSegments: depthSegments
  7673. };
  7674. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7675. this.mergeVertices();
  7676. }
  7677. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7678. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7679. BoxGeometry.prototype.constructor = BoxGeometry;
  7680. return BoxGeometry;
  7681. }(Geometry));
  7682. // BoxBufferGeometry
  7683. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7684. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7685. BufferGeometry.call(this);
  7686. this.type = 'BoxBufferGeometry';
  7687. this.parameters = {
  7688. width: width,
  7689. height: height,
  7690. depth: depth,
  7691. widthSegments: widthSegments,
  7692. heightSegments: heightSegments,
  7693. depthSegments: depthSegments
  7694. };
  7695. var scope = this;
  7696. width = width || 1;
  7697. height = height || 1;
  7698. depth = depth || 1;
  7699. // segments
  7700. widthSegments = Math.floor( widthSegments ) || 1;
  7701. heightSegments = Math.floor( heightSegments ) || 1;
  7702. depthSegments = Math.floor( depthSegments ) || 1;
  7703. // buffers
  7704. var indices = [];
  7705. var vertices = [];
  7706. var normals = [];
  7707. var uvs = [];
  7708. // helper variables
  7709. var numberOfVertices = 0;
  7710. var groupStart = 0;
  7711. // build each side of the box geometry
  7712. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7713. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7714. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7715. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7716. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7717. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7718. // build geometry
  7719. this.setIndex( indices );
  7720. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7721. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7722. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7723. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7724. var segmentWidth = width / gridX;
  7725. var segmentHeight = height / gridY;
  7726. var widthHalf = width / 2;
  7727. var heightHalf = height / 2;
  7728. var depthHalf = depth / 2;
  7729. var gridX1 = gridX + 1;
  7730. var gridY1 = gridY + 1;
  7731. var vertexCounter = 0;
  7732. var groupCount = 0;
  7733. var ix, iy;
  7734. var vector = new Vector3();
  7735. // generate vertices, normals and uvs
  7736. for ( iy = 0; iy < gridY1; iy ++ ) {
  7737. var y = iy * segmentHeight - heightHalf;
  7738. for ( ix = 0; ix < gridX1; ix ++ ) {
  7739. var x = ix * segmentWidth - widthHalf;
  7740. // set values to correct vector component
  7741. vector[ u ] = x * udir;
  7742. vector[ v ] = y * vdir;
  7743. vector[ w ] = depthHalf;
  7744. // now apply vector to vertex buffer
  7745. vertices.push( vector.x, vector.y, vector.z );
  7746. // set values to correct vector component
  7747. vector[ u ] = 0;
  7748. vector[ v ] = 0;
  7749. vector[ w ] = depth > 0 ? 1 : - 1;
  7750. // now apply vector to normal buffer
  7751. normals.push( vector.x, vector.y, vector.z );
  7752. // uvs
  7753. uvs.push( ix / gridX );
  7754. uvs.push( 1 - ( iy / gridY ) );
  7755. // counters
  7756. vertexCounter += 1;
  7757. }
  7758. }
  7759. // indices
  7760. // 1. you need three indices to draw a single face
  7761. // 2. a single segment consists of two faces
  7762. // 3. so we need to generate six (2*3) indices per segment
  7763. for ( iy = 0; iy < gridY; iy ++ ) {
  7764. for ( ix = 0; ix < gridX; ix ++ ) {
  7765. var a = numberOfVertices + ix + gridX1 * iy;
  7766. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7767. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7768. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7769. // faces
  7770. indices.push( a, b, d );
  7771. indices.push( b, c, d );
  7772. // increase counter
  7773. groupCount += 6;
  7774. }
  7775. }
  7776. // add a group to the geometry. this will ensure multi material support
  7777. scope.addGroup( groupStart, groupCount, materialIndex );
  7778. // calculate new start value for groups
  7779. groupStart += groupCount;
  7780. // update total number of vertices
  7781. numberOfVertices += vertexCounter;
  7782. }
  7783. }
  7784. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7785. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7786. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7787. return BoxBufferGeometry;
  7788. }(BufferGeometry));
  7789. /**
  7790. * Uniform Utilities
  7791. */
  7792. function cloneUniforms( src ) {
  7793. var dst = {};
  7794. for ( var u in src ) {
  7795. dst[ u ] = {};
  7796. for ( var p in src[ u ] ) {
  7797. var property = src[ u ][ p ];
  7798. if ( property && ( property.isColor ||
  7799. property.isMatrix3 || property.isMatrix4 ||
  7800. property.isVector2 || property.isVector3 || property.isVector4 ||
  7801. property.isTexture ) ) {
  7802. dst[ u ][ p ] = property.clone();
  7803. } else if ( Array.isArray( property ) ) {
  7804. dst[ u ][ p ] = property.slice();
  7805. } else {
  7806. dst[ u ][ p ] = property;
  7807. }
  7808. }
  7809. }
  7810. return dst;
  7811. }
  7812. function mergeUniforms( uniforms ) {
  7813. var merged = {};
  7814. for ( var u = 0; u < uniforms.length; u ++ ) {
  7815. var tmp = cloneUniforms( uniforms[ u ] );
  7816. for ( var p in tmp ) {
  7817. merged[ p ] = tmp[ p ];
  7818. }
  7819. }
  7820. return merged;
  7821. }
  7822. // Legacy
  7823. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7824. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7825. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7826. /**
  7827. * @author alteredq / http://alteredqualia.com/
  7828. *
  7829. * parameters = {
  7830. * defines: { "label" : "value" },
  7831. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7832. *
  7833. * fragmentShader: <string>,
  7834. * vertexShader: <string>,
  7835. *
  7836. * wireframe: <boolean>,
  7837. * wireframeLinewidth: <float>,
  7838. *
  7839. * lights: <bool>,
  7840. *
  7841. * skinning: <bool>,
  7842. * morphTargets: <bool>,
  7843. * morphNormals: <bool>
  7844. * }
  7845. */
  7846. function ShaderMaterial( parameters ) {
  7847. Material.call( this );
  7848. this.type = 'ShaderMaterial';
  7849. this.defines = {};
  7850. this.uniforms = {};
  7851. this.vertexShader = default_vertex;
  7852. this.fragmentShader = default_fragment;
  7853. this.linewidth = 1;
  7854. this.wireframe = false;
  7855. this.wireframeLinewidth = 1;
  7856. this.fog = false; // set to use scene fog
  7857. this.lights = false; // set to use scene lights
  7858. this.clipping = false; // set to use user-defined clipping planes
  7859. this.skinning = false; // set to use skinning attribute streams
  7860. this.morphTargets = false; // set to use morph targets
  7861. this.morphNormals = false; // set to use morph normals
  7862. this.extensions = {
  7863. derivatives: false, // set to use derivatives
  7864. fragDepth: false, // set to use fragment depth values
  7865. drawBuffers: false, // set to use draw buffers
  7866. shaderTextureLOD: false // set to use shader texture LOD
  7867. };
  7868. // When rendered geometry doesn't include these attributes but the material does,
  7869. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7870. this.defaultAttributeValues = {
  7871. 'color': [ 1, 1, 1 ],
  7872. 'uv': [ 0, 0 ],
  7873. 'uv2': [ 0, 0 ]
  7874. };
  7875. this.index0AttributeName = undefined;
  7876. this.uniformsNeedUpdate = false;
  7877. if ( parameters !== undefined ) {
  7878. if ( parameters.attributes !== undefined ) {
  7879. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7880. }
  7881. this.setValues( parameters );
  7882. }
  7883. }
  7884. ShaderMaterial.prototype = Object.create( Material.prototype );
  7885. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7886. ShaderMaterial.prototype.isShaderMaterial = true;
  7887. ShaderMaterial.prototype.copy = function ( source ) {
  7888. Material.prototype.copy.call( this, source );
  7889. this.fragmentShader = source.fragmentShader;
  7890. this.vertexShader = source.vertexShader;
  7891. this.uniforms = cloneUniforms( source.uniforms );
  7892. this.defines = Object.assign( {}, source.defines );
  7893. this.wireframe = source.wireframe;
  7894. this.wireframeLinewidth = source.wireframeLinewidth;
  7895. this.lights = source.lights;
  7896. this.clipping = source.clipping;
  7897. this.skinning = source.skinning;
  7898. this.morphTargets = source.morphTargets;
  7899. this.morphNormals = source.morphNormals;
  7900. this.extensions = source.extensions;
  7901. return this;
  7902. };
  7903. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7904. var data = Material.prototype.toJSON.call( this, meta );
  7905. data.uniforms = {};
  7906. for ( var name in this.uniforms ) {
  7907. var uniform = this.uniforms[ name ];
  7908. var value = uniform.value;
  7909. if ( value && value.isTexture ) {
  7910. data.uniforms[ name ] = {
  7911. type: 't',
  7912. value: value.toJSON( meta ).uuid
  7913. };
  7914. } else if ( value && value.isColor ) {
  7915. data.uniforms[ name ] = {
  7916. type: 'c',
  7917. value: value.getHex()
  7918. };
  7919. } else if ( value && value.isVector2 ) {
  7920. data.uniforms[ name ] = {
  7921. type: 'v2',
  7922. value: value.toArray()
  7923. };
  7924. } else if ( value && value.isVector3 ) {
  7925. data.uniforms[ name ] = {
  7926. type: 'v3',
  7927. value: value.toArray()
  7928. };
  7929. } else if ( value && value.isVector4 ) {
  7930. data.uniforms[ name ] = {
  7931. type: 'v4',
  7932. value: value.toArray()
  7933. };
  7934. } else if ( value && value.isMatrix3 ) {
  7935. data.uniforms[ name ] = {
  7936. type: 'm3',
  7937. value: value.toArray()
  7938. };
  7939. } else if ( value && value.isMatrix4 ) {
  7940. data.uniforms[ name ] = {
  7941. type: 'm4',
  7942. value: value.toArray()
  7943. };
  7944. } else {
  7945. data.uniforms[ name ] = {
  7946. value: value
  7947. };
  7948. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7949. }
  7950. }
  7951. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7952. data.vertexShader = this.vertexShader;
  7953. data.fragmentShader = this.fragmentShader;
  7954. var extensions = {};
  7955. for ( var key in this.extensions ) {
  7956. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7957. }
  7958. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7959. return data;
  7960. };
  7961. /**
  7962. * @author mrdoob / http://mrdoob.com/
  7963. * @author mikael emtinger / http://gomo.se/
  7964. * @author WestLangley / http://github.com/WestLangley
  7965. */
  7966. function Camera() {
  7967. Object3D.call( this );
  7968. this.type = 'Camera';
  7969. this.matrixWorldInverse = new Matrix4();
  7970. this.projectionMatrix = new Matrix4();
  7971. this.projectionMatrixInverse = new Matrix4();
  7972. }
  7973. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7974. constructor: Camera,
  7975. isCamera: true,
  7976. copy: function ( source, recursive ) {
  7977. Object3D.prototype.copy.call( this, source, recursive );
  7978. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7979. this.projectionMatrix.copy( source.projectionMatrix );
  7980. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7981. return this;
  7982. },
  7983. getWorldDirection: function ( target ) {
  7984. if ( target === undefined ) {
  7985. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7986. target = new Vector3();
  7987. }
  7988. this.updateMatrixWorld( true );
  7989. var e = this.matrixWorld.elements;
  7990. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7991. },
  7992. updateMatrixWorld: function ( force ) {
  7993. Object3D.prototype.updateMatrixWorld.call( this, force );
  7994. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7995. },
  7996. updateWorldMatrix: function ( updateParents, updateChildren ) {
  7997. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  7998. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7999. },
  8000. clone: function () {
  8001. return new this.constructor().copy( this );
  8002. }
  8003. } );
  8004. /**
  8005. * @author mrdoob / http://mrdoob.com/
  8006. * @author greggman / http://games.greggman.com/
  8007. * @author zz85 / http://www.lab4games.net/zz85/blog
  8008. * @author tschw
  8009. */
  8010. function PerspectiveCamera( fov, aspect, near, far ) {
  8011. Camera.call( this );
  8012. this.type = 'PerspectiveCamera';
  8013. this.fov = fov !== undefined ? fov : 50;
  8014. this.zoom = 1;
  8015. this.near = near !== undefined ? near : 0.1;
  8016. this.far = far !== undefined ? far : 2000;
  8017. this.focus = 10;
  8018. this.aspect = aspect !== undefined ? aspect : 1;
  8019. this.view = null;
  8020. this.filmGauge = 35; // width of the film (default in millimeters)
  8021. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8022. this.updateProjectionMatrix();
  8023. }
  8024. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8025. constructor: PerspectiveCamera,
  8026. isPerspectiveCamera: true,
  8027. copy: function ( source, recursive ) {
  8028. Camera.prototype.copy.call( this, source, recursive );
  8029. this.fov = source.fov;
  8030. this.zoom = source.zoom;
  8031. this.near = source.near;
  8032. this.far = source.far;
  8033. this.focus = source.focus;
  8034. this.aspect = source.aspect;
  8035. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8036. this.filmGauge = source.filmGauge;
  8037. this.filmOffset = source.filmOffset;
  8038. return this;
  8039. },
  8040. /**
  8041. * Sets the FOV by focal length in respect to the current .filmGauge.
  8042. *
  8043. * The default film gauge is 35, so that the focal length can be specified for
  8044. * a 35mm (full frame) camera.
  8045. *
  8046. * Values for focal length and film gauge must have the same unit.
  8047. */
  8048. setFocalLength: function ( focalLength ) {
  8049. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8050. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8051. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8052. this.updateProjectionMatrix();
  8053. },
  8054. /**
  8055. * Calculates the focal length from the current .fov and .filmGauge.
  8056. */
  8057. getFocalLength: function () {
  8058. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8059. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8060. },
  8061. getEffectiveFOV: function () {
  8062. return MathUtils.RAD2DEG * 2 * Math.atan(
  8063. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8064. },
  8065. getFilmWidth: function () {
  8066. // film not completely covered in portrait format (aspect < 1)
  8067. return this.filmGauge * Math.min( this.aspect, 1 );
  8068. },
  8069. getFilmHeight: function () {
  8070. // film not completely covered in landscape format (aspect > 1)
  8071. return this.filmGauge / Math.max( this.aspect, 1 );
  8072. },
  8073. /**
  8074. * Sets an offset in a larger frustum. This is useful for multi-window or
  8075. * multi-monitor/multi-machine setups.
  8076. *
  8077. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8078. * the monitors are in grid like this
  8079. *
  8080. * +---+---+---+
  8081. * | A | B | C |
  8082. * +---+---+---+
  8083. * | D | E | F |
  8084. * +---+---+---+
  8085. *
  8086. * then for each monitor you would call it like this
  8087. *
  8088. * var w = 1920;
  8089. * var h = 1080;
  8090. * var fullWidth = w * 3;
  8091. * var fullHeight = h * 2;
  8092. *
  8093. * --A--
  8094. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8095. * --B--
  8096. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8097. * --C--
  8098. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8099. * --D--
  8100. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8101. * --E--
  8102. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8103. * --F--
  8104. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8105. *
  8106. * Note there is no reason monitors have to be the same size or in a grid.
  8107. */
  8108. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8109. this.aspect = fullWidth / fullHeight;
  8110. if ( this.view === null ) {
  8111. this.view = {
  8112. enabled: true,
  8113. fullWidth: 1,
  8114. fullHeight: 1,
  8115. offsetX: 0,
  8116. offsetY: 0,
  8117. width: 1,
  8118. height: 1
  8119. };
  8120. }
  8121. this.view.enabled = true;
  8122. this.view.fullWidth = fullWidth;
  8123. this.view.fullHeight = fullHeight;
  8124. this.view.offsetX = x;
  8125. this.view.offsetY = y;
  8126. this.view.width = width;
  8127. this.view.height = height;
  8128. this.updateProjectionMatrix();
  8129. },
  8130. clearViewOffset: function () {
  8131. if ( this.view !== null ) {
  8132. this.view.enabled = false;
  8133. }
  8134. this.updateProjectionMatrix();
  8135. },
  8136. updateProjectionMatrix: function () {
  8137. var near = this.near,
  8138. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8139. height = 2 * top,
  8140. width = this.aspect * height,
  8141. left = - 0.5 * width,
  8142. view = this.view;
  8143. if ( this.view !== null && this.view.enabled ) {
  8144. var fullWidth = view.fullWidth,
  8145. fullHeight = view.fullHeight;
  8146. left += view.offsetX * width / fullWidth;
  8147. top -= view.offsetY * height / fullHeight;
  8148. width *= view.width / fullWidth;
  8149. height *= view.height / fullHeight;
  8150. }
  8151. var skew = this.filmOffset;
  8152. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8153. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8154. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8155. },
  8156. toJSON: function ( meta ) {
  8157. var data = Object3D.prototype.toJSON.call( this, meta );
  8158. data.object.fov = this.fov;
  8159. data.object.zoom = this.zoom;
  8160. data.object.near = this.near;
  8161. data.object.far = this.far;
  8162. data.object.focus = this.focus;
  8163. data.object.aspect = this.aspect;
  8164. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8165. data.object.filmGauge = this.filmGauge;
  8166. data.object.filmOffset = this.filmOffset;
  8167. return data;
  8168. }
  8169. } );
  8170. /**
  8171. * Camera for rendering cube maps
  8172. * - renders scene into axis-aligned cube
  8173. *
  8174. * @author alteredq / http://alteredqualia.com/
  8175. */
  8176. var fov = 90, aspect = 1;
  8177. function CubeCamera( near, far, cubeResolution, options ) {
  8178. Object3D.call( this );
  8179. this.type = 'CubeCamera';
  8180. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8181. cameraPX.up.set( 0, - 1, 0 );
  8182. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8183. this.add( cameraPX );
  8184. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8185. cameraNX.up.set( 0, - 1, 0 );
  8186. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8187. this.add( cameraNX );
  8188. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8189. cameraPY.up.set( 0, 0, 1 );
  8190. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8191. this.add( cameraPY );
  8192. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8193. cameraNY.up.set( 0, 0, - 1 );
  8194. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8195. this.add( cameraNY );
  8196. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8197. cameraPZ.up.set( 0, - 1, 0 );
  8198. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8199. this.add( cameraPZ );
  8200. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8201. cameraNZ.up.set( 0, - 1, 0 );
  8202. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8203. this.add( cameraNZ );
  8204. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8205. this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
  8206. this.renderTarget.texture.name = "CubeCamera";
  8207. this.update = function ( renderer, scene ) {
  8208. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8209. var currentRenderTarget = renderer.getRenderTarget();
  8210. var renderTarget = this.renderTarget;
  8211. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8212. renderTarget.texture.generateMipmaps = false;
  8213. renderer.setRenderTarget( renderTarget, 0 );
  8214. renderer.render( scene, cameraPX );
  8215. renderer.setRenderTarget( renderTarget, 1 );
  8216. renderer.render( scene, cameraNX );
  8217. renderer.setRenderTarget( renderTarget, 2 );
  8218. renderer.render( scene, cameraPY );
  8219. renderer.setRenderTarget( renderTarget, 3 );
  8220. renderer.render( scene, cameraNY );
  8221. renderer.setRenderTarget( renderTarget, 4 );
  8222. renderer.render( scene, cameraPZ );
  8223. renderTarget.texture.generateMipmaps = generateMipmaps;
  8224. renderer.setRenderTarget( renderTarget, 5 );
  8225. renderer.render( scene, cameraNZ );
  8226. renderer.setRenderTarget( currentRenderTarget );
  8227. };
  8228. this.clear = function ( renderer, color, depth, stencil ) {
  8229. var currentRenderTarget = renderer.getRenderTarget();
  8230. var renderTarget = this.renderTarget;
  8231. for ( var i = 0; i < 6; i ++ ) {
  8232. renderer.setRenderTarget( renderTarget, i );
  8233. renderer.clear( color, depth, stencil );
  8234. }
  8235. renderer.setRenderTarget( currentRenderTarget );
  8236. };
  8237. }
  8238. CubeCamera.prototype = Object.create( Object3D.prototype );
  8239. CubeCamera.prototype.constructor = CubeCamera;
  8240. /**
  8241. * @author alteredq / http://alteredqualia.com
  8242. * @author WestLangley / http://github.com/WestLangley
  8243. */
  8244. function WebGLCubeRenderTarget( size, options, dummy ) {
  8245. if ( Number.isInteger( options ) ) {
  8246. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8247. options = dummy;
  8248. }
  8249. WebGLRenderTarget.call( this, size, size, options );
  8250. }
  8251. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8252. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8253. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8254. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8255. this.texture.type = texture.type;
  8256. this.texture.format = texture.format;
  8257. this.texture.encoding = texture.encoding;
  8258. var scene = new Scene();
  8259. var shader = {
  8260. uniforms: {
  8261. tEquirect: { value: null },
  8262. },
  8263. vertexShader: [
  8264. "varying vec3 vWorldDirection;",
  8265. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8266. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8267. "}",
  8268. "void main() {",
  8269. " vWorldDirection = transformDirection( position, modelMatrix );",
  8270. " #include <begin_vertex>",
  8271. " #include <project_vertex>",
  8272. "}"
  8273. ].join( '\n' ),
  8274. fragmentShader: [
  8275. "uniform sampler2D tEquirect;",
  8276. "varying vec3 vWorldDirection;",
  8277. "#define RECIPROCAL_PI 0.31830988618",
  8278. "#define RECIPROCAL_PI2 0.15915494",
  8279. "void main() {",
  8280. " vec3 direction = normalize( vWorldDirection );",
  8281. " vec2 sampleUV;",
  8282. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8283. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8284. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8285. "}"
  8286. ].join( '\n' ),
  8287. };
  8288. var material = new ShaderMaterial( {
  8289. type: 'CubemapFromEquirect',
  8290. uniforms: cloneUniforms( shader.uniforms ),
  8291. vertexShader: shader.vertexShader,
  8292. fragmentShader: shader.fragmentShader,
  8293. side: BackSide,
  8294. blending: NoBlending
  8295. } );
  8296. material.uniforms.tEquirect.value = texture;
  8297. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8298. scene.add( mesh );
  8299. var camera = new CubeCamera( 1, 10, 1 );
  8300. camera.renderTarget = this;
  8301. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8302. camera.update( renderer, scene );
  8303. mesh.geometry.dispose();
  8304. mesh.material.dispose();
  8305. return this;
  8306. };
  8307. /**
  8308. * @author alteredq / http://alteredqualia.com/
  8309. */
  8310. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8311. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8312. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8313. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8314. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8315. this.generateMipmaps = false;
  8316. this.flipY = false;
  8317. this.unpackAlignment = 1;
  8318. this.needsUpdate = true;
  8319. }
  8320. DataTexture.prototype = Object.create( Texture.prototype );
  8321. DataTexture.prototype.constructor = DataTexture;
  8322. DataTexture.prototype.isDataTexture = true;
  8323. /**
  8324. * @author mrdoob / http://mrdoob.com/
  8325. * @author alteredq / http://alteredqualia.com/
  8326. * @author bhouston / http://clara.io
  8327. */
  8328. var _sphere$1 = new Sphere();
  8329. var _vector$5 = new Vector3();
  8330. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8331. this.planes = [
  8332. ( p0 !== undefined ) ? p0 : new Plane(),
  8333. ( p1 !== undefined ) ? p1 : new Plane(),
  8334. ( p2 !== undefined ) ? p2 : new Plane(),
  8335. ( p3 !== undefined ) ? p3 : new Plane(),
  8336. ( p4 !== undefined ) ? p4 : new Plane(),
  8337. ( p5 !== undefined ) ? p5 : new Plane()
  8338. ];
  8339. }
  8340. Object.assign( Frustum.prototype, {
  8341. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8342. var planes = this.planes;
  8343. planes[ 0 ].copy( p0 );
  8344. planes[ 1 ].copy( p1 );
  8345. planes[ 2 ].copy( p2 );
  8346. planes[ 3 ].copy( p3 );
  8347. planes[ 4 ].copy( p4 );
  8348. planes[ 5 ].copy( p5 );
  8349. return this;
  8350. },
  8351. clone: function () {
  8352. return new this.constructor().copy( this );
  8353. },
  8354. copy: function ( frustum ) {
  8355. var planes = this.planes;
  8356. for ( var i = 0; i < 6; i ++ ) {
  8357. planes[ i ].copy( frustum.planes[ i ] );
  8358. }
  8359. return this;
  8360. },
  8361. setFromProjectionMatrix: function ( m ) {
  8362. var planes = this.planes;
  8363. var me = m.elements;
  8364. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8365. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8366. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8367. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8368. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8369. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8370. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8371. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8372. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8373. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8374. return this;
  8375. },
  8376. intersectsObject: function ( object ) {
  8377. var geometry = object.geometry;
  8378. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8379. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8380. return this.intersectsSphere( _sphere$1 );
  8381. },
  8382. intersectsSprite: function ( sprite ) {
  8383. _sphere$1.center.set( 0, 0, 0 );
  8384. _sphere$1.radius = 0.7071067811865476;
  8385. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8386. return this.intersectsSphere( _sphere$1 );
  8387. },
  8388. intersectsSphere: function ( sphere ) {
  8389. var planes = this.planes;
  8390. var center = sphere.center;
  8391. var negRadius = - sphere.radius;
  8392. for ( var i = 0; i < 6; i ++ ) {
  8393. var distance = planes[ i ].distanceToPoint( center );
  8394. if ( distance < negRadius ) {
  8395. return false;
  8396. }
  8397. }
  8398. return true;
  8399. },
  8400. intersectsBox: function ( box ) {
  8401. var planes = this.planes;
  8402. for ( var i = 0; i < 6; i ++ ) {
  8403. var plane = planes[ i ];
  8404. // corner at max distance
  8405. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8406. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8407. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8408. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8409. return false;
  8410. }
  8411. }
  8412. return true;
  8413. },
  8414. containsPoint: function ( point ) {
  8415. var planes = this.planes;
  8416. for ( var i = 0; i < 6; i ++ ) {
  8417. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8418. return false;
  8419. }
  8420. }
  8421. return true;
  8422. }
  8423. } );
  8424. /**
  8425. * Uniforms library for shared webgl shaders
  8426. */
  8427. var UniformsLib = {
  8428. common: {
  8429. diffuse: { value: new Color( 0xeeeeee ) },
  8430. opacity: { value: 1.0 },
  8431. map: { value: null },
  8432. uvTransform: { value: new Matrix3() },
  8433. uv2Transform: { value: new Matrix3() },
  8434. alphaMap: { value: null },
  8435. },
  8436. specularmap: {
  8437. specularMap: { value: null },
  8438. },
  8439. envmap: {
  8440. envMap: { value: null },
  8441. flipEnvMap: { value: - 1 },
  8442. reflectivity: { value: 1.0 },
  8443. refractionRatio: { value: 0.98 },
  8444. maxMipLevel: { value: 0 }
  8445. },
  8446. aomap: {
  8447. aoMap: { value: null },
  8448. aoMapIntensity: { value: 1 }
  8449. },
  8450. lightmap: {
  8451. lightMap: { value: null },
  8452. lightMapIntensity: { value: 1 }
  8453. },
  8454. emissivemap: {
  8455. emissiveMap: { value: null }
  8456. },
  8457. bumpmap: {
  8458. bumpMap: { value: null },
  8459. bumpScale: { value: 1 }
  8460. },
  8461. normalmap: {
  8462. normalMap: { value: null },
  8463. normalScale: { value: new Vector2( 1, 1 ) }
  8464. },
  8465. displacementmap: {
  8466. displacementMap: { value: null },
  8467. displacementScale: { value: 1 },
  8468. displacementBias: { value: 0 }
  8469. },
  8470. roughnessmap: {
  8471. roughnessMap: { value: null }
  8472. },
  8473. metalnessmap: {
  8474. metalnessMap: { value: null }
  8475. },
  8476. gradientmap: {
  8477. gradientMap: { value: null }
  8478. },
  8479. fog: {
  8480. fogDensity: { value: 0.00025 },
  8481. fogNear: { value: 1 },
  8482. fogFar: { value: 2000 },
  8483. fogColor: { value: new Color( 0xffffff ) }
  8484. },
  8485. lights: {
  8486. ambientLightColor: { value: [] },
  8487. lightProbe: { value: [] },
  8488. directionalLights: { value: [], properties: {
  8489. direction: {},
  8490. color: {}
  8491. } },
  8492. directionalLightShadows: { value: [], properties: {
  8493. shadowBias: {},
  8494. shadowRadius: {},
  8495. shadowMapSize: {}
  8496. } },
  8497. directionalShadowMap: { value: [] },
  8498. directionalShadowMatrix: { value: [] },
  8499. spotLights: { value: [], properties: {
  8500. color: {},
  8501. position: {},
  8502. direction: {},
  8503. distance: {},
  8504. coneCos: {},
  8505. penumbraCos: {},
  8506. decay: {}
  8507. } },
  8508. spotLightShadows: { value: [], properties: {
  8509. shadowBias: {},
  8510. shadowRadius: {},
  8511. shadowMapSize: {}
  8512. } },
  8513. spotShadowMap: { value: [] },
  8514. spotShadowMatrix: { value: [] },
  8515. pointLights: { value: [], properties: {
  8516. color: {},
  8517. position: {},
  8518. decay: {},
  8519. distance: {}
  8520. } },
  8521. pointLightShadows: { value: [], properties: {
  8522. shadowBias: {},
  8523. shadowRadius: {},
  8524. shadowMapSize: {},
  8525. shadowCameraNear: {},
  8526. shadowCameraFar: {}
  8527. } },
  8528. pointShadowMap: { value: [] },
  8529. pointShadowMatrix: { value: [] },
  8530. hemisphereLights: { value: [], properties: {
  8531. direction: {},
  8532. skyColor: {},
  8533. groundColor: {}
  8534. } },
  8535. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8536. rectAreaLights: { value: [], properties: {
  8537. color: {},
  8538. position: {},
  8539. width: {},
  8540. height: {}
  8541. } }
  8542. },
  8543. points: {
  8544. diffuse: { value: new Color( 0xeeeeee ) },
  8545. opacity: { value: 1.0 },
  8546. size: { value: 1.0 },
  8547. scale: { value: 1.0 },
  8548. map: { value: null },
  8549. alphaMap: { value: null },
  8550. uvTransform: { value: new Matrix3() }
  8551. },
  8552. sprite: {
  8553. diffuse: { value: new Color( 0xeeeeee ) },
  8554. opacity: { value: 1.0 },
  8555. center: { value: new Vector2( 0.5, 0.5 ) },
  8556. rotation: { value: 0.0 },
  8557. map: { value: null },
  8558. alphaMap: { value: null },
  8559. uvTransform: { value: new Matrix3() }
  8560. }
  8561. };
  8562. /**
  8563. * @author mrdoob / http://mrdoob.com/
  8564. */
  8565. function WebGLAnimation() {
  8566. var context = null;
  8567. var isAnimating = false;
  8568. var animationLoop = null;
  8569. function onAnimationFrame( time, frame ) {
  8570. if ( isAnimating === false ) { return; }
  8571. animationLoop( time, frame );
  8572. context.requestAnimationFrame( onAnimationFrame );
  8573. }
  8574. return {
  8575. start: function () {
  8576. if ( isAnimating === true ) { return; }
  8577. if ( animationLoop === null ) { return; }
  8578. context.requestAnimationFrame( onAnimationFrame );
  8579. isAnimating = true;
  8580. },
  8581. stop: function () {
  8582. isAnimating = false;
  8583. },
  8584. setAnimationLoop: function ( callback ) {
  8585. animationLoop = callback;
  8586. },
  8587. setContext: function ( value ) {
  8588. context = value;
  8589. }
  8590. };
  8591. }
  8592. /**
  8593. * @author mrdoob / http://mrdoob.com/
  8594. */
  8595. function WebGLAttributes( gl, capabilities ) {
  8596. var isWebGL2 = capabilities.isWebGL2;
  8597. var buffers = new WeakMap();
  8598. function createBuffer( attribute, bufferType ) {
  8599. var array = attribute.array;
  8600. var usage = attribute.usage;
  8601. var buffer = gl.createBuffer();
  8602. gl.bindBuffer( bufferType, buffer );
  8603. gl.bufferData( bufferType, array, usage );
  8604. attribute.onUploadCallback();
  8605. var type = 5126;
  8606. if ( array instanceof Float32Array ) {
  8607. type = 5126;
  8608. } else if ( array instanceof Float64Array ) {
  8609. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8610. } else if ( array instanceof Uint16Array ) {
  8611. type = 5123;
  8612. } else if ( array instanceof Int16Array ) {
  8613. type = 5122;
  8614. } else if ( array instanceof Uint32Array ) {
  8615. type = 5125;
  8616. } else if ( array instanceof Int32Array ) {
  8617. type = 5124;
  8618. } else if ( array instanceof Int8Array ) {
  8619. type = 5120;
  8620. } else if ( array instanceof Uint8Array ) {
  8621. type = 5121;
  8622. }
  8623. return {
  8624. buffer: buffer,
  8625. type: type,
  8626. bytesPerElement: array.BYTES_PER_ELEMENT,
  8627. version: attribute.version
  8628. };
  8629. }
  8630. function updateBuffer( buffer, attribute, bufferType ) {
  8631. var array = attribute.array;
  8632. var updateRange = attribute.updateRange;
  8633. gl.bindBuffer( bufferType, buffer );
  8634. if ( updateRange.count === - 1 ) {
  8635. // Not using update ranges
  8636. gl.bufferSubData( bufferType, 0, array );
  8637. } else {
  8638. if ( isWebGL2 ) {
  8639. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8640. array, updateRange.offset, updateRange.count );
  8641. } else {
  8642. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8643. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8644. }
  8645. updateRange.count = - 1; // reset range
  8646. }
  8647. }
  8648. //
  8649. function get( attribute ) {
  8650. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8651. return buffers.get( attribute );
  8652. }
  8653. function remove( attribute ) {
  8654. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8655. var data = buffers.get( attribute );
  8656. if ( data ) {
  8657. gl.deleteBuffer( data.buffer );
  8658. buffers.delete( attribute );
  8659. }
  8660. }
  8661. function update( attribute, bufferType ) {
  8662. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8663. var data = buffers.get( attribute );
  8664. if ( data === undefined ) {
  8665. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8666. } else if ( data.version < attribute.version ) {
  8667. updateBuffer( data.buffer, attribute, bufferType );
  8668. data.version = attribute.version;
  8669. }
  8670. }
  8671. return {
  8672. get: get,
  8673. remove: remove,
  8674. update: update
  8675. };
  8676. }
  8677. /**
  8678. * @author mrdoob / http://mrdoob.com/
  8679. * @author Mugen87 / https://github.com/Mugen87
  8680. */
  8681. // PlaneGeometry
  8682. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8683. Geometry.call( this );
  8684. this.type = 'PlaneGeometry';
  8685. this.parameters = {
  8686. width: width,
  8687. height: height,
  8688. widthSegments: widthSegments,
  8689. heightSegments: heightSegments
  8690. };
  8691. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8692. this.mergeVertices();
  8693. }
  8694. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8695. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8696. // PlaneBufferGeometry
  8697. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8698. BufferGeometry.call( this );
  8699. this.type = 'PlaneBufferGeometry';
  8700. this.parameters = {
  8701. width: width,
  8702. height: height,
  8703. widthSegments: widthSegments,
  8704. heightSegments: heightSegments
  8705. };
  8706. width = width || 1;
  8707. height = height || 1;
  8708. var width_half = width / 2;
  8709. var height_half = height / 2;
  8710. var gridX = Math.floor( widthSegments ) || 1;
  8711. var gridY = Math.floor( heightSegments ) || 1;
  8712. var gridX1 = gridX + 1;
  8713. var gridY1 = gridY + 1;
  8714. var segment_width = width / gridX;
  8715. var segment_height = height / gridY;
  8716. var ix, iy;
  8717. // buffers
  8718. var indices = [];
  8719. var vertices = [];
  8720. var normals = [];
  8721. var uvs = [];
  8722. // generate vertices, normals and uvs
  8723. for ( iy = 0; iy < gridY1; iy ++ ) {
  8724. var y = iy * segment_height - height_half;
  8725. for ( ix = 0; ix < gridX1; ix ++ ) {
  8726. var x = ix * segment_width - width_half;
  8727. vertices.push( x, - y, 0 );
  8728. normals.push( 0, 0, 1 );
  8729. uvs.push( ix / gridX );
  8730. uvs.push( 1 - ( iy / gridY ) );
  8731. }
  8732. }
  8733. // indices
  8734. for ( iy = 0; iy < gridY; iy ++ ) {
  8735. for ( ix = 0; ix < gridX; ix ++ ) {
  8736. var a = ix + gridX1 * iy;
  8737. var b = ix + gridX1 * ( iy + 1 );
  8738. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8739. var d = ( ix + 1 ) + gridX1 * iy;
  8740. // faces
  8741. indices.push( a, b, d );
  8742. indices.push( b, c, d );
  8743. }
  8744. }
  8745. // build geometry
  8746. this.setIndex( indices );
  8747. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8748. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8749. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8750. }
  8751. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8752. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8753. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8754. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8755. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8756. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8757. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8758. var begin_vertex = "vec3 transformed = vec3( position );";
  8759. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8760. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8761. 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";
  8762. 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";
  8763. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP ) && ! defined( TOON )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8764. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP ) && ! defined( TOON )\n\tvarying vec3 vViewPosition;\n#endif";
  8765. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP ) && ! defined( TOON )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8766. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8767. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8768. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8769. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8770. 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#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8771. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8772. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8773. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8774. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8775. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8776. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8777. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8778. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8779. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\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\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8780. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8781. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8782. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8783. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8784. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8785. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8786. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8787. 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";
  8788. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8789. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8790. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8791. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\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";
  8792. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\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";
  8793. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\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";
  8794. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8795. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8796. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8797. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8798. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = max( clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8799. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8800. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#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 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\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";
  8801. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8802. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8803. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8804. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8805. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8806. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8807. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8808. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8809. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8810. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8811. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8812. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8813. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8814. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8815. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8816. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8817. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8818. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8819. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8820. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8821. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8822. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8823. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8824. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8825. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8826. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8827. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8828. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8829. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8830. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8831. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8832. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8833. 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";
  8834. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  8835. 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";
  8836. 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";
  8837. 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";
  8838. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8839. var transparent_fragment = "#ifndef TRANSPARENT\n\tdiffuseColor.a = 1.0;\n#endif";
  8840. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8841. var tonemapping_pars_fragment = "#ifndef saturate\n#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}";
  8842. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8843. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8844. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8845. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8846. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8847. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8848. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8849. 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}";
  8850. 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}";
  8851. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8852. 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}";
  8853. 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}";
  8854. 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}";
  8855. 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}";
  8856. 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}";
  8857. 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}";
  8858. 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}";
  8859. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8860. 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}";
  8861. 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_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <transparent_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\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8862. 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}";
  8863. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <transparent_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}";
  8864. 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}";
  8865. 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 <transparent_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8866. 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}";
  8867. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <transparent_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8868. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8869. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <transparent_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}";
  8870. 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}";
  8871. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_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 <transparent_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8872. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8873. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8874. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8875. 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\t#include <transparent_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8876. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8877. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8878. 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}";
  8879. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <transparent_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}";
  8880. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8881. var ShaderChunk = {
  8882. alphamap_fragment: alphamap_fragment,
  8883. alphamap_pars_fragment: alphamap_pars_fragment,
  8884. alphatest_fragment: alphatest_fragment,
  8885. aomap_fragment: aomap_fragment,
  8886. aomap_pars_fragment: aomap_pars_fragment,
  8887. begin_vertex: begin_vertex,
  8888. beginnormal_vertex: beginnormal_vertex,
  8889. bsdfs: bsdfs,
  8890. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8891. clipping_planes_fragment: clipping_planes_fragment,
  8892. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8893. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8894. clipping_planes_vertex: clipping_planes_vertex,
  8895. color_fragment: color_fragment,
  8896. color_pars_fragment: color_pars_fragment,
  8897. color_pars_vertex: color_pars_vertex,
  8898. color_vertex: color_vertex,
  8899. common: common,
  8900. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8901. defaultnormal_vertex: defaultnormal_vertex,
  8902. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8903. displacementmap_vertex: displacementmap_vertex,
  8904. emissivemap_fragment: emissivemap_fragment,
  8905. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8906. encodings_fragment: encodings_fragment,
  8907. encodings_pars_fragment: encodings_pars_fragment,
  8908. envmap_fragment: envmap_fragment,
  8909. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8910. envmap_pars_fragment: envmap_pars_fragment,
  8911. envmap_pars_vertex: envmap_pars_vertex,
  8912. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8913. envmap_vertex: envmap_vertex,
  8914. fog_vertex: fog_vertex,
  8915. fog_pars_vertex: fog_pars_vertex,
  8916. fog_fragment: fog_fragment,
  8917. fog_pars_fragment: fog_pars_fragment,
  8918. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8919. lightmap_fragment: lightmap_fragment,
  8920. lightmap_pars_fragment: lightmap_pars_fragment,
  8921. lights_lambert_vertex: lights_lambert_vertex,
  8922. lights_pars_begin: lights_pars_begin,
  8923. lights_toon_fragment: lights_toon_fragment,
  8924. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8925. lights_phong_fragment: lights_phong_fragment,
  8926. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8927. lights_physical_fragment: lights_physical_fragment,
  8928. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8929. lights_fragment_begin: lights_fragment_begin,
  8930. lights_fragment_maps: lights_fragment_maps,
  8931. lights_fragment_end: lights_fragment_end,
  8932. logdepthbuf_fragment: logdepthbuf_fragment,
  8933. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8934. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8935. logdepthbuf_vertex: logdepthbuf_vertex,
  8936. map_fragment: map_fragment,
  8937. map_pars_fragment: map_pars_fragment,
  8938. map_particle_fragment: map_particle_fragment,
  8939. map_particle_pars_fragment: map_particle_pars_fragment,
  8940. metalnessmap_fragment: metalnessmap_fragment,
  8941. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8942. morphnormal_vertex: morphnormal_vertex,
  8943. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8944. morphtarget_vertex: morphtarget_vertex,
  8945. normal_fragment_begin: normal_fragment_begin,
  8946. normal_fragment_maps: normal_fragment_maps,
  8947. normalmap_pars_fragment: normalmap_pars_fragment,
  8948. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8949. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8950. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8951. packing: packing,
  8952. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8953. project_vertex: project_vertex,
  8954. dithering_fragment: dithering_fragment,
  8955. dithering_pars_fragment: dithering_pars_fragment,
  8956. roughnessmap_fragment: roughnessmap_fragment,
  8957. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8958. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8959. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8960. shadowmap_vertex: shadowmap_vertex,
  8961. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8962. skinbase_vertex: skinbase_vertex,
  8963. skinning_pars_vertex: skinning_pars_vertex,
  8964. skinning_vertex: skinning_vertex,
  8965. skinnormal_vertex: skinnormal_vertex,
  8966. specularmap_fragment: specularmap_fragment,
  8967. specularmap_pars_fragment: specularmap_pars_fragment,
  8968. transparent_fragment: transparent_fragment,
  8969. tonemapping_fragment: tonemapping_fragment,
  8970. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8971. uv_pars_fragment: uv_pars_fragment,
  8972. uv_pars_vertex: uv_pars_vertex,
  8973. uv_vertex: uv_vertex,
  8974. uv2_pars_fragment: uv2_pars_fragment,
  8975. uv2_pars_vertex: uv2_pars_vertex,
  8976. uv2_vertex: uv2_vertex,
  8977. worldpos_vertex: worldpos_vertex,
  8978. background_frag: background_frag,
  8979. background_vert: background_vert,
  8980. cube_frag: cube_frag,
  8981. cube_vert: cube_vert,
  8982. depth_frag: depth_frag,
  8983. depth_vert: depth_vert,
  8984. distanceRGBA_frag: distanceRGBA_frag,
  8985. distanceRGBA_vert: distanceRGBA_vert,
  8986. equirect_frag: equirect_frag,
  8987. equirect_vert: equirect_vert,
  8988. linedashed_frag: linedashed_frag,
  8989. linedashed_vert: linedashed_vert,
  8990. meshbasic_frag: meshbasic_frag,
  8991. meshbasic_vert: meshbasic_vert,
  8992. meshlambert_frag: meshlambert_frag,
  8993. meshlambert_vert: meshlambert_vert,
  8994. meshmatcap_frag: meshmatcap_frag,
  8995. meshmatcap_vert: meshmatcap_vert,
  8996. meshtoon_frag: meshtoon_frag,
  8997. meshtoon_vert: meshtoon_vert,
  8998. meshphong_frag: meshphong_frag,
  8999. meshphong_vert: meshphong_vert,
  9000. meshphysical_frag: meshphysical_frag,
  9001. meshphysical_vert: meshphysical_vert,
  9002. normal_frag: normal_frag,
  9003. normal_vert: normal_vert,
  9004. points_frag: points_frag,
  9005. points_vert: points_vert,
  9006. shadow_frag: shadow_frag,
  9007. shadow_vert: shadow_vert,
  9008. sprite_frag: sprite_frag,
  9009. sprite_vert: sprite_vert
  9010. };
  9011. /**
  9012. * @author alteredq / http://alteredqualia.com/
  9013. * @author mrdoob / http://mrdoob.com/
  9014. * @author mikael emtinger / http://gomo.se/
  9015. */
  9016. var ShaderLib = {
  9017. basic: {
  9018. uniforms: mergeUniforms( [
  9019. UniformsLib.common,
  9020. UniformsLib.specularmap,
  9021. UniformsLib.envmap,
  9022. UniformsLib.aomap,
  9023. UniformsLib.lightmap,
  9024. UniformsLib.fog
  9025. ] ),
  9026. vertexShader: ShaderChunk.meshbasic_vert,
  9027. fragmentShader: ShaderChunk.meshbasic_frag
  9028. },
  9029. lambert: {
  9030. uniforms: mergeUniforms( [
  9031. UniformsLib.common,
  9032. UniformsLib.specularmap,
  9033. UniformsLib.envmap,
  9034. UniformsLib.aomap,
  9035. UniformsLib.lightmap,
  9036. UniformsLib.emissivemap,
  9037. UniformsLib.fog,
  9038. UniformsLib.lights,
  9039. {
  9040. emissive: { value: new Color( 0x000000 ) }
  9041. }
  9042. ] ),
  9043. vertexShader: ShaderChunk.meshlambert_vert,
  9044. fragmentShader: ShaderChunk.meshlambert_frag
  9045. },
  9046. phong: {
  9047. uniforms: mergeUniforms( [
  9048. UniformsLib.common,
  9049. UniformsLib.specularmap,
  9050. UniformsLib.envmap,
  9051. UniformsLib.aomap,
  9052. UniformsLib.lightmap,
  9053. UniformsLib.emissivemap,
  9054. UniformsLib.bumpmap,
  9055. UniformsLib.normalmap,
  9056. UniformsLib.displacementmap,
  9057. UniformsLib.fog,
  9058. UniformsLib.lights,
  9059. {
  9060. emissive: { value: new Color( 0x000000 ) },
  9061. specular: { value: new Color( 0x111111 ) },
  9062. shininess: { value: 30 }
  9063. }
  9064. ] ),
  9065. vertexShader: ShaderChunk.meshphong_vert,
  9066. fragmentShader: ShaderChunk.meshphong_frag
  9067. },
  9068. standard: {
  9069. uniforms: mergeUniforms( [
  9070. UniformsLib.common,
  9071. UniformsLib.envmap,
  9072. UniformsLib.aomap,
  9073. UniformsLib.lightmap,
  9074. UniformsLib.emissivemap,
  9075. UniformsLib.bumpmap,
  9076. UniformsLib.normalmap,
  9077. UniformsLib.displacementmap,
  9078. UniformsLib.roughnessmap,
  9079. UniformsLib.metalnessmap,
  9080. UniformsLib.fog,
  9081. UniformsLib.lights,
  9082. {
  9083. emissive: { value: new Color( 0x000000 ) },
  9084. roughness: { value: 0.5 },
  9085. metalness: { value: 0.5 },
  9086. envMapIntensity: { value: 1 } // temporary
  9087. }
  9088. ] ),
  9089. vertexShader: ShaderChunk.meshphysical_vert,
  9090. fragmentShader: ShaderChunk.meshphysical_frag
  9091. },
  9092. toon: {
  9093. uniforms: mergeUniforms( [
  9094. UniformsLib.common,
  9095. UniformsLib.specularmap,
  9096. UniformsLib.aomap,
  9097. UniformsLib.lightmap,
  9098. UniformsLib.emissivemap,
  9099. UniformsLib.bumpmap,
  9100. UniformsLib.normalmap,
  9101. UniformsLib.displacementmap,
  9102. UniformsLib.gradientmap,
  9103. UniformsLib.fog,
  9104. UniformsLib.lights,
  9105. {
  9106. emissive: { value: new Color( 0x000000 ) },
  9107. specular: { value: new Color( 0x111111 ) },
  9108. shininess: { value: 30 }
  9109. }
  9110. ] ),
  9111. vertexShader: ShaderChunk.meshtoon_vert,
  9112. fragmentShader: ShaderChunk.meshtoon_frag
  9113. },
  9114. matcap: {
  9115. uniforms: mergeUniforms( [
  9116. UniformsLib.common,
  9117. UniformsLib.bumpmap,
  9118. UniformsLib.normalmap,
  9119. UniformsLib.displacementmap,
  9120. UniformsLib.fog,
  9121. {
  9122. matcap: { value: null }
  9123. }
  9124. ] ),
  9125. vertexShader: ShaderChunk.meshmatcap_vert,
  9126. fragmentShader: ShaderChunk.meshmatcap_frag
  9127. },
  9128. points: {
  9129. uniforms: mergeUniforms( [
  9130. UniformsLib.points,
  9131. UniformsLib.fog
  9132. ] ),
  9133. vertexShader: ShaderChunk.points_vert,
  9134. fragmentShader: ShaderChunk.points_frag
  9135. },
  9136. dashed: {
  9137. uniforms: mergeUniforms( [
  9138. UniformsLib.common,
  9139. UniformsLib.fog,
  9140. {
  9141. scale: { value: 1 },
  9142. dashSize: { value: 1 },
  9143. totalSize: { value: 2 }
  9144. }
  9145. ] ),
  9146. vertexShader: ShaderChunk.linedashed_vert,
  9147. fragmentShader: ShaderChunk.linedashed_frag
  9148. },
  9149. depth: {
  9150. uniforms: mergeUniforms( [
  9151. UniformsLib.common,
  9152. UniformsLib.displacementmap
  9153. ] ),
  9154. vertexShader: ShaderChunk.depth_vert,
  9155. fragmentShader: ShaderChunk.depth_frag
  9156. },
  9157. normal: {
  9158. uniforms: mergeUniforms( [
  9159. UniformsLib.common,
  9160. UniformsLib.bumpmap,
  9161. UniformsLib.normalmap,
  9162. UniformsLib.displacementmap,
  9163. {
  9164. opacity: { value: 1.0 }
  9165. }
  9166. ] ),
  9167. vertexShader: ShaderChunk.normal_vert,
  9168. fragmentShader: ShaderChunk.normal_frag
  9169. },
  9170. sprite: {
  9171. uniforms: mergeUniforms( [
  9172. UniformsLib.sprite,
  9173. UniformsLib.fog
  9174. ] ),
  9175. vertexShader: ShaderChunk.sprite_vert,
  9176. fragmentShader: ShaderChunk.sprite_frag
  9177. },
  9178. background: {
  9179. uniforms: {
  9180. uvTransform: { value: new Matrix3() },
  9181. t2D: { value: null },
  9182. },
  9183. vertexShader: ShaderChunk.background_vert,
  9184. fragmentShader: ShaderChunk.background_frag
  9185. },
  9186. /* -------------------------------------------------------------------------
  9187. // Cube map shader
  9188. ------------------------------------------------------------------------- */
  9189. cube: {
  9190. uniforms: mergeUniforms( [
  9191. UniformsLib.envmap,
  9192. {
  9193. opacity: { value: 1.0 }
  9194. }
  9195. ] ),
  9196. vertexShader: ShaderChunk.cube_vert,
  9197. fragmentShader: ShaderChunk.cube_frag
  9198. },
  9199. equirect: {
  9200. uniforms: {
  9201. tEquirect: { value: null },
  9202. },
  9203. vertexShader: ShaderChunk.equirect_vert,
  9204. fragmentShader: ShaderChunk.equirect_frag
  9205. },
  9206. distanceRGBA: {
  9207. uniforms: mergeUniforms( [
  9208. UniformsLib.common,
  9209. UniformsLib.displacementmap,
  9210. {
  9211. referencePosition: { value: new Vector3() },
  9212. nearDistance: { value: 1 },
  9213. farDistance: { value: 1000 }
  9214. }
  9215. ] ),
  9216. vertexShader: ShaderChunk.distanceRGBA_vert,
  9217. fragmentShader: ShaderChunk.distanceRGBA_frag
  9218. },
  9219. shadow: {
  9220. uniforms: mergeUniforms( [
  9221. UniformsLib.lights,
  9222. UniformsLib.fog,
  9223. {
  9224. color: { value: new Color( 0x00000 ) },
  9225. opacity: { value: 1.0 }
  9226. } ] ),
  9227. vertexShader: ShaderChunk.shadow_vert,
  9228. fragmentShader: ShaderChunk.shadow_frag
  9229. }
  9230. };
  9231. ShaderLib.physical = {
  9232. uniforms: mergeUniforms( [
  9233. ShaderLib.standard.uniforms,
  9234. {
  9235. transparency: { value: 0 },
  9236. clearcoat: { value: 0 },
  9237. clearcoatRoughness: { value: 0 },
  9238. sheen: { value: new Color( 0x000000 ) },
  9239. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9240. clearcoatNormalMap: { value: null },
  9241. }
  9242. ] ),
  9243. vertexShader: ShaderChunk.meshphysical_vert,
  9244. fragmentShader: ShaderChunk.meshphysical_frag
  9245. };
  9246. /**
  9247. * @author mrdoob / http://mrdoob.com/
  9248. */
  9249. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9250. var clearColor = new Color( 0x000000 );
  9251. var clearAlpha = 0;
  9252. var planeMesh;
  9253. var boxMesh;
  9254. var currentBackground = null;
  9255. var currentBackgroundVersion = 0;
  9256. var currentTonemapping = null;
  9257. function render( renderList, scene, camera, forceClear ) {
  9258. var background = scene.background;
  9259. // Ignore background in AR
  9260. // TODO: Reconsider this.
  9261. var xr = renderer.xr;
  9262. var session = xr.getSession && xr.getSession();
  9263. if ( session && session.environmentBlendMode === 'additive' ) {
  9264. background = null;
  9265. }
  9266. if ( background === null ) {
  9267. setClear( clearColor, clearAlpha );
  9268. } else if ( background && background.isColor ) {
  9269. setClear( background, 1 );
  9270. forceClear = true;
  9271. }
  9272. if ( renderer.autoClear || forceClear ) {
  9273. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9274. }
  9275. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9276. if ( boxMesh === undefined ) {
  9277. boxMesh = new Mesh(
  9278. new BoxBufferGeometry( 1, 1, 1 ),
  9279. new ShaderMaterial( {
  9280. type: 'BackgroundCubeMaterial',
  9281. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9282. vertexShader: ShaderLib.cube.vertexShader,
  9283. fragmentShader: ShaderLib.cube.fragmentShader,
  9284. side: BackSide,
  9285. depthTest: false,
  9286. depthWrite: false,
  9287. fog: false
  9288. } )
  9289. );
  9290. boxMesh.geometry.deleteAttribute( 'normal' );
  9291. boxMesh.geometry.deleteAttribute( 'uv' );
  9292. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9293. this.matrixWorld.copyPosition( camera.matrixWorld );
  9294. };
  9295. // enable code injection for non-built-in material
  9296. Object.defineProperty( boxMesh.material, 'envMap', {
  9297. get: function () {
  9298. return this.uniforms.envMap.value;
  9299. }
  9300. } );
  9301. objects.update( boxMesh );
  9302. }
  9303. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9304. boxMesh.material.uniforms.envMap.value = texture;
  9305. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9306. if ( currentBackground !== background ||
  9307. currentBackgroundVersion !== texture.version ||
  9308. currentTonemapping !== renderer.toneMapping ) {
  9309. boxMesh.material.needsUpdate = true;
  9310. currentBackground = background;
  9311. currentBackgroundVersion = texture.version;
  9312. currentTonemapping = renderer.toneMapping;
  9313. }
  9314. // push to the pre-sorted opaque render list
  9315. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9316. } else if ( background && background.isTexture ) {
  9317. if ( planeMesh === undefined ) {
  9318. planeMesh = new Mesh(
  9319. new PlaneBufferGeometry( 2, 2 ),
  9320. new ShaderMaterial( {
  9321. type: 'BackgroundMaterial',
  9322. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9323. vertexShader: ShaderLib.background.vertexShader,
  9324. fragmentShader: ShaderLib.background.fragmentShader,
  9325. side: FrontSide,
  9326. depthTest: false,
  9327. depthWrite: false,
  9328. fog: false
  9329. } )
  9330. );
  9331. planeMesh.geometry.deleteAttribute( 'normal' );
  9332. // enable code injection for non-built-in material
  9333. Object.defineProperty( planeMesh.material, 'map', {
  9334. get: function () {
  9335. return this.uniforms.t2D.value;
  9336. }
  9337. } );
  9338. objects.update( planeMesh );
  9339. }
  9340. planeMesh.material.uniforms.t2D.value = background;
  9341. if ( background.matrixAutoUpdate === true ) {
  9342. background.updateMatrix();
  9343. }
  9344. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9345. if ( currentBackground !== background ||
  9346. currentBackgroundVersion !== background.version ||
  9347. currentTonemapping !== renderer.toneMapping ) {
  9348. planeMesh.material.needsUpdate = true;
  9349. currentBackground = background;
  9350. currentBackgroundVersion = background.version;
  9351. currentTonemapping = renderer.toneMapping;
  9352. }
  9353. // push to the pre-sorted opaque render list
  9354. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9355. }
  9356. }
  9357. function setClear( color, alpha ) {
  9358. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9359. }
  9360. return {
  9361. getClearColor: function () {
  9362. return clearColor;
  9363. },
  9364. setClearColor: function ( color, alpha ) {
  9365. clearColor.set( color );
  9366. clearAlpha = alpha !== undefined ? alpha : 1;
  9367. setClear( clearColor, clearAlpha );
  9368. },
  9369. getClearAlpha: function () {
  9370. return clearAlpha;
  9371. },
  9372. setClearAlpha: function ( alpha ) {
  9373. clearAlpha = alpha;
  9374. setClear( clearColor, clearAlpha );
  9375. },
  9376. render: render
  9377. };
  9378. }
  9379. /**
  9380. * @author mrdoob / http://mrdoob.com/
  9381. */
  9382. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9383. var isWebGL2 = capabilities.isWebGL2;
  9384. var mode;
  9385. function setMode( value ) {
  9386. mode = value;
  9387. }
  9388. function render( start, count ) {
  9389. gl.drawArrays( mode, start, count );
  9390. info.update( count, mode );
  9391. }
  9392. function renderInstances( geometry, start, count, primcount ) {
  9393. if ( primcount === 0 ) { return; }
  9394. var extension, methodName;
  9395. if ( isWebGL2 ) {
  9396. extension = gl;
  9397. methodName = 'drawArraysInstanced';
  9398. } else {
  9399. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9400. methodName = 'drawArraysInstancedANGLE';
  9401. if ( extension === null ) {
  9402. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9403. return;
  9404. }
  9405. }
  9406. extension[ methodName ]( mode, start, count, primcount );
  9407. info.update( count, mode, primcount );
  9408. }
  9409. //
  9410. this.setMode = setMode;
  9411. this.render = render;
  9412. this.renderInstances = renderInstances;
  9413. }
  9414. /**
  9415. * @author mrdoob / http://mrdoob.com/
  9416. */
  9417. function WebGLCapabilities( gl, extensions, parameters ) {
  9418. var maxAnisotropy;
  9419. function getMaxAnisotropy() {
  9420. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9421. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9422. if ( extension !== null ) {
  9423. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9424. } else {
  9425. maxAnisotropy = 0;
  9426. }
  9427. return maxAnisotropy;
  9428. }
  9429. function getMaxPrecision( precision ) {
  9430. if ( precision === 'highp' ) {
  9431. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9432. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9433. return 'highp';
  9434. }
  9435. precision = 'mediump';
  9436. }
  9437. if ( precision === 'mediump' ) {
  9438. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9439. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9440. return 'mediump';
  9441. }
  9442. }
  9443. return 'lowp';
  9444. }
  9445. /* eslint-disable no-undef */
  9446. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9447. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9448. /* eslint-enable no-undef */
  9449. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9450. var maxPrecision = getMaxPrecision( precision );
  9451. if ( maxPrecision !== precision ) {
  9452. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9453. precision = maxPrecision;
  9454. }
  9455. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9456. var maxTextures = gl.getParameter( 34930 );
  9457. var maxVertexTextures = gl.getParameter( 35660 );
  9458. var maxTextureSize = gl.getParameter( 3379 );
  9459. var maxCubemapSize = gl.getParameter( 34076 );
  9460. var maxAttributes = gl.getParameter( 34921 );
  9461. var maxVertexUniforms = gl.getParameter( 36347 );
  9462. var maxVaryings = gl.getParameter( 36348 );
  9463. var maxFragmentUniforms = gl.getParameter( 36349 );
  9464. var vertexTextures = maxVertexTextures > 0;
  9465. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9466. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9467. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9468. return {
  9469. isWebGL2: isWebGL2,
  9470. getMaxAnisotropy: getMaxAnisotropy,
  9471. getMaxPrecision: getMaxPrecision,
  9472. precision: precision,
  9473. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9474. maxTextures: maxTextures,
  9475. maxVertexTextures: maxVertexTextures,
  9476. maxTextureSize: maxTextureSize,
  9477. maxCubemapSize: maxCubemapSize,
  9478. maxAttributes: maxAttributes,
  9479. maxVertexUniforms: maxVertexUniforms,
  9480. maxVaryings: maxVaryings,
  9481. maxFragmentUniforms: maxFragmentUniforms,
  9482. vertexTextures: vertexTextures,
  9483. floatFragmentTextures: floatFragmentTextures,
  9484. floatVertexTextures: floatVertexTextures,
  9485. maxSamples: maxSamples
  9486. };
  9487. }
  9488. /**
  9489. * @author tschw
  9490. */
  9491. function WebGLClipping() {
  9492. var scope = this,
  9493. globalState = null,
  9494. numGlobalPlanes = 0,
  9495. localClippingEnabled = false,
  9496. renderingShadows = false,
  9497. plane = new Plane(),
  9498. viewNormalMatrix = new Matrix3(),
  9499. uniform = { value: null, needsUpdate: false };
  9500. this.uniform = uniform;
  9501. this.numPlanes = 0;
  9502. this.numIntersection = 0;
  9503. this.init = function ( planes, enableLocalClipping, camera ) {
  9504. var enabled =
  9505. planes.length !== 0 ||
  9506. enableLocalClipping ||
  9507. // enable state of previous frame - the clipping code has to
  9508. // run another frame in order to reset the state:
  9509. numGlobalPlanes !== 0 ||
  9510. localClippingEnabled;
  9511. localClippingEnabled = enableLocalClipping;
  9512. globalState = projectPlanes( planes, camera, 0 );
  9513. numGlobalPlanes = planes.length;
  9514. return enabled;
  9515. };
  9516. this.beginShadows = function () {
  9517. renderingShadows = true;
  9518. projectPlanes( null );
  9519. };
  9520. this.endShadows = function () {
  9521. renderingShadows = false;
  9522. resetGlobalState();
  9523. };
  9524. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9525. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9526. // there's no local clipping
  9527. if ( renderingShadows ) {
  9528. // there's no global clipping
  9529. projectPlanes( null );
  9530. } else {
  9531. resetGlobalState();
  9532. }
  9533. } else {
  9534. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9535. lGlobal = nGlobal * 4,
  9536. dstArray = cache.clippingState || null;
  9537. uniform.value = dstArray; // ensure unique state
  9538. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9539. for ( var i = 0; i !== lGlobal; ++ i ) {
  9540. dstArray[ i ] = globalState[ i ];
  9541. }
  9542. cache.clippingState = dstArray;
  9543. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9544. this.numPlanes += nGlobal;
  9545. }
  9546. };
  9547. function resetGlobalState() {
  9548. if ( uniform.value !== globalState ) {
  9549. uniform.value = globalState;
  9550. uniform.needsUpdate = numGlobalPlanes > 0;
  9551. }
  9552. scope.numPlanes = numGlobalPlanes;
  9553. scope.numIntersection = 0;
  9554. }
  9555. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9556. var nPlanes = planes !== null ? planes.length : 0,
  9557. dstArray = null;
  9558. if ( nPlanes !== 0 ) {
  9559. dstArray = uniform.value;
  9560. if ( skipTransform !== true || dstArray === null ) {
  9561. var flatSize = dstOffset + nPlanes * 4,
  9562. viewMatrix = camera.matrixWorldInverse;
  9563. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9564. if ( dstArray === null || dstArray.length < flatSize ) {
  9565. dstArray = new Float32Array( flatSize );
  9566. }
  9567. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9568. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9569. plane.normal.toArray( dstArray, i4 );
  9570. dstArray[ i4 + 3 ] = plane.constant;
  9571. }
  9572. }
  9573. uniform.value = dstArray;
  9574. uniform.needsUpdate = true;
  9575. }
  9576. scope.numPlanes = nPlanes;
  9577. scope.numIntersection = 0;
  9578. return dstArray;
  9579. }
  9580. }
  9581. /**
  9582. * @author mrdoob / http://mrdoob.com/
  9583. */
  9584. function WebGLExtensions( gl ) {
  9585. var extensions = {};
  9586. return {
  9587. get: function ( name ) {
  9588. if ( extensions[ name ] !== undefined ) {
  9589. return extensions[ name ];
  9590. }
  9591. var extension;
  9592. switch ( name ) {
  9593. case 'WEBGL_depth_texture':
  9594. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9595. break;
  9596. case 'EXT_texture_filter_anisotropic':
  9597. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9598. break;
  9599. case 'WEBGL_compressed_texture_s3tc':
  9600. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9601. break;
  9602. case 'WEBGL_compressed_texture_pvrtc':
  9603. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9604. break;
  9605. default:
  9606. extension = gl.getExtension( name );
  9607. }
  9608. if ( extension === null ) {
  9609. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9610. }
  9611. extensions[ name ] = extension;
  9612. return extension;
  9613. }
  9614. };
  9615. }
  9616. /**
  9617. * @author mrdoob / http://mrdoob.com/
  9618. */
  9619. function WebGLGeometries( gl, attributes, info ) {
  9620. var geometries = new WeakMap();
  9621. var wireframeAttributes = new WeakMap();
  9622. function onGeometryDispose( event ) {
  9623. var geometry = event.target;
  9624. var buffergeometry = geometries.get( geometry );
  9625. if ( buffergeometry.index !== null ) {
  9626. attributes.remove( buffergeometry.index );
  9627. }
  9628. for ( var name in buffergeometry.attributes ) {
  9629. attributes.remove( buffergeometry.attributes[ name ] );
  9630. }
  9631. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9632. geometries.delete( geometry );
  9633. var attribute = wireframeAttributes.get( buffergeometry );
  9634. if ( attribute ) {
  9635. attributes.remove( attribute );
  9636. wireframeAttributes.delete( buffergeometry );
  9637. }
  9638. //
  9639. info.memory.geometries --;
  9640. }
  9641. function get( object, geometry ) {
  9642. var buffergeometry = geometries.get( geometry );
  9643. if ( buffergeometry ) { return buffergeometry; }
  9644. geometry.addEventListener( 'dispose', onGeometryDispose );
  9645. if ( geometry.isBufferGeometry ) {
  9646. buffergeometry = geometry;
  9647. } else if ( geometry.isGeometry ) {
  9648. if ( geometry._bufferGeometry === undefined ) {
  9649. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9650. }
  9651. buffergeometry = geometry._bufferGeometry;
  9652. }
  9653. geometries.set( geometry, buffergeometry );
  9654. info.memory.geometries ++;
  9655. return buffergeometry;
  9656. }
  9657. function update( geometry ) {
  9658. var index = geometry.index;
  9659. var geometryAttributes = geometry.attributes;
  9660. if ( index !== null ) {
  9661. attributes.update( index, 34963 );
  9662. }
  9663. for ( var name in geometryAttributes ) {
  9664. attributes.update( geometryAttributes[ name ], 34962 );
  9665. }
  9666. // morph targets
  9667. var morphAttributes = geometry.morphAttributes;
  9668. for ( var name in morphAttributes ) {
  9669. var array = morphAttributes[ name ];
  9670. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9671. attributes.update( array[ i ], 34962 );
  9672. }
  9673. }
  9674. }
  9675. function updateWireframeAttribute( geometry ) {
  9676. var indices = [];
  9677. var geometryIndex = geometry.index;
  9678. var geometryPosition = geometry.attributes.position;
  9679. var version = 0;
  9680. if ( geometryIndex !== null ) {
  9681. var array = geometryIndex.array;
  9682. version = geometryIndex.version;
  9683. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9684. var a = array[ i + 0 ];
  9685. var b = array[ i + 1 ];
  9686. var c = array[ i + 2 ];
  9687. indices.push( a, b, b, c, c, a );
  9688. }
  9689. } else {
  9690. var array = geometryPosition.array;
  9691. version = geometryPosition.version;
  9692. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9693. var a = i + 0;
  9694. var b = i + 1;
  9695. var c = i + 2;
  9696. indices.push( a, b, b, c, c, a );
  9697. }
  9698. }
  9699. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9700. attribute.version = version;
  9701. attributes.update( attribute, 34963 );
  9702. //
  9703. var previousAttribute = wireframeAttributes.get( geometry );
  9704. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9705. //
  9706. wireframeAttributes.set( geometry, attribute );
  9707. }
  9708. function getWireframeAttribute( geometry ) {
  9709. var currentAttribute = wireframeAttributes.get( geometry );
  9710. if ( currentAttribute ) {
  9711. var geometryIndex = geometry.index;
  9712. if ( geometryIndex !== null ) {
  9713. // if the attribute is obsolete, create a new one
  9714. if ( currentAttribute.version < geometryIndex.version ) {
  9715. updateWireframeAttribute( geometry );
  9716. }
  9717. }
  9718. } else {
  9719. updateWireframeAttribute( geometry );
  9720. }
  9721. return wireframeAttributes.get( geometry );
  9722. }
  9723. return {
  9724. get: get,
  9725. update: update,
  9726. getWireframeAttribute: getWireframeAttribute
  9727. };
  9728. }
  9729. /**
  9730. * @author mrdoob / http://mrdoob.com/
  9731. */
  9732. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9733. var isWebGL2 = capabilities.isWebGL2;
  9734. var mode;
  9735. function setMode( value ) {
  9736. mode = value;
  9737. }
  9738. var type, bytesPerElement;
  9739. function setIndex( value ) {
  9740. type = value.type;
  9741. bytesPerElement = value.bytesPerElement;
  9742. }
  9743. function render( start, count ) {
  9744. gl.drawElements( mode, count, type, start * bytesPerElement );
  9745. info.update( count, mode );
  9746. }
  9747. function renderInstances( geometry, start, count, primcount ) {
  9748. if ( primcount === 0 ) { return; }
  9749. var extension, methodName;
  9750. if ( isWebGL2 ) {
  9751. extension = gl;
  9752. methodName = 'drawElementsInstanced';
  9753. } else {
  9754. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9755. methodName = 'drawElementsInstancedANGLE';
  9756. if ( extension === null ) {
  9757. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9758. return;
  9759. }
  9760. }
  9761. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9762. info.update( count, mode, primcount );
  9763. }
  9764. //
  9765. this.setMode = setMode;
  9766. this.setIndex = setIndex;
  9767. this.render = render;
  9768. this.renderInstances = renderInstances;
  9769. }
  9770. /**
  9771. * @author Mugen87 / https://github.com/Mugen87
  9772. */
  9773. function WebGLInfo( gl ) {
  9774. var memory = {
  9775. geometries: 0,
  9776. textures: 0
  9777. };
  9778. var render = {
  9779. frame: 0,
  9780. calls: 0,
  9781. triangles: 0,
  9782. points: 0,
  9783. lines: 0
  9784. };
  9785. function update( count, mode, instanceCount ) {
  9786. instanceCount = instanceCount || 1;
  9787. render.calls ++;
  9788. switch ( mode ) {
  9789. case 4:
  9790. render.triangles += instanceCount * ( count / 3 );
  9791. break;
  9792. case 1:
  9793. render.lines += instanceCount * ( count / 2 );
  9794. break;
  9795. case 3:
  9796. render.lines += instanceCount * ( count - 1 );
  9797. break;
  9798. case 2:
  9799. render.lines += instanceCount * count;
  9800. break;
  9801. case 0:
  9802. render.points += instanceCount * count;
  9803. break;
  9804. default:
  9805. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9806. break;
  9807. }
  9808. }
  9809. function reset() {
  9810. render.frame ++;
  9811. render.calls = 0;
  9812. render.triangles = 0;
  9813. render.points = 0;
  9814. render.lines = 0;
  9815. }
  9816. return {
  9817. memory: memory,
  9818. render: render,
  9819. programs: null,
  9820. autoReset: true,
  9821. reset: reset,
  9822. update: update
  9823. };
  9824. }
  9825. /**
  9826. * @author mrdoob / http://mrdoob.com/
  9827. */
  9828. function absNumericalSort( a, b ) {
  9829. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9830. }
  9831. function WebGLMorphtargets( gl ) {
  9832. var influencesList = {};
  9833. var morphInfluences = new Float32Array( 8 );
  9834. function update( object, geometry, material, program ) {
  9835. var objectInfluences = object.morphTargetInfluences;
  9836. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9837. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9838. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9839. var influences = influencesList[ geometry.id ];
  9840. if ( influences === undefined ) {
  9841. // initialise list
  9842. influences = [];
  9843. for ( var i = 0; i < length; i ++ ) {
  9844. influences[ i ] = [ i, 0 ];
  9845. }
  9846. influencesList[ geometry.id ] = influences;
  9847. }
  9848. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9849. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9850. // Remove current morphAttributes
  9851. for ( var i = 0; i < length; i ++ ) {
  9852. var influence = influences[ i ];
  9853. if ( influence[ 1 ] !== 0 ) {
  9854. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9855. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9856. }
  9857. }
  9858. // Collect influences
  9859. for ( var i = 0; i < length; i ++ ) {
  9860. var influence = influences[ i ];
  9861. influence[ 0 ] = i;
  9862. influence[ 1 ] = objectInfluences[ i ];
  9863. }
  9864. influences.sort( absNumericalSort );
  9865. // Add morphAttributes
  9866. var morphInfluencesSum = 0;
  9867. for ( var i = 0; i < 8; i ++ ) {
  9868. var influence = influences[ i ];
  9869. if ( influence ) {
  9870. var index = influence[ 0 ];
  9871. var value = influence[ 1 ];
  9872. if ( value ) {
  9873. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9874. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9875. morphInfluences[ i ] = value;
  9876. morphInfluencesSum += value;
  9877. continue;
  9878. }
  9879. }
  9880. morphInfluences[ i ] = 0;
  9881. }
  9882. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9883. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9884. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9885. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9886. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9887. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9888. }
  9889. return {
  9890. update: update
  9891. };
  9892. }
  9893. /**
  9894. * @author mrdoob / http://mrdoob.com/
  9895. */
  9896. function WebGLObjects( gl, geometries, attributes, info ) {
  9897. var updateMap = new WeakMap();
  9898. function update( object ) {
  9899. var frame = info.render.frame;
  9900. var geometry = object.geometry;
  9901. var buffergeometry = geometries.get( object, geometry );
  9902. // Update once per frame
  9903. if ( updateMap.get( buffergeometry ) !== frame ) {
  9904. if ( geometry.isGeometry ) {
  9905. buffergeometry.updateFromObject( object );
  9906. }
  9907. geometries.update( buffergeometry );
  9908. updateMap.set( buffergeometry, frame );
  9909. }
  9910. if ( object.isInstancedMesh ) {
  9911. attributes.update( object.instanceMatrix, 34962 );
  9912. }
  9913. return buffergeometry;
  9914. }
  9915. function dispose() {
  9916. updateMap = new WeakMap();
  9917. }
  9918. return {
  9919. update: update,
  9920. dispose: dispose
  9921. };
  9922. }
  9923. /**
  9924. * @author mrdoob / http://mrdoob.com/
  9925. */
  9926. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9927. images = images !== undefined ? images : [];
  9928. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9929. format = format !== undefined ? format : RGBFormat;
  9930. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9931. this.flipY = false;
  9932. }
  9933. CubeTexture.prototype = Object.create( Texture.prototype );
  9934. CubeTexture.prototype.constructor = CubeTexture;
  9935. CubeTexture.prototype.isCubeTexture = true;
  9936. Object.defineProperty( CubeTexture.prototype, 'images', {
  9937. get: function () {
  9938. return this.image;
  9939. },
  9940. set: function ( value ) {
  9941. this.image = value;
  9942. }
  9943. } );
  9944. /**
  9945. * @author Takahiro https://github.com/takahirox
  9946. */
  9947. function DataTexture2DArray( data, width, height, depth ) {
  9948. Texture.call( this, null );
  9949. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9950. this.magFilter = NearestFilter;
  9951. this.minFilter = NearestFilter;
  9952. this.wrapR = ClampToEdgeWrapping;
  9953. this.generateMipmaps = false;
  9954. this.flipY = false;
  9955. this.needsUpdate = true;
  9956. }
  9957. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9958. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9959. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9960. /**
  9961. * @author Artur Trzesiok
  9962. */
  9963. function DataTexture3D( data, width, height, depth ) {
  9964. // We're going to add .setXXX() methods for setting properties later.
  9965. // Users can still set in DataTexture3D directly.
  9966. //
  9967. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9968. // texture.anisotropy = 16;
  9969. //
  9970. // See #14839
  9971. Texture.call( this, null );
  9972. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9973. this.magFilter = NearestFilter;
  9974. this.minFilter = NearestFilter;
  9975. this.wrapR = ClampToEdgeWrapping;
  9976. this.generateMipmaps = false;
  9977. this.flipY = false;
  9978. this.needsUpdate = true;
  9979. }
  9980. DataTexture3D.prototype = Object.create( Texture.prototype );
  9981. DataTexture3D.prototype.constructor = DataTexture3D;
  9982. DataTexture3D.prototype.isDataTexture3D = true;
  9983. /**
  9984. * @author tschw
  9985. * @author Mugen87 / https://github.com/Mugen87
  9986. * @author mrdoob / http://mrdoob.com/
  9987. *
  9988. * Uniforms of a program.
  9989. * Those form a tree structure with a special top-level container for the root,
  9990. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9991. *
  9992. *
  9993. * Properties of inner nodes including the top-level container:
  9994. *
  9995. * .seq - array of nested uniforms
  9996. * .map - nested uniforms by name
  9997. *
  9998. *
  9999. * Methods of all nodes except the top-level container:
  10000. *
  10001. * .setValue( gl, value, [textures] )
  10002. *
  10003. * uploads a uniform value(s)
  10004. * the 'textures' parameter is needed for sampler uniforms
  10005. *
  10006. *
  10007. * Static methods of the top-level container (textures factorizations):
  10008. *
  10009. * .upload( gl, seq, values, textures )
  10010. *
  10011. * sets uniforms in 'seq' to 'values[id].value'
  10012. *
  10013. * .seqWithValue( seq, values ) : filteredSeq
  10014. *
  10015. * filters 'seq' entries with corresponding entry in values
  10016. *
  10017. *
  10018. * Methods of the top-level container (textures factorizations):
  10019. *
  10020. * .setValue( gl, name, value, textures )
  10021. *
  10022. * sets uniform with name 'name' to 'value'
  10023. *
  10024. * .setOptional( gl, obj, prop )
  10025. *
  10026. * like .set for an optional property of the object
  10027. *
  10028. */
  10029. var emptyTexture = new Texture();
  10030. var emptyTexture2dArray = new DataTexture2DArray();
  10031. var emptyTexture3d = new DataTexture3D();
  10032. var emptyCubeTexture = new CubeTexture();
  10033. // --- Utilities ---
  10034. // Array Caches (provide typed arrays for temporary by size)
  10035. var arrayCacheF32 = [];
  10036. var arrayCacheI32 = [];
  10037. // Float32Array caches used for uploading Matrix uniforms
  10038. var mat4array = new Float32Array( 16 );
  10039. var mat3array = new Float32Array( 9 );
  10040. var mat2array = new Float32Array( 4 );
  10041. // Flattening for arrays of vectors and matrices
  10042. function flatten( array, nBlocks, blockSize ) {
  10043. var firstElem = array[ 0 ];
  10044. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10045. // unoptimized: ! isNaN( firstElem )
  10046. // see http://jacksondunstan.com/articles/983
  10047. var n = nBlocks * blockSize,
  10048. r = arrayCacheF32[ n ];
  10049. if ( r === undefined ) {
  10050. r = new Float32Array( n );
  10051. arrayCacheF32[ n ] = r;
  10052. }
  10053. if ( nBlocks !== 0 ) {
  10054. firstElem.toArray( r, 0 );
  10055. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10056. offset += blockSize;
  10057. array[ i ].toArray( r, offset );
  10058. }
  10059. }
  10060. return r;
  10061. }
  10062. function arraysEqual( a, b ) {
  10063. if ( a.length !== b.length ) { return false; }
  10064. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10065. if ( a[ i ] !== b[ i ] ) { return false; }
  10066. }
  10067. return true;
  10068. }
  10069. function copyArray( a, b ) {
  10070. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10071. a[ i ] = b[ i ];
  10072. }
  10073. }
  10074. // Texture unit allocation
  10075. function allocTexUnits( textures, n ) {
  10076. var r = arrayCacheI32[ n ];
  10077. if ( r === undefined ) {
  10078. r = new Int32Array( n );
  10079. arrayCacheI32[ n ] = r;
  10080. }
  10081. for ( var i = 0; i !== n; ++ i )
  10082. { r[ i ] = textures.allocateTextureUnit(); }
  10083. return r;
  10084. }
  10085. // --- Setters ---
  10086. // Note: Defining these methods externally, because they come in a bunch
  10087. // and this way their names minify.
  10088. // Single scalar
  10089. function setValueV1f( gl, v ) {
  10090. var cache = this.cache;
  10091. if ( cache[ 0 ] === v ) { return; }
  10092. gl.uniform1f( this.addr, v );
  10093. cache[ 0 ] = v;
  10094. }
  10095. // Single float vector (from flat array or THREE.VectorN)
  10096. function setValueV2f( gl, v ) {
  10097. var cache = this.cache;
  10098. if ( v.x !== undefined ) {
  10099. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10100. gl.uniform2f( this.addr, v.x, v.y );
  10101. cache[ 0 ] = v.x;
  10102. cache[ 1 ] = v.y;
  10103. }
  10104. } else {
  10105. if ( arraysEqual( cache, v ) ) { return; }
  10106. gl.uniform2fv( this.addr, v );
  10107. copyArray( cache, v );
  10108. }
  10109. }
  10110. function setValueV3f( gl, v ) {
  10111. var cache = this.cache;
  10112. if ( v.x !== undefined ) {
  10113. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10114. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10115. cache[ 0 ] = v.x;
  10116. cache[ 1 ] = v.y;
  10117. cache[ 2 ] = v.z;
  10118. }
  10119. } else if ( v.r !== undefined ) {
  10120. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10121. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10122. cache[ 0 ] = v.r;
  10123. cache[ 1 ] = v.g;
  10124. cache[ 2 ] = v.b;
  10125. }
  10126. } else {
  10127. if ( arraysEqual( cache, v ) ) { return; }
  10128. gl.uniform3fv( this.addr, v );
  10129. copyArray( cache, v );
  10130. }
  10131. }
  10132. function setValueV4f( gl, v ) {
  10133. var cache = this.cache;
  10134. if ( v.x !== undefined ) {
  10135. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10136. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10137. cache[ 0 ] = v.x;
  10138. cache[ 1 ] = v.y;
  10139. cache[ 2 ] = v.z;
  10140. cache[ 3 ] = v.w;
  10141. }
  10142. } else {
  10143. if ( arraysEqual( cache, v ) ) { return; }
  10144. gl.uniform4fv( this.addr, v );
  10145. copyArray( cache, v );
  10146. }
  10147. }
  10148. // Single matrix (from flat array or MatrixN)
  10149. function setValueM2( gl, v ) {
  10150. var cache = this.cache;
  10151. var elements = v.elements;
  10152. if ( elements === undefined ) {
  10153. if ( arraysEqual( cache, v ) ) { return; }
  10154. gl.uniformMatrix2fv( this.addr, false, v );
  10155. copyArray( cache, v );
  10156. } else {
  10157. if ( arraysEqual( cache, elements ) ) { return; }
  10158. mat2array.set( elements );
  10159. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10160. copyArray( cache, elements );
  10161. }
  10162. }
  10163. function setValueM3( gl, v ) {
  10164. var cache = this.cache;
  10165. var elements = v.elements;
  10166. if ( elements === undefined ) {
  10167. if ( arraysEqual( cache, v ) ) { return; }
  10168. gl.uniformMatrix3fv( this.addr, false, v );
  10169. copyArray( cache, v );
  10170. } else {
  10171. if ( arraysEqual( cache, elements ) ) { return; }
  10172. mat3array.set( elements );
  10173. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10174. copyArray( cache, elements );
  10175. }
  10176. }
  10177. function setValueM4( gl, v ) {
  10178. var cache = this.cache;
  10179. var elements = v.elements;
  10180. if ( elements === undefined ) {
  10181. if ( arraysEqual( cache, v ) ) { return; }
  10182. gl.uniformMatrix4fv( this.addr, false, v );
  10183. copyArray( cache, v );
  10184. } else {
  10185. if ( arraysEqual( cache, elements ) ) { return; }
  10186. mat4array.set( elements );
  10187. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10188. copyArray( cache, elements );
  10189. }
  10190. }
  10191. // Single texture (2D / Cube)
  10192. function setValueT1( gl, v, textures ) {
  10193. var cache = this.cache;
  10194. var unit = textures.allocateTextureUnit();
  10195. if ( cache[ 0 ] !== unit ) {
  10196. gl.uniform1i( this.addr, unit );
  10197. cache[ 0 ] = unit;
  10198. }
  10199. textures.safeSetTexture2D( v || emptyTexture, unit );
  10200. }
  10201. function setValueT2DArray1( gl, v, textures ) {
  10202. var cache = this.cache;
  10203. var unit = textures.allocateTextureUnit();
  10204. if ( cache[ 0 ] !== unit ) {
  10205. gl.uniform1i( this.addr, unit );
  10206. cache[ 0 ] = unit;
  10207. }
  10208. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10209. }
  10210. function setValueT3D1( gl, v, textures ) {
  10211. var cache = this.cache;
  10212. var unit = textures.allocateTextureUnit();
  10213. if ( cache[ 0 ] !== unit ) {
  10214. gl.uniform1i( this.addr, unit );
  10215. cache[ 0 ] = unit;
  10216. }
  10217. textures.setTexture3D( v || emptyTexture3d, unit );
  10218. }
  10219. function setValueT6( gl, v, textures ) {
  10220. var cache = this.cache;
  10221. var unit = textures.allocateTextureUnit();
  10222. if ( cache[ 0 ] !== unit ) {
  10223. gl.uniform1i( this.addr, unit );
  10224. cache[ 0 ] = unit;
  10225. }
  10226. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10227. }
  10228. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10229. function setValueV1i( gl, v ) {
  10230. var cache = this.cache;
  10231. if ( cache[ 0 ] === v ) { return; }
  10232. gl.uniform1i( this.addr, v );
  10233. cache[ 0 ] = v;
  10234. }
  10235. function setValueV2i( gl, v ) {
  10236. var cache = this.cache;
  10237. if ( arraysEqual( cache, v ) ) { return; }
  10238. gl.uniform2iv( this.addr, v );
  10239. copyArray( cache, v );
  10240. }
  10241. function setValueV3i( gl, v ) {
  10242. var cache = this.cache;
  10243. if ( arraysEqual( cache, v ) ) { return; }
  10244. gl.uniform3iv( this.addr, v );
  10245. copyArray( cache, v );
  10246. }
  10247. function setValueV4i( gl, v ) {
  10248. var cache = this.cache;
  10249. if ( arraysEqual( cache, v ) ) { return; }
  10250. gl.uniform4iv( this.addr, v );
  10251. copyArray( cache, v );
  10252. }
  10253. // uint
  10254. function setValueV1ui( gl, v ) {
  10255. var cache = this.cache;
  10256. if ( cache[ 0 ] === v ) { return; }
  10257. gl.uniform1ui( this.addr, v );
  10258. cache[ 0 ] = v;
  10259. }
  10260. // Helper to pick the right setter for the singular case
  10261. function getSingularSetter( type ) {
  10262. switch ( type ) {
  10263. case 0x1406: return setValueV1f; // FLOAT
  10264. case 0x8b50: return setValueV2f; // _VEC2
  10265. case 0x8b51: return setValueV3f; // _VEC3
  10266. case 0x8b52: return setValueV4f; // _VEC4
  10267. case 0x8b5a: return setValueM2; // _MAT2
  10268. case 0x8b5b: return setValueM3; // _MAT3
  10269. case 0x8b5c: return setValueM4; // _MAT4
  10270. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10271. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10272. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10273. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10274. case 0x1405: return setValueV1ui; // UINT
  10275. case 0x8b5e: // SAMPLER_2D
  10276. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10277. case 0x8dca: // INT_SAMPLER_2D
  10278. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10279. case 0x8b62: // SAMPLER_2D_SHADOW
  10280. return setValueT1;
  10281. case 0x8b5f: // SAMPLER_3D
  10282. case 0x8dcb: // INT_SAMPLER_3D
  10283. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10284. return setValueT3D1;
  10285. case 0x8b60: // SAMPLER_CUBE
  10286. case 0x8dcc: // INT_SAMPLER_CUBE
  10287. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10288. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10289. return setValueT6;
  10290. case 0x8dc1: // SAMPLER_2D_ARRAY
  10291. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10292. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10293. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10294. return setValueT2DArray1;
  10295. }
  10296. }
  10297. // Array of scalars
  10298. function setValueV1fArray( gl, v ) {
  10299. gl.uniform1fv( this.addr, v );
  10300. }
  10301. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10302. function setValueV1iArray( gl, v ) {
  10303. gl.uniform1iv( this.addr, v );
  10304. }
  10305. function setValueV2iArray( gl, v ) {
  10306. gl.uniform2iv( this.addr, v );
  10307. }
  10308. function setValueV3iArray( gl, v ) {
  10309. gl.uniform3iv( this.addr, v );
  10310. }
  10311. function setValueV4iArray( gl, v ) {
  10312. gl.uniform4iv( this.addr, v );
  10313. }
  10314. // Array of vectors (flat or from THREE classes)
  10315. function setValueV2fArray( gl, v ) {
  10316. var data = flatten( v, this.size, 2 );
  10317. gl.uniform2fv( this.addr, data );
  10318. }
  10319. function setValueV3fArray( gl, v ) {
  10320. var data = flatten( v, this.size, 3 );
  10321. gl.uniform3fv( this.addr, data );
  10322. }
  10323. function setValueV4fArray( gl, v ) {
  10324. var data = flatten( v, this.size, 4 );
  10325. gl.uniform4fv( this.addr, data );
  10326. }
  10327. // Array of matrices (flat or from THREE clases)
  10328. function setValueM2Array( gl, v ) {
  10329. var data = flatten( v, this.size, 4 );
  10330. gl.uniformMatrix2fv( this.addr, false, data );
  10331. }
  10332. function setValueM3Array( gl, v ) {
  10333. var data = flatten( v, this.size, 9 );
  10334. gl.uniformMatrix3fv( this.addr, false, data );
  10335. }
  10336. function setValueM4Array( gl, v ) {
  10337. var data = flatten( v, this.size, 16 );
  10338. gl.uniformMatrix4fv( this.addr, false, data );
  10339. }
  10340. // Array of textures (2D / Cube)
  10341. function setValueT1Array( gl, v, textures ) {
  10342. var n = v.length;
  10343. var units = allocTexUnits( textures, n );
  10344. gl.uniform1iv( this.addr, units );
  10345. for ( var i = 0; i !== n; ++ i ) {
  10346. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10347. }
  10348. }
  10349. function setValueT6Array( gl, v, textures ) {
  10350. var n = v.length;
  10351. var units = allocTexUnits( textures, n );
  10352. gl.uniform1iv( this.addr, units );
  10353. for ( var i = 0; i !== n; ++ i ) {
  10354. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10355. }
  10356. }
  10357. // Helper to pick the right setter for a pure (bottom-level) array
  10358. function getPureArraySetter( type ) {
  10359. switch ( type ) {
  10360. case 0x1406: return setValueV1fArray; // FLOAT
  10361. case 0x8b50: return setValueV2fArray; // _VEC2
  10362. case 0x8b51: return setValueV3fArray; // _VEC3
  10363. case 0x8b52: return setValueV4fArray; // _VEC4
  10364. case 0x8b5a: return setValueM2Array; // _MAT2
  10365. case 0x8b5b: return setValueM3Array; // _MAT3
  10366. case 0x8b5c: return setValueM4Array; // _MAT4
  10367. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10368. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10369. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10370. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10371. case 0x8b5e: // SAMPLER_2D
  10372. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10373. case 0x8dca: // INT_SAMPLER_2D
  10374. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10375. case 0x8b62: // SAMPLER_2D_SHADOW
  10376. return setValueT1Array;
  10377. case 0x8b60: // SAMPLER_CUBE
  10378. case 0x8dcc: // INT_SAMPLER_CUBE
  10379. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10380. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10381. return setValueT6Array;
  10382. }
  10383. }
  10384. // --- Uniform Classes ---
  10385. function SingleUniform( id, activeInfo, addr ) {
  10386. this.id = id;
  10387. this.addr = addr;
  10388. this.cache = [];
  10389. this.setValue = getSingularSetter( activeInfo.type );
  10390. // this.path = activeInfo.name; // DEBUG
  10391. }
  10392. function PureArrayUniform( id, activeInfo, addr ) {
  10393. this.id = id;
  10394. this.addr = addr;
  10395. this.cache = [];
  10396. this.size = activeInfo.size;
  10397. this.setValue = getPureArraySetter( activeInfo.type );
  10398. // this.path = activeInfo.name; // DEBUG
  10399. }
  10400. PureArrayUniform.prototype.updateCache = function ( data ) {
  10401. var cache = this.cache;
  10402. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10403. this.cache = new Float32Array( data.length );
  10404. }
  10405. copyArray( cache, data );
  10406. };
  10407. function StructuredUniform( id ) {
  10408. this.id = id;
  10409. this.seq = [];
  10410. this.map = {};
  10411. }
  10412. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10413. var seq = this.seq;
  10414. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10415. var u = seq[ i ];
  10416. u.setValue( gl, value[ u.id ], textures );
  10417. }
  10418. };
  10419. // --- Top-level ---
  10420. // Parser - builds up the property tree from the path strings
  10421. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10422. // extracts
  10423. // - the identifier (member name or array index)
  10424. // - followed by an optional right bracket (found when array index)
  10425. // - followed by an optional left bracket or dot (type of subscript)
  10426. //
  10427. // Note: These portions can be read in a non-overlapping fashion and
  10428. // allow straightforward parsing of the hierarchy that WebGL encodes
  10429. // in the uniform names.
  10430. function addUniform( container, uniformObject ) {
  10431. container.seq.push( uniformObject );
  10432. container.map[ uniformObject.id ] = uniformObject;
  10433. }
  10434. function parseUniform( activeInfo, addr, container ) {
  10435. var path = activeInfo.name,
  10436. pathLength = path.length;
  10437. // reset RegExp object, because of the early exit of a previous run
  10438. RePathPart.lastIndex = 0;
  10439. while ( true ) {
  10440. var match = RePathPart.exec( path ),
  10441. matchEnd = RePathPart.lastIndex,
  10442. id = match[ 1 ],
  10443. idIsIndex = match[ 2 ] === ']',
  10444. subscript = match[ 3 ];
  10445. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10446. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10447. // bare name or "pure" bottom-level array "[0]" suffix
  10448. addUniform( container, subscript === undefined ?
  10449. new SingleUniform( id, activeInfo, addr ) :
  10450. new PureArrayUniform( id, activeInfo, addr ) );
  10451. break;
  10452. } else {
  10453. // step into inner node / create it in case it doesn't exist
  10454. var map = container.map, next = map[ id ];
  10455. if ( next === undefined ) {
  10456. next = new StructuredUniform( id );
  10457. addUniform( container, next );
  10458. }
  10459. container = next;
  10460. }
  10461. }
  10462. }
  10463. // Root Container
  10464. function WebGLUniforms( gl, program ) {
  10465. this.seq = [];
  10466. this.map = {};
  10467. var n = gl.getProgramParameter( program, 35718 );
  10468. for ( var i = 0; i < n; ++ i ) {
  10469. var info = gl.getActiveUniform( program, i ),
  10470. addr = gl.getUniformLocation( program, info.name );
  10471. parseUniform( info, addr, this );
  10472. }
  10473. }
  10474. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10475. var u = this.map[ name ];
  10476. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10477. };
  10478. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10479. var v = object[ name ];
  10480. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10481. };
  10482. // Static interface
  10483. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10484. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10485. var u = seq[ i ],
  10486. v = values[ u.id ];
  10487. if ( v.needsUpdate !== false ) {
  10488. // note: always updating when .needsUpdate is undefined
  10489. u.setValue( gl, v.value, textures );
  10490. }
  10491. }
  10492. };
  10493. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10494. var r = [];
  10495. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10496. var u = seq[ i ];
  10497. if ( u.id in values ) { r.push( u ); }
  10498. }
  10499. return r;
  10500. };
  10501. /**
  10502. * @author mrdoob / http://mrdoob.com/
  10503. */
  10504. function WebGLShader( gl, type, string ) {
  10505. var shader = gl.createShader( type );
  10506. gl.shaderSource( shader, string );
  10507. gl.compileShader( shader );
  10508. return shader;
  10509. }
  10510. /**
  10511. * @author mrdoob / http://mrdoob.com/
  10512. */
  10513. var programIdCount = 0;
  10514. function addLineNumbers( string ) {
  10515. var lines = string.split( '\n' );
  10516. for ( var i = 0; i < lines.length; i ++ ) {
  10517. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10518. }
  10519. return lines.join( '\n' );
  10520. }
  10521. function getEncodingComponents( encoding ) {
  10522. switch ( encoding ) {
  10523. case LinearEncoding:
  10524. return [ 'Linear', '( value )' ];
  10525. case sRGBEncoding:
  10526. return [ 'sRGB', '( value )' ];
  10527. case RGBEEncoding:
  10528. return [ 'RGBE', '( value )' ];
  10529. case RGBM7Encoding:
  10530. return [ 'RGBM', '( value, 7.0 )' ];
  10531. case RGBM16Encoding:
  10532. return [ 'RGBM', '( value, 16.0 )' ];
  10533. case RGBDEncoding:
  10534. return [ 'RGBD', '( value, 256.0 )' ];
  10535. case GammaEncoding:
  10536. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10537. case LogLuvEncoding:
  10538. return [ 'LogLuv', '( value )' ];
  10539. default:
  10540. throw new Error( 'unsupported encoding: ' + encoding );
  10541. }
  10542. }
  10543. function getShaderErrors( gl, shader, type ) {
  10544. var status = gl.getShaderParameter( shader, 35713 );
  10545. var log = gl.getShaderInfoLog( shader ).trim();
  10546. if ( status && log === '' ) { return ''; }
  10547. // --enable-privileged-webgl-extension
  10548. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10549. var source = gl.getShaderSource( shader );
  10550. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10551. }
  10552. function getTexelDecodingFunction( functionName, encoding ) {
  10553. var components = getEncodingComponents( encoding );
  10554. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10555. }
  10556. function getTexelEncodingFunction( functionName, encoding ) {
  10557. var components = getEncodingComponents( encoding );
  10558. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10559. }
  10560. function getToneMappingFunction( functionName, toneMapping ) {
  10561. var toneMappingName;
  10562. switch ( toneMapping ) {
  10563. case LinearToneMapping:
  10564. toneMappingName = 'Linear';
  10565. break;
  10566. case ReinhardToneMapping:
  10567. toneMappingName = 'Reinhard';
  10568. break;
  10569. case Uncharted2ToneMapping:
  10570. toneMappingName = 'Uncharted2';
  10571. break;
  10572. case CineonToneMapping:
  10573. toneMappingName = 'OptimizedCineon';
  10574. break;
  10575. case ACESFilmicToneMapping:
  10576. toneMappingName = 'ACESFilmic';
  10577. break;
  10578. default:
  10579. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10580. }
  10581. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10582. }
  10583. function generateExtensions( parameters ) {
  10584. var chunks = [
  10585. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10586. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10587. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10588. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10589. ];
  10590. return chunks.filter( filterEmptyLine ).join( '\n' );
  10591. }
  10592. function generateDefines( defines ) {
  10593. var chunks = [];
  10594. for ( var name in defines ) {
  10595. var value = defines[ name ];
  10596. if ( value === false ) { continue; }
  10597. chunks.push( '#define ' + name + ' ' + value );
  10598. }
  10599. return chunks.join( '\n' );
  10600. }
  10601. function fetchAttributeLocations( gl, program ) {
  10602. var attributes = {};
  10603. var n = gl.getProgramParameter( program, 35721 );
  10604. for ( var i = 0; i < n; i ++ ) {
  10605. var info = gl.getActiveAttrib( program, i );
  10606. var name = info.name;
  10607. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10608. attributes[ name ] = gl.getAttribLocation( program, name );
  10609. }
  10610. return attributes;
  10611. }
  10612. function filterEmptyLine( string ) {
  10613. return string !== '';
  10614. }
  10615. function replaceLightNums( string, parameters ) {
  10616. return string
  10617. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10618. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10619. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10620. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10621. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10622. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10623. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10624. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10625. }
  10626. function replaceClippingPlaneNums( string, parameters ) {
  10627. return string
  10628. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10629. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10630. }
  10631. // Resolve Includes
  10632. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10633. function resolveIncludes( string ) {
  10634. return string.replace( includePattern, includeReplacer );
  10635. }
  10636. function includeReplacer( match, include ) {
  10637. var string = ShaderChunk[ include ];
  10638. if ( string === undefined ) {
  10639. throw new Error( 'Can not resolve #include <' + include + '>' );
  10640. }
  10641. return resolveIncludes( string );
  10642. }
  10643. // Unroll Loops
  10644. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10645. function unrollLoops( string ) {
  10646. return string.replace( loopPattern, loopReplacer );
  10647. }
  10648. function loopReplacer( match, start, end, snippet ) {
  10649. var string = '';
  10650. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10651. string += snippet
  10652. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10653. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10654. }
  10655. return string;
  10656. }
  10657. //
  10658. function generatePrecision( parameters ) {
  10659. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10660. if ( parameters.precision === "highp" ) {
  10661. precisionstring += "\n#define HIGH_PRECISION";
  10662. } else if ( parameters.precision === "mediump" ) {
  10663. precisionstring += "\n#define MEDIUM_PRECISION";
  10664. } else if ( parameters.precision === "lowp" ) {
  10665. precisionstring += "\n#define LOW_PRECISION";
  10666. }
  10667. return precisionstring;
  10668. }
  10669. function generateShadowMapTypeDefine( parameters ) {
  10670. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10671. if ( parameters.shadowMapType === PCFShadowMap ) {
  10672. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10673. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10674. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10675. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10676. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10677. }
  10678. return shadowMapTypeDefine;
  10679. }
  10680. function generateEnvMapTypeDefine( parameters ) {
  10681. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10682. if ( parameters.envMap ) {
  10683. switch ( parameters.envMapMode ) {
  10684. case CubeReflectionMapping:
  10685. case CubeRefractionMapping:
  10686. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10687. break;
  10688. case CubeUVReflectionMapping:
  10689. case CubeUVRefractionMapping:
  10690. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10691. break;
  10692. case EquirectangularReflectionMapping:
  10693. case EquirectangularRefractionMapping:
  10694. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10695. break;
  10696. case SphericalReflectionMapping:
  10697. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10698. break;
  10699. }
  10700. }
  10701. return envMapTypeDefine;
  10702. }
  10703. function generateEnvMapModeDefine( parameters ) {
  10704. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10705. if ( parameters.envMap ) {
  10706. switch ( parameters.envMapMode ) {
  10707. case CubeRefractionMapping:
  10708. case EquirectangularRefractionMapping:
  10709. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10710. break;
  10711. }
  10712. }
  10713. return envMapModeDefine;
  10714. }
  10715. function generateEnvMapBlendingDefine( parameters ) {
  10716. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10717. if ( parameters.envMap ) {
  10718. switch ( parameters.combine ) {
  10719. case MultiplyOperation:
  10720. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10721. break;
  10722. case MixOperation:
  10723. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10724. break;
  10725. case AddOperation:
  10726. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10727. break;
  10728. }
  10729. }
  10730. return envMapBlendingDefine;
  10731. }
  10732. function WebGLProgram( renderer, cacheKey, parameters ) {
  10733. var gl = renderer.getContext();
  10734. var defines = parameters.defines;
  10735. var vertexShader = parameters.vertexShader;
  10736. var fragmentShader = parameters.fragmentShader;
  10737. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10738. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10739. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10740. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10741. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10742. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10743. var customDefines = generateDefines( defines );
  10744. var program = gl.createProgram();
  10745. var prefixVertex, prefixFragment;
  10746. var numMultiviewViews = parameters.numMultiviewViews;
  10747. if ( parameters.isRawShaderMaterial ) {
  10748. prefixVertex = [
  10749. customDefines
  10750. ].filter( filterEmptyLine ).join( '\n' );
  10751. if ( prefixVertex.length > 0 ) {
  10752. prefixVertex += '\n';
  10753. }
  10754. prefixFragment = [
  10755. customExtensions,
  10756. customDefines
  10757. ].filter( filterEmptyLine ).join( '\n' );
  10758. if ( prefixFragment.length > 0 ) {
  10759. prefixFragment += '\n';
  10760. }
  10761. } else {
  10762. prefixVertex = [
  10763. generatePrecision( parameters ),
  10764. '#define SHADER_NAME ' + parameters.shaderName,
  10765. customDefines,
  10766. parameters.instancing ? '#define USE_INSTANCING' : '',
  10767. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10768. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10769. '#define MAX_BONES ' + parameters.maxBones,
  10770. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10771. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10772. parameters.map ? '#define USE_MAP' : '',
  10773. parameters.envMap ? '#define USE_ENVMAP' : '',
  10774. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10775. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10776. parameters.aoMap ? '#define USE_AOMAP' : '',
  10777. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10778. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10779. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10780. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10781. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10782. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10783. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10784. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10785. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10786. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10787. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10788. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10789. parameters.vertexColors ? '#define USE_COLOR' : '',
  10790. parameters.vertexUvs ? '#define USE_UV' : '',
  10791. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10792. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10793. parameters.skinning ? '#define USE_SKINNING' : '',
  10794. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10795. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10796. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10797. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10798. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10799. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10800. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10801. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10802. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10803. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10804. 'uniform mat4 modelMatrix;',
  10805. 'uniform mat4 modelViewMatrix;',
  10806. 'uniform mat4 projectionMatrix;',
  10807. 'uniform mat4 viewMatrix;',
  10808. 'uniform mat3 normalMatrix;',
  10809. 'uniform vec3 cameraPosition;',
  10810. 'uniform bool isOrthographic;',
  10811. '#ifdef USE_INSTANCING',
  10812. ' attribute mat4 instanceMatrix;',
  10813. '#endif',
  10814. 'attribute vec3 position;',
  10815. 'attribute vec3 normal;',
  10816. 'attribute vec2 uv;',
  10817. '#ifdef USE_TANGENT',
  10818. ' attribute vec4 tangent;',
  10819. '#endif',
  10820. '#ifdef USE_COLOR',
  10821. ' attribute vec3 color;',
  10822. '#endif',
  10823. '#ifdef USE_MORPHTARGETS',
  10824. ' attribute vec3 morphTarget0;',
  10825. ' attribute vec3 morphTarget1;',
  10826. ' attribute vec3 morphTarget2;',
  10827. ' attribute vec3 morphTarget3;',
  10828. ' #ifdef USE_MORPHNORMALS',
  10829. ' attribute vec3 morphNormal0;',
  10830. ' attribute vec3 morphNormal1;',
  10831. ' attribute vec3 morphNormal2;',
  10832. ' attribute vec3 morphNormal3;',
  10833. ' #else',
  10834. ' attribute vec3 morphTarget4;',
  10835. ' attribute vec3 morphTarget5;',
  10836. ' attribute vec3 morphTarget6;',
  10837. ' attribute vec3 morphTarget7;',
  10838. ' #endif',
  10839. '#endif',
  10840. '#ifdef USE_SKINNING',
  10841. ' attribute vec4 skinIndex;',
  10842. ' attribute vec4 skinWeight;',
  10843. '#endif',
  10844. '\n'
  10845. ].filter( filterEmptyLine ).join( '\n' );
  10846. prefixFragment = [
  10847. customExtensions,
  10848. generatePrecision( parameters ),
  10849. '#define SHADER_NAME ' + parameters.shaderName,
  10850. customDefines,
  10851. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10852. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10853. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10854. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10855. parameters.map ? '#define USE_MAP' : '',
  10856. parameters.matcap ? '#define USE_MATCAP' : '',
  10857. parameters.envMap ? '#define USE_ENVMAP' : '',
  10858. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10859. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10860. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10861. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10862. parameters.aoMap ? '#define USE_AOMAP' : '',
  10863. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10864. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10865. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10866. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10867. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10868. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10869. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10870. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10871. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10872. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10873. parameters.sheen ? '#define USE_SHEEN' : '',
  10874. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10875. parameters.vertexColors ? '#define USE_COLOR' : '',
  10876. parameters.vertexUvs ? '#define USE_UV' : '',
  10877. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10878. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10879. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10880. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10881. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10882. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10883. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10884. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10885. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10886. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10887. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10888. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10889. 'uniform mat4 viewMatrix;',
  10890. 'uniform vec3 cameraPosition;',
  10891. 'uniform bool isOrthographic;',
  10892. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10893. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10894. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10895. parameters.dithering ? '#define DITHERING' : '',
  10896. parameters.transparent ? '#define TRANSPARENT' : '',
  10897. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10898. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10899. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10900. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10901. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10902. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10903. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10904. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10905. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  10906. '\n'
  10907. ].filter( filterEmptyLine ).join( '\n' );
  10908. }
  10909. vertexShader = resolveIncludes( vertexShader );
  10910. vertexShader = replaceLightNums( vertexShader, parameters );
  10911. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10912. fragmentShader = resolveIncludes( fragmentShader );
  10913. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10914. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10915. vertexShader = unrollLoops( vertexShader );
  10916. fragmentShader = unrollLoops( fragmentShader );
  10917. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  10918. var isGLSL3ShaderMaterial = false;
  10919. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10920. if ( parameters.isShaderMaterial &&
  10921. vertexShader.match( versionRegex ) !== null &&
  10922. fragmentShader.match( versionRegex ) !== null ) {
  10923. isGLSL3ShaderMaterial = true;
  10924. vertexShader = vertexShader.replace( versionRegex, '' );
  10925. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10926. }
  10927. // GLSL 3.0 conversion
  10928. prefixVertex = [
  10929. '#version 300 es\n',
  10930. '#define attribute in',
  10931. '#define varying out',
  10932. '#define texture2D texture'
  10933. ].join( '\n' ) + '\n' + prefixVertex;
  10934. prefixFragment = [
  10935. '#version 300 es\n',
  10936. '#define varying in',
  10937. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10938. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10939. '#define gl_FragDepthEXT gl_FragDepth',
  10940. '#define texture2D texture',
  10941. '#define textureCube texture',
  10942. '#define texture2DProj textureProj',
  10943. '#define texture2DLodEXT textureLod',
  10944. '#define texture2DProjLodEXT textureProjLod',
  10945. '#define textureCubeLodEXT textureLod',
  10946. '#define texture2DGradEXT textureGrad',
  10947. '#define texture2DProjGradEXT textureProjGrad',
  10948. '#define textureCubeGradEXT textureGrad'
  10949. ].join( '\n' ) + '\n' + prefixFragment;
  10950. // Multiview
  10951. if ( numMultiviewViews > 0 ) {
  10952. prefixVertex = prefixVertex.replace(
  10953. '#version 300 es\n',
  10954. [
  10955. '#version 300 es\n',
  10956. '#extension GL_OVR_multiview2 : require',
  10957. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10958. '#define VIEW_ID gl_ViewID_OVR'
  10959. ].join( '\n' )
  10960. );
  10961. prefixVertex = prefixVertex.replace(
  10962. [
  10963. 'uniform mat4 modelViewMatrix;',
  10964. 'uniform mat4 projectionMatrix;',
  10965. 'uniform mat4 viewMatrix;',
  10966. 'uniform mat3 normalMatrix;'
  10967. ].join( '\n' ),
  10968. [
  10969. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10970. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10971. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10972. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10973. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10974. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10975. '#define viewMatrix viewMatrices[VIEW_ID]',
  10976. '#define normalMatrix normalMatrices[VIEW_ID]'
  10977. ].join( '\n' )
  10978. );
  10979. prefixFragment = prefixFragment.replace(
  10980. '#version 300 es\n',
  10981. [
  10982. '#version 300 es\n',
  10983. '#extension GL_OVR_multiview2 : require',
  10984. '#define VIEW_ID gl_ViewID_OVR'
  10985. ].join( '\n' )
  10986. );
  10987. prefixFragment = prefixFragment.replace(
  10988. 'uniform mat4 viewMatrix;',
  10989. [
  10990. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10991. '#define viewMatrix viewMatrices[VIEW_ID]'
  10992. ].join( '\n' )
  10993. );
  10994. }
  10995. }
  10996. var vertexGlsl = prefixVertex + vertexShader;
  10997. var fragmentGlsl = prefixFragment + fragmentShader;
  10998. // console.log( '*VERTEX*', vertexGlsl );
  10999. // console.log( '*FRAGMENT*', fragmentGlsl );
  11000. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11001. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11002. gl.attachShader( program, glVertexShader );
  11003. gl.attachShader( program, glFragmentShader );
  11004. // Force a particular attribute to index 0.
  11005. if ( parameters.index0AttributeName !== undefined ) {
  11006. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11007. } else if ( parameters.morphTargets === true ) {
  11008. // programs with morphTargets displace position out of attribute 0
  11009. gl.bindAttribLocation( program, 0, 'position' );
  11010. }
  11011. gl.linkProgram( program );
  11012. // check for link errors
  11013. if ( renderer.debug.checkShaderErrors ) {
  11014. var programLog = gl.getProgramInfoLog( program ).trim();
  11015. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11016. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11017. var runnable = true;
  11018. var haveDiagnostics = true;
  11019. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11020. runnable = false;
  11021. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11022. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11023. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11024. } else if ( programLog !== '' ) {
  11025. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11026. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11027. haveDiagnostics = false;
  11028. }
  11029. if ( haveDiagnostics ) {
  11030. this.diagnostics = {
  11031. runnable: runnable,
  11032. programLog: programLog,
  11033. vertexShader: {
  11034. log: vertexLog,
  11035. prefix: prefixVertex
  11036. },
  11037. fragmentShader: {
  11038. log: fragmentLog,
  11039. prefix: prefixFragment
  11040. }
  11041. };
  11042. }
  11043. }
  11044. // clean up
  11045. gl.detachShader( program, glVertexShader );
  11046. gl.detachShader( program, glFragmentShader );
  11047. gl.deleteShader( glVertexShader );
  11048. gl.deleteShader( glFragmentShader );
  11049. // set up caching for uniform locations
  11050. var cachedUniforms;
  11051. this.getUniforms = function () {
  11052. if ( cachedUniforms === undefined ) {
  11053. cachedUniforms = new WebGLUniforms( gl, program );
  11054. }
  11055. return cachedUniforms;
  11056. };
  11057. // set up caching for attribute locations
  11058. var cachedAttributes;
  11059. this.getAttributes = function () {
  11060. if ( cachedAttributes === undefined ) {
  11061. cachedAttributes = fetchAttributeLocations( gl, program );
  11062. }
  11063. return cachedAttributes;
  11064. };
  11065. // free resource
  11066. this.destroy = function () {
  11067. gl.deleteProgram( program );
  11068. this.program = undefined;
  11069. };
  11070. //
  11071. this.name = parameters.shaderName;
  11072. this.id = programIdCount ++;
  11073. this.cacheKey = cacheKey;
  11074. this.usedTimes = 1;
  11075. this.program = program;
  11076. this.vertexShader = glVertexShader;
  11077. this.fragmentShader = glFragmentShader;
  11078. this.numMultiviewViews = numMultiviewViews;
  11079. return this;
  11080. }
  11081. /**
  11082. * @author mrdoob / http://mrdoob.com/
  11083. */
  11084. function WebGLPrograms( renderer, extensions, capabilities ) {
  11085. var programs = [];
  11086. var isWebGL2 = capabilities.isWebGL2;
  11087. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11088. var floatVertexTextures = capabilities.floatVertexTextures;
  11089. var precision = capabilities.precision;
  11090. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11091. var vertexTextures = capabilities.vertexTextures;
  11092. var shaderIDs = {
  11093. MeshDepthMaterial: 'depth',
  11094. MeshDistanceMaterial: 'distanceRGBA',
  11095. MeshNormalMaterial: 'normal',
  11096. MeshBasicMaterial: 'basic',
  11097. MeshLambertMaterial: 'lambert',
  11098. MeshPhongMaterial: 'phong',
  11099. MeshToonMaterial: 'toon',
  11100. MeshStandardMaterial: 'physical',
  11101. MeshPhysicalMaterial: 'physical',
  11102. MeshMatcapMaterial: 'matcap',
  11103. LineBasicMaterial: 'basic',
  11104. LineDashedMaterial: 'dashed',
  11105. PointsMaterial: 'points',
  11106. ShadowMaterial: 'shadow',
  11107. SpriteMaterial: 'sprite'
  11108. };
  11109. var parameterNames = [
  11110. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  11111. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11112. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11113. "roughnessMap", "metalnessMap", "gradientMap",
  11114. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11115. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11116. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11117. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11118. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11119. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11120. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11121. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11122. "sheen", "transparent"
  11123. ];
  11124. function getShaderObject( material, shaderID ) {
  11125. var shaderobject;
  11126. if ( shaderID ) {
  11127. var shader = ShaderLib[ shaderID ];
  11128. shaderobject = {
  11129. name: material.type,
  11130. uniforms: UniformsUtils.clone( shader.uniforms ),
  11131. vertexShader: shader.vertexShader,
  11132. fragmentShader: shader.fragmentShader
  11133. };
  11134. } else {
  11135. shaderobject = {
  11136. name: material.type,
  11137. uniforms: material.uniforms,
  11138. vertexShader: material.vertexShader,
  11139. fragmentShader: material.fragmentShader
  11140. };
  11141. }
  11142. return shaderobject;
  11143. }
  11144. function allocateBones( object ) {
  11145. var skeleton = object.skeleton;
  11146. var bones = skeleton.bones;
  11147. if ( floatVertexTextures ) {
  11148. return 1024;
  11149. } else {
  11150. // default for when object is not specified
  11151. // ( for example when prebuilding shader to be used with multiple objects )
  11152. //
  11153. // - leave some extra space for other uniforms
  11154. // - limit here is ANGLE's 254 max uniform vectors
  11155. // (up to 54 should be safe)
  11156. var nVertexUniforms = maxVertexUniforms;
  11157. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11158. var maxBones = Math.min( nVertexMatrices, bones.length );
  11159. if ( maxBones < bones.length ) {
  11160. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11161. return 0;
  11162. }
  11163. return maxBones;
  11164. }
  11165. }
  11166. function getTextureEncodingFromMap( map ) {
  11167. var encoding;
  11168. if ( ! map ) {
  11169. encoding = LinearEncoding;
  11170. } else if ( map.isTexture ) {
  11171. encoding = map.encoding;
  11172. } else if ( map.isWebGLRenderTarget ) {
  11173. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11174. encoding = map.texture.encoding;
  11175. }
  11176. return encoding;
  11177. }
  11178. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11179. var fog = scene.fog;
  11180. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11181. var envMap = material.envMap || environment;
  11182. var shaderID = shaderIDs[ material.type ];
  11183. // heuristics to create shader parameters according to lights in the scene
  11184. // (not to blow over maxLights budget)
  11185. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11186. if ( material.precision !== null ) {
  11187. precision = capabilities.getMaxPrecision( material.precision );
  11188. if ( precision !== material.precision ) {
  11189. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11190. }
  11191. }
  11192. var shaderobject = getShaderObject( material, shaderID );
  11193. material.onBeforeCompile( shaderobject, renderer );
  11194. var currentRenderTarget = renderer.getRenderTarget();
  11195. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  11196. var parameters = {
  11197. isWebGL2: isWebGL2,
  11198. shaderID: shaderID,
  11199. shaderName: shaderobject.name,
  11200. uniforms: shaderobject.uniforms,
  11201. vertexShader: shaderobject.vertexShader,
  11202. fragmentShader: shaderobject.fragmentShader,
  11203. defines: material.defines,
  11204. isRawShaderMaterial: material.isRawShaderMaterial,
  11205. isShaderMaterial: material.isShaderMaterial,
  11206. precision: precision,
  11207. instancing: object.isInstancedMesh === true,
  11208. supportsVertexTextures: vertexTextures,
  11209. numMultiviewViews: numMultiviewViews,
  11210. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11211. map: !! material.map,
  11212. mapEncoding: getTextureEncodingFromMap( material.map ),
  11213. matcap: !! material.matcap,
  11214. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11215. envMap: !! envMap,
  11216. envMapMode: envMap && envMap.mapping,
  11217. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11218. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11219. lightMap: !! material.lightMap,
  11220. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11221. aoMap: !! material.aoMap,
  11222. emissiveMap: !! material.emissiveMap,
  11223. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11224. bumpMap: !! material.bumpMap,
  11225. normalMap: !! material.normalMap,
  11226. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11227. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11228. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11229. displacementMap: !! material.displacementMap,
  11230. roughnessMap: !! material.roughnessMap,
  11231. metalnessMap: !! material.metalnessMap,
  11232. specularMap: !! material.specularMap,
  11233. alphaMap: !! material.alphaMap,
  11234. gradientMap: !! material.gradientMap,
  11235. sheen: !! material.sheen,
  11236. combine: material.combine,
  11237. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11238. vertexColors: material.vertexColors,
  11239. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11240. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11241. fog: !! fog,
  11242. useFog: material.fog,
  11243. fogExp2: ( fog && fog.isFogExp2 ),
  11244. flatShading: material.flatShading,
  11245. sizeAttenuation: material.sizeAttenuation,
  11246. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11247. skinning: material.skinning && maxBones > 0,
  11248. maxBones: maxBones,
  11249. useVertexTexture: floatVertexTextures,
  11250. morphTargets: material.morphTargets,
  11251. morphNormals: material.morphNormals,
  11252. maxMorphTargets: renderer.maxMorphTargets,
  11253. maxMorphNormals: renderer.maxMorphNormals,
  11254. numDirLights: lights.directional.length,
  11255. numPointLights: lights.point.length,
  11256. numSpotLights: lights.spot.length,
  11257. numRectAreaLights: lights.rectArea.length,
  11258. numHemiLights: lights.hemi.length,
  11259. numDirLightShadows: lights.directionalShadowMap.length,
  11260. numPointLightShadows: lights.pointShadowMap.length,
  11261. numSpotLightShadows: lights.spotShadowMap.length,
  11262. numClippingPlanes: nClipPlanes,
  11263. numClipIntersection: nClipIntersection,
  11264. dithering: material.dithering,
  11265. transparent: material.transparent,
  11266. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11267. shadowMapType: renderer.shadowMap.type,
  11268. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11269. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11270. premultipliedAlpha: material.premultipliedAlpha,
  11271. alphaTest: material.alphaTest,
  11272. doubleSided: material.side === DoubleSide,
  11273. flipSided: material.side === BackSide,
  11274. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11275. index0AttributeName: material.index0AttributeName,
  11276. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11277. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11278. extensionDrawbuffers: material.extensions && material.extensions.drawBuffers,
  11279. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11280. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11281. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11282. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11283. onBeforeCompile: material.onBeforeCompile
  11284. };
  11285. return parameters;
  11286. };
  11287. this.getProgramCacheKey = function ( parameters ) {
  11288. var array = [];
  11289. if ( parameters.shaderID ) {
  11290. array.push( parameters.shaderID );
  11291. } else {
  11292. array.push( parameters.fragmentShader );
  11293. array.push( parameters.vertexShader );
  11294. }
  11295. if ( parameters.defines !== undefined ) {
  11296. for ( var name in parameters.defines ) {
  11297. array.push( name );
  11298. array.push( parameters.defines[ name ] );
  11299. }
  11300. }
  11301. if ( parameters.isRawShaderMaterial === undefined ) {
  11302. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11303. array.push( parameters[ parameterNames[ i ] ] );
  11304. }
  11305. array.push( renderer.outputEncoding );
  11306. array.push( renderer.gammaFactor );
  11307. }
  11308. array.push( parameters.onBeforeCompile.toString() );
  11309. return array.join();
  11310. };
  11311. this.acquireProgram = function ( parameters, cacheKey ) {
  11312. var program;
  11313. // Check if code has been already compiled
  11314. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11315. var preexistingProgram = programs[ p ];
  11316. if ( preexistingProgram.cacheKey === cacheKey ) {
  11317. program = preexistingProgram;
  11318. ++ program.usedTimes;
  11319. break;
  11320. }
  11321. }
  11322. if ( program === undefined ) {
  11323. program = new WebGLProgram( renderer, cacheKey, parameters );
  11324. programs.push( program );
  11325. }
  11326. return program;
  11327. };
  11328. this.releaseProgram = function ( program ) {
  11329. if ( -- program.usedTimes === 0 ) {
  11330. // Remove from unordered set
  11331. var i = programs.indexOf( program );
  11332. programs[ i ] = programs[ programs.length - 1 ];
  11333. programs.pop();
  11334. // Free WebGL resources
  11335. program.destroy();
  11336. }
  11337. };
  11338. // Exposed for resource monitoring & error feedback via renderer.info:
  11339. this.programs = programs;
  11340. }
  11341. /**
  11342. * @author fordacious / fordacious.github.io
  11343. */
  11344. function WebGLProperties() {
  11345. var properties = new WeakMap();
  11346. function get( object ) {
  11347. var map = properties.get( object );
  11348. if ( map === undefined ) {
  11349. map = {};
  11350. properties.set( object, map );
  11351. }
  11352. return map;
  11353. }
  11354. function remove( object ) {
  11355. properties.delete( object );
  11356. }
  11357. function update( object, key, value ) {
  11358. properties.get( object )[ key ] = value;
  11359. }
  11360. function dispose() {
  11361. properties = new WeakMap();
  11362. }
  11363. return {
  11364. get: get,
  11365. remove: remove,
  11366. update: update,
  11367. dispose: dispose
  11368. };
  11369. }
  11370. /**
  11371. * @author mrdoob / http://mrdoob.com/
  11372. */
  11373. function painterSortStable( a, b ) {
  11374. if ( a.groupOrder !== b.groupOrder ) {
  11375. return a.groupOrder - b.groupOrder;
  11376. } else if ( a.renderOrder !== b.renderOrder ) {
  11377. return a.renderOrder - b.renderOrder;
  11378. } else if ( a.program !== b.program ) {
  11379. return a.program.id - b.program.id;
  11380. } else if ( a.material.id !== b.material.id ) {
  11381. return a.material.id - b.material.id;
  11382. } else if ( a.z !== b.z ) {
  11383. return a.z - b.z;
  11384. } else {
  11385. return a.id - b.id;
  11386. }
  11387. }
  11388. function reversePainterSortStable( a, b ) {
  11389. if ( a.groupOrder !== b.groupOrder ) {
  11390. return a.groupOrder - b.groupOrder;
  11391. } else if ( a.renderOrder !== b.renderOrder ) {
  11392. return a.renderOrder - b.renderOrder;
  11393. } else if ( a.z !== b.z ) {
  11394. return b.z - a.z;
  11395. } else {
  11396. return a.id - b.id;
  11397. }
  11398. }
  11399. function WebGLRenderList() {
  11400. var renderItems = [];
  11401. var renderItemsIndex = 0;
  11402. var opaque = [];
  11403. var transparent = [];
  11404. var defaultProgram = { id: - 1 };
  11405. function init() {
  11406. renderItemsIndex = 0;
  11407. opaque.length = 0;
  11408. transparent.length = 0;
  11409. }
  11410. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11411. var renderItem = renderItems[ renderItemsIndex ];
  11412. if ( renderItem === undefined ) {
  11413. renderItem = {
  11414. id: object.id,
  11415. object: object,
  11416. geometry: geometry,
  11417. material: material,
  11418. program: material.program || defaultProgram,
  11419. groupOrder: groupOrder,
  11420. renderOrder: object.renderOrder,
  11421. z: z,
  11422. group: group
  11423. };
  11424. renderItems[ renderItemsIndex ] = renderItem;
  11425. } else {
  11426. renderItem.id = object.id;
  11427. renderItem.object = object;
  11428. renderItem.geometry = geometry;
  11429. renderItem.material = material;
  11430. renderItem.program = material.program || defaultProgram;
  11431. renderItem.groupOrder = groupOrder;
  11432. renderItem.renderOrder = object.renderOrder;
  11433. renderItem.z = z;
  11434. renderItem.group = group;
  11435. }
  11436. renderItemsIndex ++;
  11437. return renderItem;
  11438. }
  11439. function push( object, geometry, material, groupOrder, z, group ) {
  11440. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11441. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11442. }
  11443. function unshift( object, geometry, material, groupOrder, z, group ) {
  11444. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11445. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11446. }
  11447. function sort( customOpaqueSort, customTransparentSort ) {
  11448. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11449. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11450. }
  11451. function finish() {
  11452. // Clear references from inactive renderItems in the list
  11453. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11454. var renderItem = renderItems[ i ];
  11455. if ( renderItem.id === null ) { break; }
  11456. renderItem.id = null;
  11457. renderItem.object = null;
  11458. renderItem.geometry = null;
  11459. renderItem.material = null;
  11460. renderItem.program = null;
  11461. renderItem.group = null;
  11462. }
  11463. }
  11464. return {
  11465. opaque: opaque,
  11466. transparent: transparent,
  11467. init: init,
  11468. push: push,
  11469. unshift: unshift,
  11470. finish: finish,
  11471. sort: sort
  11472. };
  11473. }
  11474. function WebGLRenderLists() {
  11475. var lists = new WeakMap();
  11476. function onSceneDispose( event ) {
  11477. var scene = event.target;
  11478. scene.removeEventListener( 'dispose', onSceneDispose );
  11479. lists.delete( scene );
  11480. }
  11481. function get( scene, camera ) {
  11482. var cameras = lists.get( scene );
  11483. var list;
  11484. if ( cameras === undefined ) {
  11485. list = new WebGLRenderList();
  11486. lists.set( scene, new WeakMap() );
  11487. lists.get( scene ).set( camera, list );
  11488. scene.addEventListener( 'dispose', onSceneDispose );
  11489. } else {
  11490. list = cameras.get( camera );
  11491. if ( list === undefined ) {
  11492. list = new WebGLRenderList();
  11493. cameras.set( camera, list );
  11494. }
  11495. }
  11496. return list;
  11497. }
  11498. function dispose() {
  11499. lists = new WeakMap();
  11500. }
  11501. return {
  11502. get: get,
  11503. dispose: dispose
  11504. };
  11505. }
  11506. /**
  11507. * @author mrdoob / http://mrdoob.com/
  11508. */
  11509. function UniformsCache() {
  11510. var lights = {};
  11511. return {
  11512. get: function ( light ) {
  11513. if ( lights[ light.id ] !== undefined ) {
  11514. return lights[ light.id ];
  11515. }
  11516. var uniforms;
  11517. switch ( light.type ) {
  11518. case 'DirectionalLight':
  11519. uniforms = {
  11520. direction: new Vector3(),
  11521. color: new Color()
  11522. };
  11523. break;
  11524. case 'SpotLight':
  11525. uniforms = {
  11526. position: new Vector3(),
  11527. direction: new Vector3(),
  11528. color: new Color(),
  11529. distance: 0,
  11530. coneCos: 0,
  11531. penumbraCos: 0,
  11532. decay: 0
  11533. };
  11534. break;
  11535. case 'PointLight':
  11536. uniforms = {
  11537. position: new Vector3(),
  11538. color: new Color(),
  11539. distance: 0,
  11540. decay: 0
  11541. };
  11542. break;
  11543. case 'HemisphereLight':
  11544. uniforms = {
  11545. direction: new Vector3(),
  11546. skyColor: new Color(),
  11547. groundColor: new Color()
  11548. };
  11549. break;
  11550. case 'RectAreaLight':
  11551. uniforms = {
  11552. color: new Color(),
  11553. position: new Vector3(),
  11554. halfWidth: new Vector3(),
  11555. halfHeight: new Vector3()
  11556. };
  11557. break;
  11558. }
  11559. lights[ light.id ] = uniforms;
  11560. return uniforms;
  11561. }
  11562. };
  11563. }
  11564. function ShadowUniformsCache() {
  11565. var lights = {};
  11566. return {
  11567. get: function ( light ) {
  11568. if ( lights[ light.id ] !== undefined ) {
  11569. return lights[ light.id ];
  11570. }
  11571. var uniforms;
  11572. switch ( light.type ) {
  11573. case 'DirectionalLight':
  11574. uniforms = {
  11575. shadowBias: 0,
  11576. shadowRadius: 1,
  11577. shadowMapSize: new Vector2()
  11578. };
  11579. break;
  11580. case 'SpotLight':
  11581. uniforms = {
  11582. shadowBias: 0,
  11583. shadowRadius: 1,
  11584. shadowMapSize: new Vector2()
  11585. };
  11586. break;
  11587. case 'PointLight':
  11588. uniforms = {
  11589. shadowBias: 0,
  11590. shadowRadius: 1,
  11591. shadowMapSize: new Vector2(),
  11592. shadowCameraNear: 1,
  11593. shadowCameraFar: 1000
  11594. };
  11595. break;
  11596. // TODO (abelnation): set RectAreaLight shadow uniforms
  11597. }
  11598. lights[ light.id ] = uniforms;
  11599. return uniforms;
  11600. }
  11601. };
  11602. }
  11603. var nextVersion = 0;
  11604. function shadowCastingLightsFirst( lightA, lightB ) {
  11605. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11606. }
  11607. function WebGLLights() {
  11608. var cache = new UniformsCache();
  11609. var shadowCache = ShadowUniformsCache();
  11610. var state = {
  11611. version: 0,
  11612. hash: {
  11613. directionalLength: - 1,
  11614. pointLength: - 1,
  11615. spotLength: - 1,
  11616. rectAreaLength: - 1,
  11617. hemiLength: - 1,
  11618. numDirectionalShadows: - 1,
  11619. numPointShadows: - 1,
  11620. numSpotShadows: - 1
  11621. },
  11622. ambient: [ 0, 0, 0 ],
  11623. probe: [],
  11624. directional: [],
  11625. directionalShadow: [],
  11626. directionalShadowMap: [],
  11627. directionalShadowMatrix: [],
  11628. spot: [],
  11629. spotShadow: [],
  11630. spotShadowMap: [],
  11631. spotShadowMatrix: [],
  11632. rectArea: [],
  11633. point: [],
  11634. pointShadow: [],
  11635. pointShadowMap: [],
  11636. pointShadowMatrix: [],
  11637. hemi: []
  11638. };
  11639. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11640. var vector3 = new Vector3();
  11641. var matrix4 = new Matrix4();
  11642. var matrix42 = new Matrix4();
  11643. function setup( lights, shadows, camera ) {
  11644. var r = 0, g = 0, b = 0;
  11645. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11646. var directionalLength = 0;
  11647. var pointLength = 0;
  11648. var spotLength = 0;
  11649. var rectAreaLength = 0;
  11650. var hemiLength = 0;
  11651. var numDirectionalShadows = 0;
  11652. var numPointShadows = 0;
  11653. var numSpotShadows = 0;
  11654. var viewMatrix = camera.matrixWorldInverse;
  11655. lights.sort( shadowCastingLightsFirst );
  11656. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11657. var light = lights[ i ];
  11658. var color = light.color;
  11659. var intensity = light.intensity;
  11660. var distance = light.distance;
  11661. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11662. if ( light.isAmbientLight ) {
  11663. r += color.r * intensity;
  11664. g += color.g * intensity;
  11665. b += color.b * intensity;
  11666. } else if ( light.isLightProbe ) {
  11667. for ( var j = 0; j < 9; j ++ ) {
  11668. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11669. }
  11670. } else if ( light.isDirectionalLight ) {
  11671. var uniforms = cache.get( light );
  11672. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11673. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11674. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11675. uniforms.direction.sub( vector3 );
  11676. uniforms.direction.transformDirection( viewMatrix );
  11677. if ( light.castShadow ) {
  11678. var shadow = light.shadow;
  11679. var shadowUniforms = shadowCache.get( light );
  11680. shadowUniforms.shadowBias = shadow.bias;
  11681. shadowUniforms.shadowRadius = shadow.radius;
  11682. shadowUniforms.shadowMapSize = shadow.mapSize;
  11683. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11684. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11685. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11686. numDirectionalShadows ++;
  11687. }
  11688. state.directional[ directionalLength ] = uniforms;
  11689. directionalLength ++;
  11690. } else if ( light.isSpotLight ) {
  11691. var uniforms = cache.get( light );
  11692. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11693. uniforms.position.applyMatrix4( viewMatrix );
  11694. uniforms.color.copy( color ).multiplyScalar( intensity );
  11695. uniforms.distance = distance;
  11696. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11697. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11698. uniforms.direction.sub( vector3 );
  11699. uniforms.direction.transformDirection( viewMatrix );
  11700. uniforms.coneCos = Math.cos( light.angle );
  11701. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11702. uniforms.decay = light.decay;
  11703. if ( light.castShadow ) {
  11704. var shadow = light.shadow;
  11705. var shadowUniforms = shadowCache.get( light );
  11706. shadowUniforms.shadowBias = shadow.bias;
  11707. shadowUniforms.shadowRadius = shadow.radius;
  11708. shadowUniforms.shadowMapSize = shadow.mapSize;
  11709. state.spotShadow[ spotLength ] = shadowUniforms;
  11710. state.spotShadowMap[ spotLength ] = shadowMap;
  11711. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11712. numSpotShadows ++;
  11713. }
  11714. state.spot[ spotLength ] = uniforms;
  11715. spotLength ++;
  11716. } else if ( light.isRectAreaLight ) {
  11717. var uniforms = cache.get( light );
  11718. // (a) intensity is the total visible light emitted
  11719. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11720. // (b) intensity is the brightness of the light
  11721. uniforms.color.copy( color ).multiplyScalar( intensity );
  11722. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11723. uniforms.position.applyMatrix4( viewMatrix );
  11724. // extract local rotation of light to derive width/height half vectors
  11725. matrix42.identity();
  11726. matrix4.copy( light.matrixWorld );
  11727. matrix4.premultiply( viewMatrix );
  11728. matrix42.extractRotation( matrix4 );
  11729. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11730. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11731. uniforms.halfWidth.applyMatrix4( matrix42 );
  11732. uniforms.halfHeight.applyMatrix4( matrix42 );
  11733. // TODO (abelnation): RectAreaLight distance?
  11734. // uniforms.distance = distance;
  11735. state.rectArea[ rectAreaLength ] = uniforms;
  11736. rectAreaLength ++;
  11737. } else if ( light.isPointLight ) {
  11738. var uniforms = cache.get( light );
  11739. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11740. uniforms.position.applyMatrix4( viewMatrix );
  11741. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11742. uniforms.distance = light.distance;
  11743. uniforms.decay = light.decay;
  11744. if ( light.castShadow ) {
  11745. var shadow = light.shadow;
  11746. var shadowUniforms = shadowCache.get( light );
  11747. shadowUniforms.shadowBias = shadow.bias;
  11748. shadowUniforms.shadowRadius = shadow.radius;
  11749. shadowUniforms.shadowMapSize = shadow.mapSize;
  11750. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11751. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11752. state.pointShadow[ pointLength ] = shadowUniforms;
  11753. state.pointShadowMap[ pointLength ] = shadowMap;
  11754. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11755. numPointShadows ++;
  11756. }
  11757. state.point[ pointLength ] = uniforms;
  11758. pointLength ++;
  11759. } else if ( light.isHemisphereLight ) {
  11760. var uniforms = cache.get( light );
  11761. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11762. uniforms.direction.transformDirection( viewMatrix );
  11763. uniforms.direction.normalize();
  11764. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11765. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11766. state.hemi[ hemiLength ] = uniforms;
  11767. hemiLength ++;
  11768. }
  11769. }
  11770. state.ambient[ 0 ] = r;
  11771. state.ambient[ 1 ] = g;
  11772. state.ambient[ 2 ] = b;
  11773. var hash = state.hash;
  11774. if ( hash.directionalLength !== directionalLength ||
  11775. hash.pointLength !== pointLength ||
  11776. hash.spotLength !== spotLength ||
  11777. hash.rectAreaLength !== rectAreaLength ||
  11778. hash.hemiLength !== hemiLength ||
  11779. hash.numDirectionalShadows !== numDirectionalShadows ||
  11780. hash.numPointShadows !== numPointShadows ||
  11781. hash.numSpotShadows !== numSpotShadows ) {
  11782. state.directional.length = directionalLength;
  11783. state.spot.length = spotLength;
  11784. state.rectArea.length = rectAreaLength;
  11785. state.point.length = pointLength;
  11786. state.hemi.length = hemiLength;
  11787. state.directionalShadow.length = numDirectionalShadows;
  11788. state.directionalShadowMap.length = numDirectionalShadows;
  11789. state.pointShadow.length = numPointShadows;
  11790. state.pointShadowMap.length = numPointShadows;
  11791. state.spotShadow.length = numSpotShadows;
  11792. state.spotShadowMap.length = numSpotShadows;
  11793. state.directionalShadowMatrix.length = numDirectionalShadows;
  11794. state.pointShadowMatrix.length = numPointShadows;
  11795. state.spotShadowMatrix.length = numSpotShadows;
  11796. hash.directionalLength = directionalLength;
  11797. hash.pointLength = pointLength;
  11798. hash.spotLength = spotLength;
  11799. hash.rectAreaLength = rectAreaLength;
  11800. hash.hemiLength = hemiLength;
  11801. hash.numDirectionalShadows = numDirectionalShadows;
  11802. hash.numPointShadows = numPointShadows;
  11803. hash.numSpotShadows = numSpotShadows;
  11804. state.version = nextVersion ++;
  11805. }
  11806. }
  11807. return {
  11808. setup: setup,
  11809. state: state
  11810. };
  11811. }
  11812. /**
  11813. * @author Mugen87 / https://github.com/Mugen87
  11814. */
  11815. function WebGLRenderState() {
  11816. var lights = new WebGLLights();
  11817. var lightsArray = [];
  11818. var shadowsArray = [];
  11819. function init() {
  11820. lightsArray.length = 0;
  11821. shadowsArray.length = 0;
  11822. }
  11823. function pushLight( light ) {
  11824. lightsArray.push( light );
  11825. }
  11826. function pushShadow( shadowLight ) {
  11827. shadowsArray.push( shadowLight );
  11828. }
  11829. function setupLights( camera ) {
  11830. lights.setup( lightsArray, shadowsArray, camera );
  11831. }
  11832. var state = {
  11833. lightsArray: lightsArray,
  11834. shadowsArray: shadowsArray,
  11835. lights: lights
  11836. };
  11837. return {
  11838. init: init,
  11839. state: state,
  11840. setupLights: setupLights,
  11841. pushLight: pushLight,
  11842. pushShadow: pushShadow
  11843. };
  11844. }
  11845. function WebGLRenderStates() {
  11846. var renderStates = new WeakMap();
  11847. function onSceneDispose( event ) {
  11848. var scene = event.target;
  11849. scene.removeEventListener( 'dispose', onSceneDispose );
  11850. renderStates.delete( scene );
  11851. }
  11852. function get( scene, camera ) {
  11853. var renderState;
  11854. if ( renderStates.has( scene ) === false ) {
  11855. renderState = new WebGLRenderState();
  11856. renderStates.set( scene, new WeakMap() );
  11857. renderStates.get( scene ).set( camera, renderState );
  11858. scene.addEventListener( 'dispose', onSceneDispose );
  11859. } else {
  11860. if ( renderStates.get( scene ).has( camera ) === false ) {
  11861. renderState = new WebGLRenderState();
  11862. renderStates.get( scene ).set( camera, renderState );
  11863. } else {
  11864. renderState = renderStates.get( scene ).get( camera );
  11865. }
  11866. }
  11867. return renderState;
  11868. }
  11869. function dispose() {
  11870. renderStates = new WeakMap();
  11871. }
  11872. return {
  11873. get: get,
  11874. dispose: dispose
  11875. };
  11876. }
  11877. /**
  11878. * @author mrdoob / http://mrdoob.com/
  11879. * @author alteredq / http://alteredqualia.com/
  11880. * @author bhouston / https://clara.io
  11881. * @author WestLangley / http://github.com/WestLangley
  11882. *
  11883. * parameters = {
  11884. *
  11885. * opacity: <float>,
  11886. *
  11887. * map: new THREE.Texture( <Image> ),
  11888. *
  11889. * alphaMap: new THREE.Texture( <Image> ),
  11890. *
  11891. * displacementMap: new THREE.Texture( <Image> ),
  11892. * displacementScale: <float>,
  11893. * displacementBias: <float>,
  11894. *
  11895. * wireframe: <boolean>,
  11896. * wireframeLinewidth: <float>
  11897. * }
  11898. */
  11899. function MeshDepthMaterial( parameters ) {
  11900. Material.call( this );
  11901. this.type = 'MeshDepthMaterial';
  11902. this.depthPacking = BasicDepthPacking;
  11903. this.skinning = false;
  11904. this.morphTargets = false;
  11905. this.map = null;
  11906. this.alphaMap = null;
  11907. this.displacementMap = null;
  11908. this.displacementScale = 1;
  11909. this.displacementBias = 0;
  11910. this.wireframe = false;
  11911. this.wireframeLinewidth = 1;
  11912. this.fog = false;
  11913. this.setValues( parameters );
  11914. }
  11915. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11916. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11917. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11918. MeshDepthMaterial.prototype.copy = function ( source ) {
  11919. Material.prototype.copy.call( this, source );
  11920. this.depthPacking = source.depthPacking;
  11921. this.skinning = source.skinning;
  11922. this.morphTargets = source.morphTargets;
  11923. this.map = source.map;
  11924. this.alphaMap = source.alphaMap;
  11925. this.displacementMap = source.displacementMap;
  11926. this.displacementScale = source.displacementScale;
  11927. this.displacementBias = source.displacementBias;
  11928. this.wireframe = source.wireframe;
  11929. this.wireframeLinewidth = source.wireframeLinewidth;
  11930. return this;
  11931. };
  11932. /**
  11933. * @author WestLangley / http://github.com/WestLangley
  11934. *
  11935. * parameters = {
  11936. *
  11937. * referencePosition: <float>,
  11938. * nearDistance: <float>,
  11939. * farDistance: <float>,
  11940. *
  11941. * skinning: <bool>,
  11942. * morphTargets: <bool>,
  11943. *
  11944. * map: new THREE.Texture( <Image> ),
  11945. *
  11946. * alphaMap: new THREE.Texture( <Image> ),
  11947. *
  11948. * displacementMap: new THREE.Texture( <Image> ),
  11949. * displacementScale: <float>,
  11950. * displacementBias: <float>
  11951. *
  11952. * }
  11953. */
  11954. function MeshDistanceMaterial( parameters ) {
  11955. Material.call( this );
  11956. this.type = 'MeshDistanceMaterial';
  11957. this.referencePosition = new Vector3();
  11958. this.nearDistance = 1;
  11959. this.farDistance = 1000;
  11960. this.skinning = false;
  11961. this.morphTargets = false;
  11962. this.map = null;
  11963. this.alphaMap = null;
  11964. this.displacementMap = null;
  11965. this.displacementScale = 1;
  11966. this.displacementBias = 0;
  11967. this.fog = false;
  11968. this.setValues( parameters );
  11969. }
  11970. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11971. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11972. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11973. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11974. Material.prototype.copy.call( this, source );
  11975. this.referencePosition.copy( source.referencePosition );
  11976. this.nearDistance = source.nearDistance;
  11977. this.farDistance = source.farDistance;
  11978. this.skinning = source.skinning;
  11979. this.morphTargets = source.morphTargets;
  11980. this.map = source.map;
  11981. this.alphaMap = source.alphaMap;
  11982. this.displacementMap = source.displacementMap;
  11983. this.displacementScale = source.displacementScale;
  11984. this.displacementBias = source.displacementBias;
  11985. return this;
  11986. };
  11987. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11988. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11989. /**
  11990. * @author alteredq / http://alteredqualia.com/
  11991. * @author mrdoob / http://mrdoob.com/
  11992. */
  11993. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11994. var _frustum = new Frustum(),
  11995. _shadowMapSize = new Vector2(),
  11996. _viewportSize = new Vector2(),
  11997. _viewport = new Vector4(),
  11998. _depthMaterials = [],
  11999. _distanceMaterials = [],
  12000. _materialCache = {};
  12001. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12002. var shadowMaterialVertical = new ShaderMaterial( {
  12003. defines: {
  12004. SAMPLE_RATE: 2.0 / 8.0,
  12005. HALF_SAMPLE_RATE: 1.0 / 8.0
  12006. },
  12007. uniforms: {
  12008. shadow_pass: { value: null },
  12009. resolution: { value: new Vector2() },
  12010. radius: { value: 4.0 }
  12011. },
  12012. vertexShader: vsm_vert,
  12013. fragmentShader: vsm_frag
  12014. } );
  12015. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12016. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12017. var fullScreenTri = new BufferGeometry();
  12018. fullScreenTri.setAttribute(
  12019. "position",
  12020. new BufferAttribute(
  12021. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12022. 3
  12023. )
  12024. );
  12025. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12026. var scope = this;
  12027. this.enabled = false;
  12028. this.autoUpdate = true;
  12029. this.needsUpdate = false;
  12030. this.type = PCFShadowMap;
  12031. this.render = function ( lights, scene, camera ) {
  12032. if ( scope.enabled === false ) { return; }
  12033. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12034. if ( lights.length === 0 ) { return; }
  12035. var currentRenderTarget = _renderer.getRenderTarget();
  12036. var activeCubeFace = _renderer.getActiveCubeFace();
  12037. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12038. var _state = _renderer.state;
  12039. // Set GL state for depth map.
  12040. _state.setBlending( NoBlending );
  12041. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12042. _state.buffers.depth.setTest( true );
  12043. _state.setScissorTest( false );
  12044. // render depth map
  12045. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12046. var light = lights[ i ];
  12047. var shadow = light.shadow;
  12048. if ( shadow === undefined ) {
  12049. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12050. continue;
  12051. }
  12052. _shadowMapSize.copy( shadow.mapSize );
  12053. var shadowFrameExtents = shadow.getFrameExtents();
  12054. _shadowMapSize.multiply( shadowFrameExtents );
  12055. _viewportSize.copy( shadow.mapSize );
  12056. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12057. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  12058. if ( _shadowMapSize.x > maxTextureSize ) {
  12059. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12060. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12061. shadow.mapSize.x = _viewportSize.x;
  12062. }
  12063. if ( _shadowMapSize.y > maxTextureSize ) {
  12064. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12065. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12066. shadow.mapSize.y = _viewportSize.y;
  12067. }
  12068. }
  12069. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12070. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12071. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12072. shadow.map.texture.name = light.name + ".shadowMap";
  12073. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12074. shadow.camera.updateProjectionMatrix();
  12075. }
  12076. if ( shadow.map === null ) {
  12077. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12078. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12079. shadow.map.texture.name = light.name + ".shadowMap";
  12080. shadow.camera.updateProjectionMatrix();
  12081. }
  12082. _renderer.setRenderTarget( shadow.map );
  12083. _renderer.clear();
  12084. var viewportCount = shadow.getViewportCount();
  12085. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12086. var viewport = shadow.getViewport( vp );
  12087. _viewport.set(
  12088. _viewportSize.x * viewport.x,
  12089. _viewportSize.y * viewport.y,
  12090. _viewportSize.x * viewport.z,
  12091. _viewportSize.y * viewport.w
  12092. );
  12093. _state.viewport( _viewport );
  12094. shadow.updateMatrices( light, vp );
  12095. _frustum = shadow.getFrustum();
  12096. renderObject( scene, camera, shadow.camera, light, this.type );
  12097. }
  12098. // do blur pass for VSM
  12099. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12100. VSMPass( shadow, camera );
  12101. }
  12102. }
  12103. scope.needsUpdate = false;
  12104. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12105. };
  12106. function VSMPass( shadow, camera ) {
  12107. var geometry = _objects.update( fullScreenMesh );
  12108. // vertical pass
  12109. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12110. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12111. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12112. _renderer.setRenderTarget( shadow.mapPass );
  12113. _renderer.clear();
  12114. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12115. // horizonal pass
  12116. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12117. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12118. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12119. _renderer.setRenderTarget( shadow.map );
  12120. _renderer.clear();
  12121. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12122. }
  12123. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12124. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12125. var material = _depthMaterials[ index ];
  12126. if ( material === undefined ) {
  12127. material = new MeshDepthMaterial( {
  12128. depthPacking: RGBADepthPacking,
  12129. morphTargets: useMorphing,
  12130. skinning: useSkinning
  12131. } );
  12132. _depthMaterials[ index ] = material;
  12133. }
  12134. return material;
  12135. }
  12136. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12137. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12138. var material = _distanceMaterials[ index ];
  12139. if ( material === undefined ) {
  12140. material = new MeshDistanceMaterial( {
  12141. morphTargets: useMorphing,
  12142. skinning: useSkinning
  12143. } );
  12144. _distanceMaterials[ index ] = material;
  12145. }
  12146. return material;
  12147. }
  12148. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12149. var geometry = object.geometry;
  12150. var result = null;
  12151. var getMaterialVariant = getDepthMaterialVariant;
  12152. var customMaterial = object.customDepthMaterial;
  12153. if ( light.isPointLight === true ) {
  12154. getMaterialVariant = getDistanceMaterialVariant;
  12155. customMaterial = object.customDistanceMaterial;
  12156. }
  12157. if ( customMaterial === undefined ) {
  12158. var useMorphing = false;
  12159. if ( material.morphTargets === true ) {
  12160. if ( geometry.isBufferGeometry === true ) {
  12161. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12162. } else if ( geometry.isGeometry === true ) {
  12163. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  12164. }
  12165. }
  12166. var useSkinning = false;
  12167. if ( object.isSkinnedMesh === true ) {
  12168. if ( material.skinning === true ) {
  12169. useSkinning = true;
  12170. } else {
  12171. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12172. }
  12173. }
  12174. var useInstancing = object.isInstancedMesh === true;
  12175. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12176. } else {
  12177. result = customMaterial;
  12178. }
  12179. if ( _renderer.localClippingEnabled &&
  12180. material.clipShadows === true &&
  12181. material.clippingPlanes.length !== 0 ) {
  12182. // in this case we need a unique material instance reflecting the
  12183. // appropriate state
  12184. var keyA = result.uuid, keyB = material.uuid;
  12185. var materialsForVariant = _materialCache[ keyA ];
  12186. if ( materialsForVariant === undefined ) {
  12187. materialsForVariant = {};
  12188. _materialCache[ keyA ] = materialsForVariant;
  12189. }
  12190. var cachedMaterial = materialsForVariant[ keyB ];
  12191. if ( cachedMaterial === undefined ) {
  12192. cachedMaterial = result.clone();
  12193. materialsForVariant[ keyB ] = cachedMaterial;
  12194. }
  12195. result = cachedMaterial;
  12196. }
  12197. result.visible = material.visible;
  12198. result.wireframe = material.wireframe;
  12199. if ( type === VSMShadowMap ) {
  12200. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12201. } else {
  12202. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12203. }
  12204. result.clipShadows = material.clipShadows;
  12205. result.clippingPlanes = material.clippingPlanes;
  12206. result.clipIntersection = material.clipIntersection;
  12207. result.wireframeLinewidth = material.wireframeLinewidth;
  12208. result.linewidth = material.linewidth;
  12209. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12210. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12211. result.nearDistance = shadowCameraNear;
  12212. result.farDistance = shadowCameraFar;
  12213. }
  12214. return result;
  12215. }
  12216. function renderObject( object, camera, shadowCamera, light, type ) {
  12217. if ( object.visible === false ) { return; }
  12218. var visible = object.layers.test( camera.layers );
  12219. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12220. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12221. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12222. var geometry = _objects.update( object );
  12223. var material = object.material;
  12224. if ( Array.isArray( material ) ) {
  12225. var groups = geometry.groups;
  12226. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12227. var group = groups[ k ];
  12228. var groupMaterial = material[ group.materialIndex ];
  12229. if ( groupMaterial && groupMaterial.visible ) {
  12230. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12231. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12232. }
  12233. }
  12234. } else if ( material.visible ) {
  12235. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12236. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12237. }
  12238. }
  12239. }
  12240. var children = object.children;
  12241. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12242. renderObject( children[ i ], camera, shadowCamera, light, type );
  12243. }
  12244. }
  12245. }
  12246. /**
  12247. * @author mrdoob / http://mrdoob.com/
  12248. */
  12249. function WebGLState( gl, extensions, capabilities ) {
  12250. var isWebGL2 = capabilities.isWebGL2;
  12251. function ColorBuffer() {
  12252. var locked = false;
  12253. var color = new Vector4();
  12254. var currentColorMask = null;
  12255. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12256. return {
  12257. setMask: function ( colorMask ) {
  12258. if ( currentColorMask !== colorMask && ! locked ) {
  12259. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12260. currentColorMask = colorMask;
  12261. }
  12262. },
  12263. setLocked: function ( lock ) {
  12264. locked = lock;
  12265. },
  12266. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12267. if ( premultipliedAlpha === true ) {
  12268. r *= a; g *= a; b *= a;
  12269. }
  12270. color.set( r, g, b, a );
  12271. if ( currentColorClear.equals( color ) === false ) {
  12272. gl.clearColor( r, g, b, a );
  12273. currentColorClear.copy( color );
  12274. }
  12275. },
  12276. reset: function () {
  12277. locked = false;
  12278. currentColorMask = null;
  12279. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12280. }
  12281. };
  12282. }
  12283. function DepthBuffer() {
  12284. var locked = false;
  12285. var currentDepthMask = null;
  12286. var currentDepthFunc = null;
  12287. var currentDepthClear = null;
  12288. return {
  12289. setTest: function ( depthTest ) {
  12290. if ( depthTest ) {
  12291. enable( 2929 );
  12292. } else {
  12293. disable( 2929 );
  12294. }
  12295. },
  12296. setMask: function ( depthMask ) {
  12297. if ( currentDepthMask !== depthMask && ! locked ) {
  12298. gl.depthMask( depthMask );
  12299. currentDepthMask = depthMask;
  12300. }
  12301. },
  12302. setFunc: function ( depthFunc ) {
  12303. if ( currentDepthFunc !== depthFunc ) {
  12304. if ( depthFunc ) {
  12305. switch ( depthFunc ) {
  12306. case NeverDepth:
  12307. gl.depthFunc( 512 );
  12308. break;
  12309. case AlwaysDepth:
  12310. gl.depthFunc( 519 );
  12311. break;
  12312. case LessDepth:
  12313. gl.depthFunc( 513 );
  12314. break;
  12315. case LessEqualDepth:
  12316. gl.depthFunc( 515 );
  12317. break;
  12318. case EqualDepth:
  12319. gl.depthFunc( 514 );
  12320. break;
  12321. case GreaterEqualDepth:
  12322. gl.depthFunc( 518 );
  12323. break;
  12324. case GreaterDepth:
  12325. gl.depthFunc( 516 );
  12326. break;
  12327. case NotEqualDepth:
  12328. gl.depthFunc( 517 );
  12329. break;
  12330. default:
  12331. gl.depthFunc( 515 );
  12332. }
  12333. } else {
  12334. gl.depthFunc( 515 );
  12335. }
  12336. currentDepthFunc = depthFunc;
  12337. }
  12338. },
  12339. setLocked: function ( lock ) {
  12340. locked = lock;
  12341. },
  12342. setClear: function ( depth ) {
  12343. if ( currentDepthClear !== depth ) {
  12344. gl.clearDepth( depth );
  12345. currentDepthClear = depth;
  12346. }
  12347. },
  12348. reset: function () {
  12349. locked = false;
  12350. currentDepthMask = null;
  12351. currentDepthFunc = null;
  12352. currentDepthClear = null;
  12353. }
  12354. };
  12355. }
  12356. function StencilBuffer() {
  12357. var locked = false;
  12358. var currentStencilMask = null;
  12359. var currentStencilFunc = null;
  12360. var currentStencilRef = null;
  12361. var currentStencilFuncMask = null;
  12362. var currentStencilFail = null;
  12363. var currentStencilZFail = null;
  12364. var currentStencilZPass = null;
  12365. var currentStencilClear = null;
  12366. return {
  12367. setTest: function ( stencilTest ) {
  12368. if ( ! locked ) {
  12369. if ( stencilTest ) {
  12370. enable( 2960 );
  12371. } else {
  12372. disable( 2960 );
  12373. }
  12374. }
  12375. },
  12376. setMask: function ( stencilMask ) {
  12377. if ( currentStencilMask !== stencilMask && ! locked ) {
  12378. gl.stencilMask( stencilMask );
  12379. currentStencilMask = stencilMask;
  12380. }
  12381. },
  12382. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12383. if ( currentStencilFunc !== stencilFunc ||
  12384. currentStencilRef !== stencilRef ||
  12385. currentStencilFuncMask !== stencilMask ) {
  12386. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12387. currentStencilFunc = stencilFunc;
  12388. currentStencilRef = stencilRef;
  12389. currentStencilFuncMask = stencilMask;
  12390. }
  12391. },
  12392. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12393. if ( currentStencilFail !== stencilFail ||
  12394. currentStencilZFail !== stencilZFail ||
  12395. currentStencilZPass !== stencilZPass ) {
  12396. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12397. currentStencilFail = stencilFail;
  12398. currentStencilZFail = stencilZFail;
  12399. currentStencilZPass = stencilZPass;
  12400. }
  12401. },
  12402. setLocked: function ( lock ) {
  12403. locked = lock;
  12404. },
  12405. setClear: function ( stencil ) {
  12406. if ( currentStencilClear !== stencil ) {
  12407. gl.clearStencil( stencil );
  12408. currentStencilClear = stencil;
  12409. }
  12410. },
  12411. reset: function () {
  12412. locked = false;
  12413. currentStencilMask = null;
  12414. currentStencilFunc = null;
  12415. currentStencilRef = null;
  12416. currentStencilFuncMask = null;
  12417. currentStencilFail = null;
  12418. currentStencilZFail = null;
  12419. currentStencilZPass = null;
  12420. currentStencilClear = null;
  12421. }
  12422. };
  12423. }
  12424. //
  12425. var colorBuffer = new ColorBuffer();
  12426. var depthBuffer = new DepthBuffer();
  12427. var stencilBuffer = new StencilBuffer();
  12428. var maxVertexAttributes = gl.getParameter( 34921 );
  12429. var newAttributes = new Uint8Array( maxVertexAttributes );
  12430. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12431. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12432. var enabledCapabilities = {};
  12433. var currentProgram = null;
  12434. var currentBlendingEnabled = null;
  12435. var currentBlending = null;
  12436. var currentBlendEquation = null;
  12437. var currentBlendSrc = null;
  12438. var currentBlendDst = null;
  12439. var currentBlendEquationAlpha = null;
  12440. var currentBlendSrcAlpha = null;
  12441. var currentBlendDstAlpha = null;
  12442. var currentPremultipledAlpha = false;
  12443. var currentFlipSided = null;
  12444. var currentCullFace = null;
  12445. var currentLineWidth = null;
  12446. var currentPolygonOffsetFactor = null;
  12447. var currentPolygonOffsetUnits = null;
  12448. var maxTextures = gl.getParameter( 35661 );
  12449. var lineWidthAvailable = false;
  12450. var version = 0;
  12451. var glVersion = gl.getParameter( 7938 );
  12452. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12453. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12454. lineWidthAvailable = ( version >= 1.0 );
  12455. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12456. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12457. lineWidthAvailable = ( version >= 2.0 );
  12458. }
  12459. var currentTextureSlot = null;
  12460. var currentBoundTextures = {};
  12461. var currentScissor = new Vector4();
  12462. var currentViewport = new Vector4();
  12463. function createTexture( type, target, count ) {
  12464. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12465. var texture = gl.createTexture();
  12466. gl.bindTexture( type, texture );
  12467. gl.texParameteri( type, 10241, 9728 );
  12468. gl.texParameteri( type, 10240, 9728 );
  12469. for ( var i = 0; i < count; i ++ ) {
  12470. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12471. }
  12472. return texture;
  12473. }
  12474. var emptyTextures = {};
  12475. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12476. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12477. // init
  12478. colorBuffer.setClear( 0, 0, 0, 1 );
  12479. depthBuffer.setClear( 1 );
  12480. stencilBuffer.setClear( 0 );
  12481. enable( 2929 );
  12482. depthBuffer.setFunc( LessEqualDepth );
  12483. setFlipSided( false );
  12484. setCullFace( CullFaceBack );
  12485. enable( 2884 );
  12486. setBlending( NoBlending );
  12487. //
  12488. function initAttributes() {
  12489. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12490. newAttributes[ i ] = 0;
  12491. }
  12492. }
  12493. function enableAttribute( attribute ) {
  12494. enableAttributeAndDivisor( attribute, 0 );
  12495. }
  12496. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12497. newAttributes[ attribute ] = 1;
  12498. if ( enabledAttributes[ attribute ] === 0 ) {
  12499. gl.enableVertexAttribArray( attribute );
  12500. enabledAttributes[ attribute ] = 1;
  12501. }
  12502. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12503. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12504. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12505. attributeDivisors[ attribute ] = meshPerAttribute;
  12506. }
  12507. }
  12508. function disableUnusedAttributes() {
  12509. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12510. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12511. gl.disableVertexAttribArray( i );
  12512. enabledAttributes[ i ] = 0;
  12513. }
  12514. }
  12515. }
  12516. function enable( id ) {
  12517. if ( enabledCapabilities[ id ] !== true ) {
  12518. gl.enable( id );
  12519. enabledCapabilities[ id ] = true;
  12520. }
  12521. }
  12522. function disable( id ) {
  12523. if ( enabledCapabilities[ id ] !== false ) {
  12524. gl.disable( id );
  12525. enabledCapabilities[ id ] = false;
  12526. }
  12527. }
  12528. function useProgram( program ) {
  12529. if ( currentProgram !== program ) {
  12530. gl.useProgram( program );
  12531. currentProgram = program;
  12532. return true;
  12533. }
  12534. return false;
  12535. }
  12536. var equationToGL = {};
  12537. equationToGL[ AddEquation ] = 32774;
  12538. equationToGL[ SubtractEquation ] = 32778;
  12539. equationToGL[ ReverseSubtractEquation ] = 32779;
  12540. if ( isWebGL2 ) {
  12541. equationToGL[ MinEquation ] = 32775;
  12542. equationToGL[ MaxEquation ] = 32776;
  12543. } else {
  12544. var extension = extensions.get( 'EXT_blend_minmax' );
  12545. if ( extension !== null ) {
  12546. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12547. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12548. }
  12549. }
  12550. var factorToGL = {};
  12551. factorToGL[ ZeroFactor ] = 0;
  12552. factorToGL[ OneFactor ] = 1;
  12553. factorToGL[ SrcColorFactor ] = 768;
  12554. factorToGL[ SrcAlphaFactor ] = 770;
  12555. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12556. factorToGL[ DstColorFactor ] = 774;
  12557. factorToGL[ DstAlphaFactor ] = 772;
  12558. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12559. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12560. factorToGL[ OneMinusDstColorFactor ] = 775;
  12561. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12562. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12563. if ( blending === NoBlending ) {
  12564. if ( currentBlendingEnabled ) {
  12565. disable( 3042 );
  12566. currentBlendingEnabled = false;
  12567. }
  12568. return;
  12569. }
  12570. if ( ! currentBlendingEnabled ) {
  12571. enable( 3042 );
  12572. currentBlendingEnabled = true;
  12573. }
  12574. if ( blending !== CustomBlending ) {
  12575. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12576. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12577. gl.blendEquation( 32774 );
  12578. currentBlendEquation = AddEquation;
  12579. currentBlendEquationAlpha = AddEquation;
  12580. }
  12581. if ( premultipliedAlpha ) {
  12582. switch ( blending ) {
  12583. case NormalBlending:
  12584. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12585. break;
  12586. case AdditiveBlending:
  12587. gl.blendFunc( 1, 1 );
  12588. break;
  12589. case SubtractiveBlending:
  12590. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12591. break;
  12592. case MultiplyBlending:
  12593. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12594. break;
  12595. default:
  12596. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12597. break;
  12598. }
  12599. } else {
  12600. switch ( blending ) {
  12601. case NormalBlending:
  12602. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12603. break;
  12604. case AdditiveBlending:
  12605. gl.blendFunc( 770, 1 );
  12606. break;
  12607. case SubtractiveBlending:
  12608. gl.blendFunc( 0, 769 );
  12609. break;
  12610. case MultiplyBlending:
  12611. gl.blendFunc( 0, 768 );
  12612. break;
  12613. default:
  12614. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12615. break;
  12616. }
  12617. }
  12618. currentBlendSrc = null;
  12619. currentBlendDst = null;
  12620. currentBlendSrcAlpha = null;
  12621. currentBlendDstAlpha = null;
  12622. currentBlending = blending;
  12623. currentPremultipledAlpha = premultipliedAlpha;
  12624. }
  12625. return;
  12626. }
  12627. // custom blending
  12628. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12629. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12630. blendDstAlpha = blendDstAlpha || blendDst;
  12631. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12632. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12633. currentBlendEquation = blendEquation;
  12634. currentBlendEquationAlpha = blendEquationAlpha;
  12635. }
  12636. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12637. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12638. currentBlendSrc = blendSrc;
  12639. currentBlendDst = blendDst;
  12640. currentBlendSrcAlpha = blendSrcAlpha;
  12641. currentBlendDstAlpha = blendDstAlpha;
  12642. }
  12643. currentBlending = blending;
  12644. currentPremultipledAlpha = null;
  12645. }
  12646. function setMaterial( material, frontFaceCW ) {
  12647. material.side === DoubleSide
  12648. ? disable( 2884 )
  12649. : enable( 2884 );
  12650. var flipSided = ( material.side === BackSide );
  12651. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12652. setFlipSided( flipSided );
  12653. ( material.blending === NormalBlending && material.transparent === false )
  12654. ? setBlending( NoBlending )
  12655. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12656. depthBuffer.setFunc( material.depthFunc );
  12657. depthBuffer.setTest( material.depthTest );
  12658. depthBuffer.setMask( material.depthWrite );
  12659. colorBuffer.setMask( material.colorWrite );
  12660. var stencilWrite = material.stencilWrite;
  12661. stencilBuffer.setTest( stencilWrite );
  12662. if ( stencilWrite ) {
  12663. stencilBuffer.setMask( material.stencilWriteMask );
  12664. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12665. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12666. }
  12667. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12668. }
  12669. //
  12670. function setFlipSided( flipSided ) {
  12671. if ( currentFlipSided !== flipSided ) {
  12672. if ( flipSided ) {
  12673. gl.frontFace( 2304 );
  12674. } else {
  12675. gl.frontFace( 2305 );
  12676. }
  12677. currentFlipSided = flipSided;
  12678. }
  12679. }
  12680. function setCullFace( cullFace ) {
  12681. if ( cullFace !== CullFaceNone ) {
  12682. enable( 2884 );
  12683. if ( cullFace !== currentCullFace ) {
  12684. if ( cullFace === CullFaceBack ) {
  12685. gl.cullFace( 1029 );
  12686. } else if ( cullFace === CullFaceFront ) {
  12687. gl.cullFace( 1028 );
  12688. } else {
  12689. gl.cullFace( 1032 );
  12690. }
  12691. }
  12692. } else {
  12693. disable( 2884 );
  12694. }
  12695. currentCullFace = cullFace;
  12696. }
  12697. function setLineWidth( width ) {
  12698. if ( width !== currentLineWidth ) {
  12699. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12700. currentLineWidth = width;
  12701. }
  12702. }
  12703. function setPolygonOffset( polygonOffset, factor, units ) {
  12704. if ( polygonOffset ) {
  12705. enable( 32823 );
  12706. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12707. gl.polygonOffset( factor, units );
  12708. currentPolygonOffsetFactor = factor;
  12709. currentPolygonOffsetUnits = units;
  12710. }
  12711. } else {
  12712. disable( 32823 );
  12713. }
  12714. }
  12715. function setScissorTest( scissorTest ) {
  12716. if ( scissorTest ) {
  12717. enable( 3089 );
  12718. } else {
  12719. disable( 3089 );
  12720. }
  12721. }
  12722. // texture
  12723. function activeTexture( webglSlot ) {
  12724. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12725. if ( currentTextureSlot !== webglSlot ) {
  12726. gl.activeTexture( webglSlot );
  12727. currentTextureSlot = webglSlot;
  12728. }
  12729. }
  12730. function bindTexture( webglType, webglTexture ) {
  12731. if ( currentTextureSlot === null ) {
  12732. activeTexture();
  12733. }
  12734. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12735. if ( boundTexture === undefined ) {
  12736. boundTexture = { type: undefined, texture: undefined };
  12737. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12738. }
  12739. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12740. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12741. boundTexture.type = webglType;
  12742. boundTexture.texture = webglTexture;
  12743. }
  12744. }
  12745. function unbindTexture() {
  12746. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12747. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12748. gl.bindTexture( boundTexture.type, null );
  12749. boundTexture.type = undefined;
  12750. boundTexture.texture = undefined;
  12751. }
  12752. }
  12753. function compressedTexImage2D() {
  12754. try {
  12755. gl.compressedTexImage2D.apply( gl, arguments );
  12756. } catch ( error ) {
  12757. console.error( 'THREE.WebGLState:', error );
  12758. }
  12759. }
  12760. function texImage2D() {
  12761. try {
  12762. gl.texImage2D.apply( gl, arguments );
  12763. } catch ( error ) {
  12764. console.error( 'THREE.WebGLState:', error );
  12765. }
  12766. }
  12767. function texImage3D() {
  12768. try {
  12769. gl.texImage3D.apply( gl, arguments );
  12770. } catch ( error ) {
  12771. console.error( 'THREE.WebGLState:', error );
  12772. }
  12773. }
  12774. //
  12775. function scissor( scissor ) {
  12776. if ( currentScissor.equals( scissor ) === false ) {
  12777. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12778. currentScissor.copy( scissor );
  12779. }
  12780. }
  12781. function viewport( viewport ) {
  12782. if ( currentViewport.equals( viewport ) === false ) {
  12783. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12784. currentViewport.copy( viewport );
  12785. }
  12786. }
  12787. //
  12788. function reset() {
  12789. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12790. if ( enabledAttributes[ i ] === 1 ) {
  12791. gl.disableVertexAttribArray( i );
  12792. enabledAttributes[ i ] = 0;
  12793. }
  12794. }
  12795. enabledCapabilities = {};
  12796. currentTextureSlot = null;
  12797. currentBoundTextures = {};
  12798. currentProgram = null;
  12799. currentBlending = null;
  12800. currentFlipSided = null;
  12801. currentCullFace = null;
  12802. colorBuffer.reset();
  12803. depthBuffer.reset();
  12804. stencilBuffer.reset();
  12805. }
  12806. return {
  12807. buffers: {
  12808. color: colorBuffer,
  12809. depth: depthBuffer,
  12810. stencil: stencilBuffer
  12811. },
  12812. initAttributes: initAttributes,
  12813. enableAttribute: enableAttribute,
  12814. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12815. disableUnusedAttributes: disableUnusedAttributes,
  12816. enable: enable,
  12817. disable: disable,
  12818. useProgram: useProgram,
  12819. setBlending: setBlending,
  12820. setMaterial: setMaterial,
  12821. setFlipSided: setFlipSided,
  12822. setCullFace: setCullFace,
  12823. setLineWidth: setLineWidth,
  12824. setPolygonOffset: setPolygonOffset,
  12825. setScissorTest: setScissorTest,
  12826. activeTexture: activeTexture,
  12827. bindTexture: bindTexture,
  12828. unbindTexture: unbindTexture,
  12829. compressedTexImage2D: compressedTexImage2D,
  12830. texImage2D: texImage2D,
  12831. texImage3D: texImage3D,
  12832. scissor: scissor,
  12833. viewport: viewport,
  12834. reset: reset
  12835. };
  12836. }
  12837. /**
  12838. * @author mrdoob / http://mrdoob.com/
  12839. */
  12840. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12841. var isWebGL2 = capabilities.isWebGL2;
  12842. var maxTextures = capabilities.maxTextures;
  12843. var maxCubemapSize = capabilities.maxCubemapSize;
  12844. var maxTextureSize = capabilities.maxTextureSize;
  12845. var maxSamples = capabilities.maxSamples;
  12846. var _videoTextures = new WeakMap();
  12847. var _canvas;
  12848. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12849. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12850. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12851. var useOffscreenCanvas = false;
  12852. try {
  12853. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12854. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12855. } catch ( err ) {
  12856. // Ignore any errors
  12857. }
  12858. function createCanvas( width, height ) {
  12859. // Use OffscreenCanvas when available. Specially needed in web workers
  12860. return useOffscreenCanvas ?
  12861. new OffscreenCanvas( width, height ) :
  12862. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12863. }
  12864. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12865. var scale = 1;
  12866. // handle case if texture exceeds max size
  12867. if ( image.width > maxSize || image.height > maxSize ) {
  12868. scale = maxSize / Math.max( image.width, image.height );
  12869. }
  12870. // only perform resize if necessary
  12871. if ( scale < 1 || needsPowerOfTwo === true ) {
  12872. // only perform resize for certain image types
  12873. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12874. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12875. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12876. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12877. var width = floor( scale * image.width );
  12878. var height = floor( scale * image.height );
  12879. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12880. // cube textures can't reuse the same canvas
  12881. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12882. canvas.width = width;
  12883. canvas.height = height;
  12884. var context = canvas.getContext( '2d' );
  12885. context.drawImage( image, 0, 0, width, height );
  12886. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12887. return canvas;
  12888. } else {
  12889. if ( 'data' in image ) {
  12890. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12891. }
  12892. return image;
  12893. }
  12894. }
  12895. return image;
  12896. }
  12897. function isPowerOfTwo( image ) {
  12898. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12899. }
  12900. function textureNeedsPowerOfTwo( texture ) {
  12901. if ( isWebGL2 ) { return false; }
  12902. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12903. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12904. }
  12905. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12906. return texture.generateMipmaps && supportsMips &&
  12907. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12908. }
  12909. function generateMipmap( target, texture, width, height ) {
  12910. _gl.generateMipmap( target );
  12911. var textureProperties = properties.get( texture );
  12912. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12913. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12914. }
  12915. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12916. if ( isWebGL2 === false ) { return glFormat; }
  12917. if ( internalFormatName !== null ) {
  12918. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12919. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12920. }
  12921. var internalFormat = glFormat;
  12922. if ( glFormat === 6403 ) {
  12923. if ( glType === 5126 ) { internalFormat = 33326; }
  12924. if ( glType === 5131 ) { internalFormat = 33325; }
  12925. if ( glType === 5121 ) { internalFormat = 33321; }
  12926. }
  12927. if ( glFormat === 6407 ) {
  12928. if ( glType === 5126 ) { internalFormat = 34837; }
  12929. if ( glType === 5131 ) { internalFormat = 34843; }
  12930. if ( glType === 5121 ) { internalFormat = 32849; }
  12931. }
  12932. if ( glFormat === 6408 ) {
  12933. if ( glType === 5126 ) { internalFormat = 34836; }
  12934. if ( glType === 5131 ) { internalFormat = 34842; }
  12935. if ( glType === 5121 ) { internalFormat = 32856; }
  12936. }
  12937. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12938. internalFormat === 34842 || internalFormat === 34836 ) {
  12939. extensions.get( 'EXT_color_buffer_float' );
  12940. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12941. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12942. }
  12943. return internalFormat;
  12944. }
  12945. // Fallback filters for non-power-of-2 textures
  12946. function filterFallback( f ) {
  12947. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12948. return 9728;
  12949. }
  12950. return 9729;
  12951. }
  12952. //
  12953. function onTextureDispose( event ) {
  12954. var texture = event.target;
  12955. texture.removeEventListener( 'dispose', onTextureDispose );
  12956. deallocateTexture( texture );
  12957. if ( texture.isVideoTexture ) {
  12958. _videoTextures.delete( texture );
  12959. }
  12960. info.memory.textures --;
  12961. }
  12962. function onRenderTargetDispose( event ) {
  12963. var renderTarget = event.target;
  12964. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12965. deallocateRenderTarget( renderTarget );
  12966. info.memory.textures --;
  12967. }
  12968. //
  12969. function deallocateTexture( texture ) {
  12970. var textureProperties = properties.get( texture );
  12971. if ( textureProperties.__webglInit === undefined ) { return; }
  12972. _gl.deleteTexture( textureProperties.__webglTexture );
  12973. properties.remove( texture );
  12974. }
  12975. function deallocateRenderTarget( renderTarget ) {
  12976. var renderTargetProperties = properties.get( renderTarget );
  12977. var textureProperties = properties.get( renderTarget.texture );
  12978. if ( ! renderTarget ) { return; }
  12979. if ( textureProperties.__webglTexture !== undefined ) {
  12980. _gl.deleteTexture( textureProperties.__webglTexture );
  12981. }
  12982. if ( renderTarget.depthTexture ) {
  12983. renderTarget.depthTexture.dispose();
  12984. }
  12985. if ( renderTarget.isWebGLCubeRenderTarget ) {
  12986. for ( var i = 0; i < 6; i ++ ) {
  12987. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12988. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12989. }
  12990. } else {
  12991. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12992. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12993. }
  12994. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12995. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12996. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12997. info.memory.textures -= 2;
  12998. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12999. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  13000. }
  13001. }
  13002. properties.remove( renderTarget.texture );
  13003. properties.remove( renderTarget );
  13004. }
  13005. //
  13006. var textureUnits = 0;
  13007. function resetTextureUnits() {
  13008. textureUnits = 0;
  13009. }
  13010. function allocateTextureUnit() {
  13011. var textureUnit = textureUnits;
  13012. if ( textureUnit >= maxTextures ) {
  13013. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13014. }
  13015. textureUnits += 1;
  13016. return textureUnit;
  13017. }
  13018. //
  13019. function setTexture2D( texture, slot ) {
  13020. var textureProperties = properties.get( texture );
  13021. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13022. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13023. var image = texture.image;
  13024. if ( image === undefined ) {
  13025. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13026. } else if ( image.complete === false ) {
  13027. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13028. } else {
  13029. uploadTexture( textureProperties, texture, slot );
  13030. return;
  13031. }
  13032. }
  13033. state.activeTexture( 33984 + slot );
  13034. state.bindTexture( 3553, textureProperties.__webglTexture );
  13035. }
  13036. function setTexture2DArray( texture, slot ) {
  13037. var textureProperties = properties.get( texture );
  13038. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13039. uploadTexture( textureProperties, texture, slot );
  13040. return;
  13041. }
  13042. state.activeTexture( 33984 + slot );
  13043. state.bindTexture( 35866, textureProperties.__webglTexture );
  13044. }
  13045. function setTexture3D( texture, slot ) {
  13046. var textureProperties = properties.get( texture );
  13047. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13048. uploadTexture( textureProperties, texture, slot );
  13049. return;
  13050. }
  13051. state.activeTexture( 33984 + slot );
  13052. state.bindTexture( 32879, textureProperties.__webglTexture );
  13053. }
  13054. function setTextureCube( texture, slot ) {
  13055. if ( texture.image.length !== 6 ) { return; }
  13056. var textureProperties = properties.get( texture );
  13057. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13058. initTexture( textureProperties, texture );
  13059. state.activeTexture( 33984 + slot );
  13060. state.bindTexture( 34067, textureProperties.__webglTexture );
  13061. _gl.pixelStorei( 37440, texture.flipY );
  13062. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13063. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13064. var cubeImage = [];
  13065. for ( var i = 0; i < 6; i ++ ) {
  13066. if ( ! isCompressed && ! isDataTexture ) {
  13067. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13068. } else {
  13069. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13070. }
  13071. }
  13072. var image = cubeImage[ 0 ],
  13073. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13074. glFormat = utils.convert( texture.format ),
  13075. glType = utils.convert( texture.type ),
  13076. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13077. setTextureParameters( 34067, texture, supportsMips );
  13078. var mipmaps;
  13079. if ( isCompressed ) {
  13080. for ( var i = 0; i < 6; i ++ ) {
  13081. mipmaps = cubeImage[ i ].mipmaps;
  13082. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13083. var mipmap = mipmaps[ j ];
  13084. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13085. if ( glFormat !== null ) {
  13086. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13087. } else {
  13088. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13089. }
  13090. } else {
  13091. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13092. }
  13093. }
  13094. }
  13095. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13096. } else {
  13097. mipmaps = texture.mipmaps;
  13098. for ( var i = 0; i < 6; i ++ ) {
  13099. if ( isDataTexture ) {
  13100. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13101. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13102. var mipmap = mipmaps[ j ];
  13103. var mipmapImage = mipmap.image[ i ].image;
  13104. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13105. }
  13106. } else {
  13107. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13108. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13109. var mipmap = mipmaps[ j ];
  13110. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13111. }
  13112. }
  13113. }
  13114. textureProperties.__maxMipLevel = mipmaps.length;
  13115. }
  13116. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13117. // We assume images for cube map have the same size.
  13118. generateMipmap( 34067, texture, image.width, image.height );
  13119. }
  13120. textureProperties.__version = texture.version;
  13121. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13122. } else {
  13123. state.activeTexture( 33984 + slot );
  13124. state.bindTexture( 34067, textureProperties.__webglTexture );
  13125. }
  13126. }
  13127. function setTextureCubeDynamic( texture, slot ) {
  13128. state.activeTexture( 33984 + slot );
  13129. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13130. }
  13131. var wrappingToGL = {};
  13132. wrappingToGL[ RepeatWrapping ] = 10497;
  13133. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13134. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13135. var filterToGL = {};
  13136. filterToGL[ NearestFilter ] = 9728;
  13137. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13138. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13139. filterToGL[ LinearFilter ] = 9729;
  13140. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13141. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13142. function setTextureParameters( textureType, texture, supportsMips ) {
  13143. if ( supportsMips ) {
  13144. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13145. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13146. if ( textureType === 32879 || textureType === 35866 ) {
  13147. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13148. }
  13149. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13150. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13151. } else {
  13152. _gl.texParameteri( textureType, 10242, 33071 );
  13153. _gl.texParameteri( textureType, 10243, 33071 );
  13154. if ( textureType === 32879 || textureType === 35866 ) {
  13155. _gl.texParameteri( textureType, 32882, 33071 );
  13156. }
  13157. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13158. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13159. }
  13160. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13161. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13162. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13163. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13164. }
  13165. }
  13166. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13167. if ( extension ) {
  13168. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13169. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13170. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13171. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13172. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13173. }
  13174. }
  13175. }
  13176. function initTexture( textureProperties, texture ) {
  13177. if ( textureProperties.__webglInit === undefined ) {
  13178. textureProperties.__webglInit = true;
  13179. texture.addEventListener( 'dispose', onTextureDispose );
  13180. textureProperties.__webglTexture = _gl.createTexture();
  13181. info.memory.textures ++;
  13182. }
  13183. }
  13184. function uploadTexture( textureProperties, texture, slot ) {
  13185. var textureType = 3553;
  13186. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13187. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13188. initTexture( textureProperties, texture );
  13189. state.activeTexture( 33984 + slot );
  13190. state.bindTexture( textureType, textureProperties.__webglTexture );
  13191. _gl.pixelStorei( 37440, texture.flipY );
  13192. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13193. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13194. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13195. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13196. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13197. glFormat = utils.convert( texture.format ),
  13198. glType = utils.convert( texture.type ),
  13199. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13200. setTextureParameters( textureType, texture, supportsMips );
  13201. var mipmap, mipmaps = texture.mipmaps;
  13202. if ( texture.isDepthTexture ) {
  13203. // populate depth texture with dummy data
  13204. glInternalFormat = 6402;
  13205. if ( texture.type === FloatType ) {
  13206. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13207. glInternalFormat = 36012;
  13208. } else if ( isWebGL2 ) {
  13209. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13210. glInternalFormat = 33189;
  13211. }
  13212. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13213. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13214. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13215. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13216. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13217. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13218. texture.type = UnsignedShortType;
  13219. glType = utils.convert( texture.type );
  13220. }
  13221. }
  13222. // Depth stencil textures need the DEPTH_STENCIL internal format
  13223. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13224. if ( texture.format === DepthStencilFormat ) {
  13225. glInternalFormat = 34041;
  13226. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13227. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13228. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13229. if ( texture.type !== UnsignedInt248Type ) {
  13230. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13231. texture.type = UnsignedInt248Type;
  13232. glType = utils.convert( texture.type );
  13233. }
  13234. }
  13235. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13236. } else if ( texture.isDataTexture ) {
  13237. // use manually created mipmaps if available
  13238. // if there are no manual mipmaps
  13239. // set 0 level mipmap and then use GL to generate other mipmap levels
  13240. if ( mipmaps.length > 0 && supportsMips ) {
  13241. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13242. mipmap = mipmaps[ i ];
  13243. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13244. }
  13245. texture.generateMipmaps = false;
  13246. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13247. } else {
  13248. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13249. textureProperties.__maxMipLevel = 0;
  13250. }
  13251. } else if ( texture.isCompressedTexture ) {
  13252. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13253. mipmap = mipmaps[ i ];
  13254. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13255. if ( glFormat !== null ) {
  13256. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13257. } else {
  13258. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13259. }
  13260. } else {
  13261. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13262. }
  13263. }
  13264. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13265. } else if ( texture.isDataTexture2DArray ) {
  13266. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13267. textureProperties.__maxMipLevel = 0;
  13268. } else if ( texture.isDataTexture3D ) {
  13269. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13270. textureProperties.__maxMipLevel = 0;
  13271. } else {
  13272. // regular Texture (image, video, canvas)
  13273. // use manually created mipmaps if available
  13274. // if there are no manual mipmaps
  13275. // set 0 level mipmap and then use GL to generate other mipmap levels
  13276. if ( mipmaps.length > 0 && supportsMips ) {
  13277. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13278. mipmap = mipmaps[ i ];
  13279. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13280. }
  13281. texture.generateMipmaps = false;
  13282. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13283. } else {
  13284. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13285. textureProperties.__maxMipLevel = 0;
  13286. }
  13287. }
  13288. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13289. generateMipmap( textureType, texture, image.width, image.height );
  13290. }
  13291. textureProperties.__version = texture.version;
  13292. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13293. }
  13294. // Render targets
  13295. // Setup storage for target texture and bind it to correct framebuffer
  13296. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13297. var glFormat = utils.convert( renderTarget.texture.format );
  13298. var glType = utils.convert( renderTarget.texture.type );
  13299. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13300. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13301. _gl.bindFramebuffer( 36160, framebuffer );
  13302. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13303. _gl.bindFramebuffer( 36160, null );
  13304. }
  13305. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13306. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13307. _gl.bindRenderbuffer( 36161, renderbuffer );
  13308. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13309. if ( isMultisample ) {
  13310. var samples = getRenderTargetSamples( renderTarget );
  13311. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13312. } else {
  13313. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13314. }
  13315. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13316. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13317. if ( isMultisample ) {
  13318. var samples = getRenderTargetSamples( renderTarget );
  13319. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13320. } else {
  13321. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13322. }
  13323. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13324. } else {
  13325. var glFormat = utils.convert( renderTarget.texture.format );
  13326. var glType = utils.convert( renderTarget.texture.type );
  13327. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13328. if ( isMultisample ) {
  13329. var samples = getRenderTargetSamples( renderTarget );
  13330. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13331. } else {
  13332. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13333. }
  13334. }
  13335. _gl.bindRenderbuffer( 36161, null );
  13336. }
  13337. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13338. function setupDepthTexture( framebuffer, renderTarget ) {
  13339. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13340. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13341. _gl.bindFramebuffer( 36160, framebuffer );
  13342. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13343. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13344. }
  13345. // upload an empty depth texture with framebuffer size
  13346. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13347. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13348. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13349. renderTarget.depthTexture.image.width = renderTarget.width;
  13350. renderTarget.depthTexture.image.height = renderTarget.height;
  13351. renderTarget.depthTexture.needsUpdate = true;
  13352. }
  13353. setTexture2D( renderTarget.depthTexture, 0 );
  13354. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13355. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13356. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13357. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13358. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13359. } else {
  13360. throw new Error( 'Unknown depthTexture format' );
  13361. }
  13362. }
  13363. // Setup GL resources for a non-texture depth buffer
  13364. function setupDepthRenderbuffer( renderTarget ) {
  13365. var renderTargetProperties = properties.get( renderTarget );
  13366. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13367. if ( renderTarget.depthTexture ) {
  13368. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13369. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13370. } else {
  13371. if ( isCube ) {
  13372. renderTargetProperties.__webglDepthbuffer = [];
  13373. for ( var i = 0; i < 6; i ++ ) {
  13374. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13375. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13376. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13377. }
  13378. } else {
  13379. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13380. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13381. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13382. }
  13383. }
  13384. _gl.bindFramebuffer( 36160, null );
  13385. }
  13386. // Set up GL resources for the render target
  13387. function setupRenderTarget( renderTarget ) {
  13388. var renderTargetProperties = properties.get( renderTarget );
  13389. var textureProperties = properties.get( renderTarget.texture );
  13390. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13391. textureProperties.__webglTexture = _gl.createTexture();
  13392. info.memory.textures ++;
  13393. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13394. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13395. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13396. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13397. // Setup framebuffer
  13398. if ( isCube ) {
  13399. renderTargetProperties.__webglFramebuffer = [];
  13400. for ( var i = 0; i < 6; i ++ ) {
  13401. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13402. }
  13403. } else {
  13404. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13405. if ( isMultisample ) {
  13406. if ( isWebGL2 ) {
  13407. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13408. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13409. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13410. var glFormat = utils.convert( renderTarget.texture.format );
  13411. var glType = utils.convert( renderTarget.texture.type );
  13412. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13413. var samples = getRenderTargetSamples( renderTarget );
  13414. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13415. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13416. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13417. _gl.bindRenderbuffer( 36161, null );
  13418. if ( renderTarget.depthBuffer ) {
  13419. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13420. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13421. }
  13422. _gl.bindFramebuffer( 36160, null );
  13423. } else {
  13424. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13425. }
  13426. } else if ( isMultiview ) {
  13427. var width = renderTarget.width;
  13428. var height = renderTarget.height;
  13429. var numViews = renderTarget.numViews;
  13430. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13431. var ext = extensions.get( 'OVR_multiview2' );
  13432. info.memory.textures += 2;
  13433. var colorTexture = _gl.createTexture();
  13434. _gl.bindTexture( 35866, colorTexture );
  13435. _gl.texParameteri( 35866, 10240, 9728 );
  13436. _gl.texParameteri( 35866, 10241, 9728 );
  13437. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13438. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13439. var depthStencilTexture = _gl.createTexture();
  13440. _gl.bindTexture( 35866, depthStencilTexture );
  13441. _gl.texParameteri( 35866, 10240, 9728 );
  13442. _gl.texParameteri( 35866, 10241, 9728 );
  13443. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13444. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13445. var viewFramebuffers = new Array( numViews );
  13446. for ( var i = 0; i < numViews; ++ i ) {
  13447. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13448. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13449. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13450. }
  13451. renderTargetProperties.__webglColorTexture = colorTexture;
  13452. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13453. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13454. _gl.bindFramebuffer( 36160, null );
  13455. _gl.bindTexture( 35866, null );
  13456. }
  13457. }
  13458. // Setup color buffer
  13459. if ( isCube ) {
  13460. state.bindTexture( 34067, textureProperties.__webglTexture );
  13461. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13462. for ( var i = 0; i < 6; i ++ ) {
  13463. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13464. }
  13465. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13466. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13467. }
  13468. state.bindTexture( 34067, null );
  13469. } else if ( ! isMultiview ) {
  13470. state.bindTexture( 3553, textureProperties.__webglTexture );
  13471. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13472. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13473. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13474. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13475. }
  13476. state.bindTexture( 3553, null );
  13477. }
  13478. // Setup depth and stencil buffers
  13479. if ( renderTarget.depthBuffer ) {
  13480. setupDepthRenderbuffer( renderTarget );
  13481. }
  13482. }
  13483. function updateRenderTargetMipmap( renderTarget ) {
  13484. var texture = renderTarget.texture;
  13485. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13486. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13487. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13488. var webglTexture = properties.get( texture ).__webglTexture;
  13489. state.bindTexture( target, webglTexture );
  13490. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13491. state.bindTexture( target, null );
  13492. }
  13493. }
  13494. function updateMultisampleRenderTarget( renderTarget ) {
  13495. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13496. if ( isWebGL2 ) {
  13497. var renderTargetProperties = properties.get( renderTarget );
  13498. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13499. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13500. var width = renderTarget.width;
  13501. var height = renderTarget.height;
  13502. var mask = 16384;
  13503. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13504. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13505. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13506. } else {
  13507. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13508. }
  13509. }
  13510. }
  13511. function getRenderTargetSamples( renderTarget ) {
  13512. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13513. Math.min( maxSamples, renderTarget.samples ) : 0;
  13514. }
  13515. function updateVideoTexture( texture ) {
  13516. var frame = info.render.frame;
  13517. // Check the last frame we updated the VideoTexture
  13518. if ( _videoTextures.get( texture ) !== frame ) {
  13519. _videoTextures.set( texture, frame );
  13520. texture.update();
  13521. }
  13522. }
  13523. // backwards compatibility
  13524. var warnedTexture2D = false;
  13525. var warnedTextureCube = false;
  13526. function safeSetTexture2D( texture, slot ) {
  13527. if ( texture && texture.isWebGLRenderTarget ) {
  13528. if ( warnedTexture2D === false ) {
  13529. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13530. warnedTexture2D = true;
  13531. }
  13532. texture = texture.texture;
  13533. }
  13534. setTexture2D( texture, slot );
  13535. }
  13536. function safeSetTextureCube( texture, slot ) {
  13537. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13538. if ( warnedTextureCube === false ) {
  13539. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13540. warnedTextureCube = true;
  13541. }
  13542. texture = texture.texture;
  13543. }
  13544. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13545. // TODO: unify these code paths
  13546. if ( ( texture && texture.isCubeTexture ) ||
  13547. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13548. // CompressedTexture can have Array in image :/
  13549. // this function alone should take care of cube textures
  13550. setTextureCube( texture, slot );
  13551. } else {
  13552. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13553. setTextureCubeDynamic( texture, slot );
  13554. }
  13555. }
  13556. //
  13557. this.allocateTextureUnit = allocateTextureUnit;
  13558. this.resetTextureUnits = resetTextureUnits;
  13559. this.setTexture2D = setTexture2D;
  13560. this.setTexture2DArray = setTexture2DArray;
  13561. this.setTexture3D = setTexture3D;
  13562. this.setTextureCube = setTextureCube;
  13563. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13564. this.setupRenderTarget = setupRenderTarget;
  13565. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13566. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13567. this.safeSetTexture2D = safeSetTexture2D;
  13568. this.safeSetTextureCube = safeSetTextureCube;
  13569. }
  13570. /**
  13571. * @author thespite / http://www.twitter.com/thespite
  13572. */
  13573. function WebGLUtils( gl, extensions, capabilities ) {
  13574. var isWebGL2 = capabilities.isWebGL2;
  13575. function convert( p ) {
  13576. var extension;
  13577. if ( p === UnsignedByteType ) { return 5121; }
  13578. if ( p === UnsignedShort4444Type ) { return 32819; }
  13579. if ( p === UnsignedShort5551Type ) { return 32820; }
  13580. if ( p === UnsignedShort565Type ) { return 33635; }
  13581. if ( p === ByteType ) { return 5120; }
  13582. if ( p === ShortType ) { return 5122; }
  13583. if ( p === UnsignedShortType ) { return 5123; }
  13584. if ( p === IntType ) { return 5124; }
  13585. if ( p === UnsignedIntType ) { return 5125; }
  13586. if ( p === FloatType ) { return 5126; }
  13587. if ( p === HalfFloatType ) {
  13588. if ( isWebGL2 ) { return 5131; }
  13589. extension = extensions.get( 'OES_texture_half_float' );
  13590. if ( extension !== null ) {
  13591. return extension.HALF_FLOAT_OES;
  13592. } else {
  13593. return null;
  13594. }
  13595. }
  13596. if ( p === AlphaFormat ) { return 6406; }
  13597. if ( p === RGBFormat ) { return 6407; }
  13598. if ( p === RGBAFormat ) { return 6408; }
  13599. if ( p === LuminanceFormat ) { return 6409; }
  13600. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13601. if ( p === DepthFormat ) { return 6402; }
  13602. if ( p === DepthStencilFormat ) { return 34041; }
  13603. if ( p === RedFormat ) { return 6403; }
  13604. // WebGL2 formats.
  13605. if ( p === RedIntegerFormat ) { return 36244; }
  13606. if ( p === RGFormat ) { return 33319; }
  13607. if ( p === RGIntegerFormat ) { return 33320; }
  13608. if ( p === RGBIntegerFormat ) { return 36248; }
  13609. if ( p === RGBAIntegerFormat ) { return 36249; }
  13610. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13611. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13612. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13613. if ( extension !== null ) {
  13614. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13615. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13616. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13617. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13618. } else {
  13619. return null;
  13620. }
  13621. }
  13622. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13623. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13624. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13625. if ( extension !== null ) {
  13626. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13627. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13628. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13629. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13630. } else {
  13631. return null;
  13632. }
  13633. }
  13634. if ( p === RGB_ETC1_Format ) {
  13635. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13636. if ( extension !== null ) {
  13637. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13638. } else {
  13639. return null;
  13640. }
  13641. }
  13642. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13643. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13644. if ( extension !== null ) {
  13645. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13646. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13647. }
  13648. }
  13649. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13650. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13651. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13652. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13653. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13654. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13655. if ( extension !== null ) {
  13656. // TODO Complete?
  13657. return p;
  13658. } else {
  13659. return null;
  13660. }
  13661. }
  13662. if ( p === UnsignedInt248Type ) {
  13663. if ( isWebGL2 ) { return 34042; }
  13664. extension = extensions.get( 'WEBGL_depth_texture' );
  13665. if ( extension !== null ) {
  13666. return extension.UNSIGNED_INT_24_8_WEBGL;
  13667. } else {
  13668. return null;
  13669. }
  13670. }
  13671. }
  13672. return { convert: convert };
  13673. }
  13674. /**
  13675. * @author fernandojsg / http://fernandojsg.com
  13676. * @author Takahiro https://github.com/takahirox
  13677. */
  13678. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13679. WebGLRenderTarget.call( this, width, height, options );
  13680. this.depthBuffer = false;
  13681. this.stencilBuffer = false;
  13682. this.numViews = numViews;
  13683. }
  13684. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13685. constructor: WebGLMultiviewRenderTarget,
  13686. isWebGLMultiviewRenderTarget: true,
  13687. copy: function ( source ) {
  13688. WebGLRenderTarget.prototype.copy.call( this, source );
  13689. this.numViews = source.numViews;
  13690. return this;
  13691. },
  13692. setNumViews: function ( numViews ) {
  13693. if ( this.numViews !== numViews ) {
  13694. this.numViews = numViews;
  13695. this.dispose();
  13696. }
  13697. return this;
  13698. }
  13699. } );
  13700. /**
  13701. * @author fernandojsg / http://fernandojsg.com
  13702. * @author Takahiro https://github.com/takahirox
  13703. */
  13704. function WebGLMultiview( renderer, gl ) {
  13705. var DEFAULT_NUMVIEWS = 2;
  13706. var extensions = renderer.extensions;
  13707. var properties = renderer.properties;
  13708. var renderTarget, currentRenderTarget;
  13709. var mat3, mat4, cameraArray, renderSize;
  13710. var available;
  13711. var maxNumViews = 0;
  13712. //
  13713. function isAvailable() {
  13714. if ( available === undefined ) {
  13715. var extension = extensions.get( 'OVR_multiview2' );
  13716. available = extension !== null && gl.getContextAttributes().antialias === false;
  13717. if ( available ) {
  13718. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13719. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13720. renderSize = new Vector2();
  13721. mat4 = [];
  13722. mat3 = [];
  13723. cameraArray = [];
  13724. for ( var i = 0; i < maxNumViews; i ++ ) {
  13725. mat4[ i ] = new Matrix4();
  13726. mat3[ i ] = new Matrix3();
  13727. }
  13728. }
  13729. }
  13730. return available;
  13731. }
  13732. function getCameraArray( camera ) {
  13733. if ( camera.isArrayCamera ) { return camera.cameras; }
  13734. cameraArray[ 0 ] = camera;
  13735. return cameraArray;
  13736. }
  13737. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13738. var cameras = getCameraArray( camera );
  13739. for ( var i = 0; i < cameras.length; i ++ ) {
  13740. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13741. }
  13742. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13743. }
  13744. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13745. var cameras = getCameraArray( camera );
  13746. for ( var i = 0; i < cameras.length; i ++ ) {
  13747. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13748. }
  13749. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13750. }
  13751. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13752. var cameras = getCameraArray( camera );
  13753. for ( var i = 0; i < cameras.length; i ++ ) {
  13754. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13755. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13756. }
  13757. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13758. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13759. }
  13760. function isMultiviewCompatible( camera ) {
  13761. if ( camera.isArrayCamera === undefined ) { return true; }
  13762. var cameras = camera.cameras;
  13763. if ( cameras.length > maxNumViews ) { return false; }
  13764. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13765. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13766. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13767. }
  13768. return true;
  13769. }
  13770. function resizeRenderTarget( camera ) {
  13771. if ( currentRenderTarget ) {
  13772. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13773. } else {
  13774. renderer.getDrawingBufferSize( renderSize );
  13775. }
  13776. if ( camera.isArrayCamera ) {
  13777. var viewport = camera.cameras[ 0 ].viewport;
  13778. renderTarget.setSize( viewport.z, viewport.w );
  13779. renderTarget.setNumViews( camera.cameras.length );
  13780. } else {
  13781. renderTarget.setSize( renderSize.x, renderSize.y );
  13782. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13783. }
  13784. }
  13785. function attachCamera( camera ) {
  13786. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13787. currentRenderTarget = renderer.getRenderTarget();
  13788. resizeRenderTarget( camera );
  13789. renderer.setRenderTarget( renderTarget );
  13790. }
  13791. function detachCamera( camera ) {
  13792. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13793. renderer.setRenderTarget( currentRenderTarget );
  13794. flush( camera );
  13795. }
  13796. function flush( camera ) {
  13797. var srcRenderTarget = renderTarget;
  13798. var numViews = srcRenderTarget.numViews;
  13799. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13800. var viewWidth = srcRenderTarget.width;
  13801. var viewHeight = srcRenderTarget.height;
  13802. if ( camera.isArrayCamera ) {
  13803. for ( var i = 0; i < numViews; i ++ ) {
  13804. var viewport = camera.cameras[ i ].viewport;
  13805. var x1 = viewport.x;
  13806. var y1 = viewport.y;
  13807. var x2 = x1 + viewport.z;
  13808. var y2 = y1 + viewport.w;
  13809. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13810. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13811. }
  13812. } else {
  13813. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13814. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13815. }
  13816. }
  13817. this.isAvailable = isAvailable;
  13818. this.attachCamera = attachCamera;
  13819. this.detachCamera = detachCamera;
  13820. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13821. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13822. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13823. }
  13824. /**
  13825. * @author mrdoob / http://mrdoob.com/
  13826. */
  13827. function ArrayCamera( array ) {
  13828. PerspectiveCamera.call( this );
  13829. this.cameras = array || [];
  13830. }
  13831. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13832. constructor: ArrayCamera,
  13833. isArrayCamera: true
  13834. } );
  13835. /**
  13836. * @author mrdoob / http://mrdoob.com/
  13837. */
  13838. function Group() {
  13839. Object3D.call( this );
  13840. this.type = 'Group';
  13841. }
  13842. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13843. constructor: Group,
  13844. isGroup: true
  13845. } );
  13846. /**
  13847. * @author mrdoob / http://mrdoob.com/
  13848. */
  13849. function WebXRManager( renderer, gl ) {
  13850. var scope = this;
  13851. var session = null;
  13852. var framebufferScaleFactor = 1.0;
  13853. var referenceSpace = null;
  13854. var referenceSpaceType = 'local-floor';
  13855. var pose = null;
  13856. var controllers = [];
  13857. var inputSourcesMap = new Map();
  13858. //
  13859. var cameraL = new PerspectiveCamera();
  13860. cameraL.layers.enable( 1 );
  13861. cameraL.viewport = new Vector4();
  13862. var cameraR = new PerspectiveCamera();
  13863. cameraR.layers.enable( 2 );
  13864. cameraR.viewport = new Vector4();
  13865. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13866. cameraVR.layers.enable( 1 );
  13867. cameraVR.layers.enable( 2 );
  13868. var _currentDepthNear = null;
  13869. var _currentDepthFar = null;
  13870. //
  13871. this.enabled = false;
  13872. this.isPresenting = false;
  13873. this.getController = function ( id ) {
  13874. var controller = controllers[ id ];
  13875. if ( controller === undefined ) {
  13876. controller = {};
  13877. controllers[ id ] = controller;
  13878. }
  13879. if ( controller.targetRay === undefined ) {
  13880. controller.targetRay = new Group();
  13881. controller.targetRay.matrixAutoUpdate = false;
  13882. controller.targetRay.visible = false;
  13883. }
  13884. return controller.targetRay;
  13885. };
  13886. this.getControllerGrip = function ( id ) {
  13887. var controller = controllers[ id ];
  13888. if ( controller === undefined ) {
  13889. controller = {};
  13890. controllers[ id ] = controller;
  13891. }
  13892. if ( controller.grip === undefined ) {
  13893. controller.grip = new Group();
  13894. controller.grip.matrixAutoUpdate = false;
  13895. controller.grip.visible = false;
  13896. }
  13897. return controller.grip;
  13898. };
  13899. //
  13900. function onSessionEvent( event ) {
  13901. var controller = inputSourcesMap.get( event.inputSource );
  13902. if ( controller ) {
  13903. if ( controller.targetRay ) {
  13904. controller.targetRay.dispatchEvent( { type: event.type } );
  13905. }
  13906. if ( controller.grip ) {
  13907. controller.grip.dispatchEvent( { type: event.type } );
  13908. }
  13909. }
  13910. }
  13911. function onSessionEnd() {
  13912. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13913. if ( controller.targetRay ) {
  13914. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13915. controller.targetRay.visible = false;
  13916. }
  13917. if ( controller.grip ) {
  13918. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13919. controller.grip.visible = false;
  13920. }
  13921. } );
  13922. inputSourcesMap.clear();
  13923. //
  13924. renderer.setFramebuffer( null );
  13925. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13926. animation.stop();
  13927. scope.isPresenting = false;
  13928. scope.dispatchEvent( { type: 'sessionend' } );
  13929. }
  13930. function onRequestReferenceSpace( value ) {
  13931. referenceSpace = value;
  13932. animation.setContext( session );
  13933. animation.start();
  13934. scope.isPresenting = true;
  13935. scope.dispatchEvent( { type: 'sessionstart' } );
  13936. }
  13937. this.setFramebufferScaleFactor = function ( value ) {
  13938. framebufferScaleFactor = value;
  13939. // Warn if function is used while presenting
  13940. if ( scope.isPresenting == true ) {
  13941. console.warn( "WebXRManager: Cannot change framebuffer scale while presenting VR content" );
  13942. }
  13943. };
  13944. this.setReferenceSpaceType = function ( value ) {
  13945. referenceSpaceType = value;
  13946. };
  13947. this.getReferenceSpace = function () {
  13948. return referenceSpace;
  13949. };
  13950. this.getSession = function () {
  13951. return session;
  13952. };
  13953. this.setSession = function ( value ) {
  13954. session = value;
  13955. if ( session !== null ) {
  13956. session.addEventListener( 'select', onSessionEvent );
  13957. session.addEventListener( 'selectstart', onSessionEvent );
  13958. session.addEventListener( 'selectend', onSessionEvent );
  13959. session.addEventListener( 'squeeze', onSessionEvent );
  13960. session.addEventListener( 'squeezestart', onSessionEvent );
  13961. session.addEventListener( 'squeezeend', onSessionEvent );
  13962. session.addEventListener( 'end', onSessionEnd );
  13963. var attributes = gl.getContextAttributes();
  13964. var layerInit = {
  13965. antialias: attributes.antialias,
  13966. alpha: attributes.alpha,
  13967. depth: attributes.depth,
  13968. stencil: attributes.stencil,
  13969. framebufferScaleFactor: framebufferScaleFactor
  13970. };
  13971. // eslint-disable-next-line no-undef
  13972. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13973. session.updateRenderState( { baseLayer: baseLayer } );
  13974. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13975. //
  13976. session.addEventListener( 'inputsourceschange', updateInputSources );
  13977. }
  13978. };
  13979. function updateInputSources( event ) {
  13980. var inputSources = session.inputSources;
  13981. // Assign inputSources to available controllers
  13982. for ( var i = 0; i < controllers.length; i ++ ) {
  13983. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13984. }
  13985. // Notify disconnected
  13986. for ( var i = 0; i < event.removed.length; i ++ ) {
  13987. var inputSource = event.removed[ i ];
  13988. var controller = inputSourcesMap.get( inputSource );
  13989. if ( controller ) {
  13990. if ( controller.targetRay ) {
  13991. controller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13992. }
  13993. if ( controller.grip ) {
  13994. controller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13995. }
  13996. inputSourcesMap.delete( inputSource );
  13997. }
  13998. }
  13999. // Notify connected
  14000. for ( var i = 0; i < event.added.length; i ++ ) {
  14001. var inputSource = event.added[ i ];
  14002. var controller = inputSourcesMap.get( inputSource );
  14003. if ( controller ) {
  14004. if ( controller.targetRay ) {
  14005. controller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } );
  14006. }
  14007. if ( controller.grip ) {
  14008. controller.grip.dispatchEvent( { type: 'connected', data: inputSource } );
  14009. }
  14010. }
  14011. }
  14012. }
  14013. //
  14014. var cameraLPos = new Vector3();
  14015. var cameraRPos = new Vector3();
  14016. /**
  14017. * @author jsantell / https://www.jsantell.com/
  14018. *
  14019. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14020. * the cameras' projection and world matrices have already been set.
  14021. * And that near and far planes are identical for both cameras.
  14022. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14023. */
  14024. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14025. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14026. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14027. var ipd = cameraLPos.distanceTo( cameraRPos );
  14028. var projL = cameraL.projectionMatrix.elements;
  14029. var projR = cameraR.projectionMatrix.elements;
  14030. // VR systems will have identical far and near planes, and
  14031. // most likely identical top and bottom frustum extents.
  14032. // Use the left camera for these values.
  14033. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14034. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14035. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14036. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14037. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14038. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14039. var left = near * leftFov;
  14040. var right = near * rightFov;
  14041. // Calculate the new camera's position offset from the
  14042. // left camera. xOffset should be roughly half `ipd`.
  14043. var zOffset = ipd / ( - leftFov + rightFov );
  14044. var xOffset = zOffset * - leftFov;
  14045. // TODO: Better way to apply this offset?
  14046. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14047. camera.translateX( xOffset );
  14048. camera.translateZ( zOffset );
  14049. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14050. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14051. // Find the union of the frustum values of the cameras and scale
  14052. // the values so that the near plane's position does not change in world space,
  14053. // although must now be relative to the new union camera.
  14054. var near2 = near + zOffset;
  14055. var far2 = far + zOffset;
  14056. var left2 = left - xOffset;
  14057. var right2 = right + ( ipd - xOffset );
  14058. var top2 = topFov * far / far2 * near2;
  14059. var bottom2 = bottomFov * far / far2 * near2;
  14060. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14061. }
  14062. function updateCamera( camera, parent ) {
  14063. if ( parent === null ) {
  14064. camera.matrixWorld.copy( camera.matrix );
  14065. } else {
  14066. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14067. }
  14068. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14069. }
  14070. this.getCamera = function ( camera ) {
  14071. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14072. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14073. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14074. // Note that the new renderState won't apply until the next frame. See #18320
  14075. session.updateRenderState( {
  14076. depthNear: cameraVR.near,
  14077. depthFar: cameraVR.far
  14078. } );
  14079. _currentDepthNear = cameraVR.near;
  14080. _currentDepthFar = cameraVR.far;
  14081. }
  14082. var parent = camera.parent;
  14083. var cameras = cameraVR.cameras;
  14084. updateCamera( cameraVR, parent );
  14085. for ( var i = 0; i < cameras.length; i ++ ) {
  14086. updateCamera( cameras[ i ], parent );
  14087. }
  14088. // update camera and its children
  14089. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14090. var children = camera.children;
  14091. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14092. children[ i ].updateMatrixWorld( true );
  14093. }
  14094. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14095. return cameraVR;
  14096. };
  14097. // Animation Loop
  14098. var onAnimationFrameCallback = null;
  14099. function onAnimationFrame( time, frame ) {
  14100. pose = frame.getViewerPose( referenceSpace );
  14101. if ( pose !== null ) {
  14102. var views = pose.views;
  14103. var baseLayer = session.renderState.baseLayer;
  14104. renderer.setFramebuffer( baseLayer.framebuffer );
  14105. for ( var i = 0; i < views.length; i ++ ) {
  14106. var view = views[ i ];
  14107. var viewport = baseLayer.getViewport( view );
  14108. var camera = cameraVR.cameras[ i ];
  14109. camera.matrix.fromArray( view.transform.matrix );
  14110. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14111. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14112. if ( i === 0 ) {
  14113. cameraVR.matrix.copy( camera.matrix );
  14114. }
  14115. }
  14116. }
  14117. //
  14118. var inputSources = session.inputSources;
  14119. for ( var i = 0; i < controllers.length; i ++ ) {
  14120. var controller = controllers[ i ];
  14121. var inputSource = inputSources[ i ];
  14122. var inputPose = null;
  14123. var gripPose = null;
  14124. if ( inputSource ) {
  14125. if ( controller.targetRay ) {
  14126. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14127. if ( inputPose !== null ) {
  14128. controller.targetRay.matrix.fromArray( inputPose.transform.matrix );
  14129. controller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale );
  14130. }
  14131. }
  14132. if ( controller.grip && inputSource.gripSpace ) {
  14133. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  14134. if ( gripPose !== null ) {
  14135. controller.grip.matrix.fromArray( gripPose.transform.matrix );
  14136. controller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale );
  14137. }
  14138. }
  14139. }
  14140. if ( controller.targetRay ) {
  14141. controller.targetRay.visible = inputPose !== null;
  14142. }
  14143. if ( controller.grip ) {
  14144. controller.grip.visible = gripPose !== null;
  14145. }
  14146. }
  14147. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14148. }
  14149. var animation = new WebGLAnimation();
  14150. animation.setAnimationLoop( onAnimationFrame );
  14151. this.setAnimationLoop = function ( callback ) {
  14152. onAnimationFrameCallback = callback;
  14153. };
  14154. this.dispose = function () {};
  14155. }
  14156. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14157. /**
  14158. * @author supereggbert / http://www.paulbrunt.co.uk/
  14159. * @author mrdoob / http://mrdoob.com/
  14160. * @author alteredq / http://alteredqualia.com/
  14161. * @author szimek / https://github.com/szimek/
  14162. * @author tschw
  14163. */
  14164. function WebGLRenderer( parameters ) {
  14165. parameters = parameters || {};
  14166. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14167. _context = parameters.context !== undefined ? parameters.context : null,
  14168. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14169. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14170. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14171. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14172. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14173. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14174. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14175. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14176. var currentRenderList = null;
  14177. var currentRenderState = null;
  14178. // public properties
  14179. this.domElement = _canvas;
  14180. // Debug configuration container
  14181. this.debug = {
  14182. /**
  14183. * Enables error checking and reporting when shader programs are being compiled
  14184. * @type {boolean}
  14185. */
  14186. checkShaderErrors: true
  14187. };
  14188. // clearing
  14189. this.autoClear = true;
  14190. this.autoClearColor = true;
  14191. this.autoClearDepth = true;
  14192. this.autoClearStencil = true;
  14193. // scene graph
  14194. this.sortObjects = true;
  14195. // user-defined clipping
  14196. this.clippingPlanes = [];
  14197. this.localClippingEnabled = false;
  14198. // physically based shading
  14199. this.gammaFactor = 2.0; // for backwards compatibility
  14200. this.outputEncoding = LinearEncoding;
  14201. // physical lights
  14202. this.physicallyCorrectLights = false;
  14203. // tone mapping
  14204. this.toneMapping = LinearToneMapping;
  14205. this.toneMappingExposure = 1.0;
  14206. this.toneMappingWhitePoint = 1.0;
  14207. // morphs
  14208. this.maxMorphTargets = 8;
  14209. this.maxMorphNormals = 4;
  14210. // internal properties
  14211. var _this = this,
  14212. _isContextLost = false,
  14213. // internal state cache
  14214. _framebuffer = null,
  14215. _currentActiveCubeFace = 0,
  14216. _currentActiveMipmapLevel = 0,
  14217. _currentRenderTarget = null,
  14218. _currentFramebuffer = null,
  14219. _currentMaterialId = - 1,
  14220. // geometry and program caching
  14221. _currentGeometryProgram = {
  14222. geometry: null,
  14223. program: null,
  14224. wireframe: false
  14225. },
  14226. _currentCamera = null,
  14227. _currentArrayCamera = null,
  14228. _currentViewport = new Vector4(),
  14229. _currentScissor = new Vector4(),
  14230. _currentScissorTest = null,
  14231. //
  14232. _width = _canvas.width,
  14233. _height = _canvas.height,
  14234. _pixelRatio = 1,
  14235. _opaqueSort = null,
  14236. _transparentSort = null,
  14237. _viewport = new Vector4( 0, 0, _width, _height ),
  14238. _scissor = new Vector4( 0, 0, _width, _height ),
  14239. _scissorTest = false,
  14240. // frustum
  14241. _frustum = new Frustum(),
  14242. // clipping
  14243. _clipping = new WebGLClipping(),
  14244. _clippingEnabled = false,
  14245. _localClippingEnabled = false,
  14246. // camera matrices cache
  14247. _projScreenMatrix = new Matrix4(),
  14248. _vector3 = new Vector3();
  14249. function getTargetPixelRatio() {
  14250. return _currentRenderTarget === null ? _pixelRatio : 1;
  14251. }
  14252. // initialize
  14253. var _gl;
  14254. try {
  14255. var contextAttributes = {
  14256. alpha: _alpha,
  14257. depth: _depth,
  14258. stencil: _stencil,
  14259. antialias: _antialias,
  14260. premultipliedAlpha: _premultipliedAlpha,
  14261. preserveDrawingBuffer: _preserveDrawingBuffer,
  14262. powerPreference: _powerPreference,
  14263. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14264. xrCompatible: true
  14265. };
  14266. // event listeners must be registered before WebGL context is created, see #12753
  14267. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14268. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14269. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14270. if ( _gl === null ) {
  14271. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14272. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14273. } else {
  14274. throw new Error( 'Error creating WebGL context.' );
  14275. }
  14276. }
  14277. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14278. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14279. _gl.getShaderPrecisionFormat = function () {
  14280. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14281. };
  14282. }
  14283. } catch ( error ) {
  14284. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14285. throw error;
  14286. }
  14287. var extensions, capabilities, state, info;
  14288. var properties, textures, attributes, geometries, objects;
  14289. var programCache, renderLists, renderStates;
  14290. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14291. var utils;
  14292. function initGLContext() {
  14293. extensions = new WebGLExtensions( _gl );
  14294. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14295. if ( capabilities.isWebGL2 === false ) {
  14296. extensions.get( 'WEBGL_depth_texture' );
  14297. extensions.get( 'OES_texture_float' );
  14298. extensions.get( 'OES_texture_half_float' );
  14299. extensions.get( 'OES_texture_half_float_linear' );
  14300. extensions.get( 'OES_standard_derivatives' );
  14301. extensions.get( 'OES_element_index_uint' );
  14302. extensions.get( 'ANGLE_instanced_arrays' );
  14303. }
  14304. extensions.get( 'OES_texture_float_linear' );
  14305. utils = new WebGLUtils( _gl, extensions, capabilities );
  14306. state = new WebGLState( _gl, extensions, capabilities );
  14307. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14308. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14309. info = new WebGLInfo( _gl );
  14310. properties = new WebGLProperties();
  14311. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14312. attributes = new WebGLAttributes( _gl, capabilities );
  14313. geometries = new WebGLGeometries( _gl, attributes, info );
  14314. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14315. morphtargets = new WebGLMorphtargets( _gl );
  14316. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14317. renderLists = new WebGLRenderLists();
  14318. renderStates = new WebGLRenderStates();
  14319. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14320. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14321. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14322. info.programs = programCache.programs;
  14323. _this.capabilities = capabilities;
  14324. _this.extensions = extensions;
  14325. _this.properties = properties;
  14326. _this.renderLists = renderLists;
  14327. _this.state = state;
  14328. _this.info = info;
  14329. }
  14330. initGLContext();
  14331. // xr
  14332. var xr = new WebXRManager( _this, _gl );
  14333. this.xr = xr;
  14334. // Multiview
  14335. var multiview = new WebGLMultiview( _this, _gl );
  14336. // shadow map
  14337. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14338. this.shadowMap = shadowMap;
  14339. // API
  14340. this.getContext = function () {
  14341. return _gl;
  14342. };
  14343. this.getContextAttributes = function () {
  14344. return _gl.getContextAttributes();
  14345. };
  14346. this.forceContextLoss = function () {
  14347. var extension = extensions.get( 'WEBGL_lose_context' );
  14348. if ( extension ) { extension.loseContext(); }
  14349. };
  14350. this.forceContextRestore = function () {
  14351. var extension = extensions.get( 'WEBGL_lose_context' );
  14352. if ( extension ) { extension.restoreContext(); }
  14353. };
  14354. this.getPixelRatio = function () {
  14355. return _pixelRatio;
  14356. };
  14357. this.setPixelRatio = function ( value ) {
  14358. if ( value === undefined ) { return; }
  14359. _pixelRatio = value;
  14360. this.setSize( _width, _height, false );
  14361. };
  14362. this.getSize = function ( target ) {
  14363. if ( target === undefined ) {
  14364. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14365. target = new Vector2();
  14366. }
  14367. return target.set( _width, _height );
  14368. };
  14369. this.setSize = function ( width, height, updateStyle ) {
  14370. if ( xr.isPresenting ) {
  14371. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14372. return;
  14373. }
  14374. _width = width;
  14375. _height = height;
  14376. _canvas.width = Math.floor( width * _pixelRatio );
  14377. _canvas.height = Math.floor( height * _pixelRatio );
  14378. if ( updateStyle !== false ) {
  14379. _canvas.style.width = width + 'px';
  14380. _canvas.style.height = height + 'px';
  14381. }
  14382. this.setViewport( 0, 0, width, height );
  14383. };
  14384. this.getDrawingBufferSize = function ( target ) {
  14385. if ( target === undefined ) {
  14386. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14387. target = new Vector2();
  14388. }
  14389. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14390. };
  14391. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14392. _width = width;
  14393. _height = height;
  14394. _pixelRatio = pixelRatio;
  14395. _canvas.width = Math.floor( width * pixelRatio );
  14396. _canvas.height = Math.floor( height * pixelRatio );
  14397. this.setViewport( 0, 0, width, height );
  14398. };
  14399. this.getCurrentViewport = function ( target ) {
  14400. if ( target === undefined ) {
  14401. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14402. target = new Vector4();
  14403. }
  14404. return target.copy( _currentViewport );
  14405. };
  14406. this.getViewport = function ( target ) {
  14407. return target.copy( _viewport );
  14408. };
  14409. this.setViewport = function ( x, y, width, height ) {
  14410. if ( x.isVector4 ) {
  14411. _viewport.set( x.x, x.y, x.z, x.w );
  14412. } else {
  14413. _viewport.set( x, y, width, height );
  14414. }
  14415. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14416. };
  14417. this.getScissor = function ( target ) {
  14418. return target.copy( _scissor );
  14419. };
  14420. this.setScissor = function ( x, y, width, height ) {
  14421. if ( x.isVector4 ) {
  14422. _scissor.set( x.x, x.y, x.z, x.w );
  14423. } else {
  14424. _scissor.set( x, y, width, height );
  14425. }
  14426. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14427. };
  14428. this.getScissorTest = function () {
  14429. return _scissorTest;
  14430. };
  14431. this.setScissorTest = function ( boolean ) {
  14432. state.setScissorTest( _scissorTest = boolean );
  14433. };
  14434. this.setOpaqueSort = function ( method ) {
  14435. _opaqueSort = method;
  14436. };
  14437. this.setTransparentSort = function ( method ) {
  14438. _transparentSort = method;
  14439. };
  14440. // Clearing
  14441. this.getClearColor = function () {
  14442. return background.getClearColor();
  14443. };
  14444. this.setClearColor = function () {
  14445. background.setClearColor.apply( background, arguments );
  14446. };
  14447. this.getClearAlpha = function () {
  14448. return background.getClearAlpha();
  14449. };
  14450. this.setClearAlpha = function () {
  14451. background.setClearAlpha.apply( background, arguments );
  14452. };
  14453. this.clear = function ( color, depth, stencil ) {
  14454. var bits = 0;
  14455. if ( color === undefined || color ) { bits |= 16384; }
  14456. if ( depth === undefined || depth ) { bits |= 256; }
  14457. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14458. _gl.clear( bits );
  14459. };
  14460. this.clearColor = function () {
  14461. this.clear( true, false, false );
  14462. };
  14463. this.clearDepth = function () {
  14464. this.clear( false, true, false );
  14465. };
  14466. this.clearStencil = function () {
  14467. this.clear( false, false, true );
  14468. };
  14469. //
  14470. this.dispose = function () {
  14471. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14472. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14473. renderLists.dispose();
  14474. renderStates.dispose();
  14475. properties.dispose();
  14476. objects.dispose();
  14477. xr.dispose();
  14478. animation.stop();
  14479. };
  14480. // Events
  14481. function onContextLost( event ) {
  14482. event.preventDefault();
  14483. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14484. _isContextLost = true;
  14485. }
  14486. function onContextRestore( /* event */ ) {
  14487. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14488. _isContextLost = false;
  14489. initGLContext();
  14490. }
  14491. function onMaterialDispose( event ) {
  14492. var material = event.target;
  14493. material.removeEventListener( 'dispose', onMaterialDispose );
  14494. deallocateMaterial( material );
  14495. }
  14496. // Buffer deallocation
  14497. function deallocateMaterial( material ) {
  14498. releaseMaterialProgramReference( material );
  14499. properties.remove( material );
  14500. }
  14501. function releaseMaterialProgramReference( material ) {
  14502. var programInfo = properties.get( material ).program;
  14503. material.program = undefined;
  14504. if ( programInfo !== undefined ) {
  14505. programCache.releaseProgram( programInfo );
  14506. }
  14507. }
  14508. // Buffer rendering
  14509. function renderObjectImmediate( object, program ) {
  14510. object.render( function ( object ) {
  14511. _this.renderBufferImmediate( object, program );
  14512. } );
  14513. }
  14514. this.renderBufferImmediate = function ( object, program ) {
  14515. state.initAttributes();
  14516. var buffers = properties.get( object );
  14517. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14518. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14519. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14520. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14521. var programAttributes = program.getAttributes();
  14522. if ( object.hasPositions ) {
  14523. _gl.bindBuffer( 34962, buffers.position );
  14524. _gl.bufferData( 34962, object.positionArray, 35048 );
  14525. state.enableAttribute( programAttributes.position );
  14526. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14527. }
  14528. if ( object.hasNormals ) {
  14529. _gl.bindBuffer( 34962, buffers.normal );
  14530. _gl.bufferData( 34962, object.normalArray, 35048 );
  14531. state.enableAttribute( programAttributes.normal );
  14532. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14533. }
  14534. if ( object.hasUvs ) {
  14535. _gl.bindBuffer( 34962, buffers.uv );
  14536. _gl.bufferData( 34962, object.uvArray, 35048 );
  14537. state.enableAttribute( programAttributes.uv );
  14538. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14539. }
  14540. if ( object.hasColors ) {
  14541. _gl.bindBuffer( 34962, buffers.color );
  14542. _gl.bufferData( 34962, object.colorArray, 35048 );
  14543. state.enableAttribute( programAttributes.color );
  14544. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14545. }
  14546. state.disableUnusedAttributes();
  14547. _gl.drawArrays( 4, 0, object.count );
  14548. object.count = 0;
  14549. };
  14550. var tempScene = new Scene();
  14551. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14552. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14553. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14554. var program = setProgram( camera, scene, material, object );
  14555. state.setMaterial( material, frontFaceCW );
  14556. var updateBuffers = false;
  14557. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14558. _currentGeometryProgram.program !== program.id ||
  14559. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14560. _currentGeometryProgram.geometry = geometry.id;
  14561. _currentGeometryProgram.program = program.id;
  14562. _currentGeometryProgram.wireframe = material.wireframe === true;
  14563. updateBuffers = true;
  14564. }
  14565. if ( material.morphTargets || material.morphNormals ) {
  14566. morphtargets.update( object, geometry, material, program );
  14567. updateBuffers = true;
  14568. }
  14569. //
  14570. var index = geometry.index;
  14571. var position = geometry.attributes.position;
  14572. //
  14573. if ( index === null ) {
  14574. if ( position === undefined || position.count === 0 ) { return; }
  14575. } else if ( index.count === 0 ) {
  14576. return;
  14577. }
  14578. //
  14579. var rangeFactor = 1;
  14580. if ( material.wireframe === true ) {
  14581. index = geometries.getWireframeAttribute( geometry );
  14582. rangeFactor = 2;
  14583. }
  14584. var attribute;
  14585. var renderer = bufferRenderer;
  14586. if ( index !== null ) {
  14587. attribute = attributes.get( index );
  14588. renderer = indexedBufferRenderer;
  14589. renderer.setIndex( attribute );
  14590. }
  14591. if ( updateBuffers ) {
  14592. setupVertexAttributes( object, geometry, material, program );
  14593. if ( index !== null ) {
  14594. _gl.bindBuffer( 34963, attribute.buffer );
  14595. }
  14596. }
  14597. //
  14598. var dataCount = ( index !== null ) ? index.count : position.count;
  14599. var rangeStart = geometry.drawRange.start * rangeFactor;
  14600. var rangeCount = geometry.drawRange.count * rangeFactor;
  14601. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14602. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14603. var drawStart = Math.max( rangeStart, groupStart );
  14604. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14605. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14606. if ( drawCount === 0 ) { return; }
  14607. //
  14608. if ( object.isMesh ) {
  14609. if ( material.wireframe === true ) {
  14610. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14611. renderer.setMode( 1 );
  14612. } else {
  14613. renderer.setMode( 4 );
  14614. }
  14615. } else if ( object.isLine ) {
  14616. var lineWidth = material.linewidth;
  14617. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14618. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14619. if ( object.isLineSegments ) {
  14620. renderer.setMode( 1 );
  14621. } else if ( object.isLineLoop ) {
  14622. renderer.setMode( 2 );
  14623. } else {
  14624. renderer.setMode( 3 );
  14625. }
  14626. } else if ( object.isPoints ) {
  14627. renderer.setMode( 0 );
  14628. } else if ( object.isSprite ) {
  14629. renderer.setMode( 4 );
  14630. }
  14631. if ( object.isInstancedMesh ) {
  14632. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14633. } else if ( geometry.isInstancedBufferGeometry ) {
  14634. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14635. } else {
  14636. renderer.render( drawStart, drawCount );
  14637. }
  14638. };
  14639. function setupVertexAttributes( object, geometry, material, program ) {
  14640. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14641. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14642. }
  14643. state.initAttributes();
  14644. var geometryAttributes = geometry.attributes;
  14645. var programAttributes = program.getAttributes();
  14646. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14647. for ( var name in programAttributes ) {
  14648. var programAttribute = programAttributes[ name ];
  14649. if ( programAttribute >= 0 ) {
  14650. var geometryAttribute = geometryAttributes[ name ];
  14651. if ( geometryAttribute !== undefined ) {
  14652. var normalized = geometryAttribute.normalized;
  14653. var size = geometryAttribute.itemSize;
  14654. var attribute = attributes.get( geometryAttribute );
  14655. // TODO Attribute may not be available on context restore
  14656. if ( attribute === undefined ) { continue; }
  14657. var buffer = attribute.buffer;
  14658. var type = attribute.type;
  14659. var bytesPerElement = attribute.bytesPerElement;
  14660. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14661. var data = geometryAttribute.data;
  14662. var stride = data.stride;
  14663. var offset = geometryAttribute.offset;
  14664. if ( data && data.isInstancedInterleavedBuffer ) {
  14665. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14666. if ( geometry.maxInstancedCount === undefined ) {
  14667. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14668. }
  14669. } else {
  14670. state.enableAttribute( programAttribute );
  14671. }
  14672. _gl.bindBuffer( 34962, buffer );
  14673. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14674. } else {
  14675. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14676. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14677. if ( geometry.maxInstancedCount === undefined ) {
  14678. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14679. }
  14680. } else {
  14681. state.enableAttribute( programAttribute );
  14682. }
  14683. _gl.bindBuffer( 34962, buffer );
  14684. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14685. }
  14686. } else if ( name === 'instanceMatrix' ) {
  14687. var attribute = attributes.get( object.instanceMatrix );
  14688. // TODO Attribute may not be available on context restore
  14689. if ( attribute === undefined ) { continue; }
  14690. var buffer = attribute.buffer;
  14691. var type = attribute.type;
  14692. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14693. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14694. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14695. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14696. _gl.bindBuffer( 34962, buffer );
  14697. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14698. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14699. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14700. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14701. } else if ( materialDefaultAttributeValues !== undefined ) {
  14702. var value = materialDefaultAttributeValues[ name ];
  14703. if ( value !== undefined ) {
  14704. switch ( value.length ) {
  14705. case 2:
  14706. _gl.vertexAttrib2fv( programAttribute, value );
  14707. break;
  14708. case 3:
  14709. _gl.vertexAttrib3fv( programAttribute, value );
  14710. break;
  14711. case 4:
  14712. _gl.vertexAttrib4fv( programAttribute, value );
  14713. break;
  14714. default:
  14715. _gl.vertexAttrib1fv( programAttribute, value );
  14716. }
  14717. }
  14718. }
  14719. }
  14720. }
  14721. state.disableUnusedAttributes();
  14722. }
  14723. // Compile
  14724. this.compile = function ( scene, camera ) {
  14725. currentRenderState = renderStates.get( scene, camera );
  14726. currentRenderState.init();
  14727. scene.traverse( function ( object ) {
  14728. if ( object.isLight ) {
  14729. currentRenderState.pushLight( object );
  14730. if ( object.castShadow ) {
  14731. currentRenderState.pushShadow( object );
  14732. }
  14733. }
  14734. } );
  14735. currentRenderState.setupLights( camera );
  14736. var compiled = {};
  14737. scene.traverse( function ( object ) {
  14738. if ( object.material ) {
  14739. if ( Array.isArray( object.material ) ) {
  14740. for ( var i = 0; i < object.material.length; i ++ ) {
  14741. if ( object.material[ i ].uuid in compiled === false ) {
  14742. initMaterial( object.material[ i ], scene, object );
  14743. compiled[ object.material[ i ].uuid ] = true;
  14744. }
  14745. }
  14746. } else if ( object.material.uuid in compiled === false ) {
  14747. initMaterial( object.material, scene, object );
  14748. compiled[ object.material.uuid ] = true;
  14749. }
  14750. }
  14751. } );
  14752. };
  14753. // Animation Loop
  14754. var onAnimationFrameCallback = null;
  14755. function onAnimationFrame( time ) {
  14756. if ( xr.isPresenting ) { return; }
  14757. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14758. }
  14759. var animation = new WebGLAnimation();
  14760. animation.setAnimationLoop( onAnimationFrame );
  14761. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14762. this.setAnimationLoop = function ( callback ) {
  14763. onAnimationFrameCallback = callback;
  14764. xr.setAnimationLoop( callback );
  14765. animation.start();
  14766. };
  14767. // Rendering
  14768. this.render = function ( scene, camera ) {
  14769. var renderTarget, forceClear;
  14770. if ( arguments[ 2 ] !== undefined ) {
  14771. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14772. renderTarget = arguments[ 2 ];
  14773. }
  14774. if ( arguments[ 3 ] !== undefined ) {
  14775. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14776. forceClear = arguments[ 3 ];
  14777. }
  14778. if ( ! ( camera && camera.isCamera ) ) {
  14779. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14780. return;
  14781. }
  14782. if ( _isContextLost ) { return; }
  14783. // reset caching for this frame
  14784. _currentGeometryProgram.geometry = null;
  14785. _currentGeometryProgram.program = null;
  14786. _currentGeometryProgram.wireframe = false;
  14787. _currentMaterialId = - 1;
  14788. _currentCamera = null;
  14789. // update scene graph
  14790. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14791. // update camera matrices and frustum
  14792. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14793. if ( xr.enabled && xr.isPresenting ) {
  14794. camera = xr.getCamera( camera );
  14795. }
  14796. //
  14797. currentRenderState = renderStates.get( scene, camera );
  14798. currentRenderState.init();
  14799. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14800. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14801. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  14802. _localClippingEnabled = this.localClippingEnabled;
  14803. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14804. currentRenderList = renderLists.get( scene, camera );
  14805. currentRenderList.init();
  14806. projectObject( scene, camera, 0, _this.sortObjects );
  14807. currentRenderList.finish();
  14808. if ( _this.sortObjects === true ) {
  14809. currentRenderList.sort( _opaqueSort, _transparentSort );
  14810. }
  14811. //
  14812. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14813. var shadowsArray = currentRenderState.state.shadowsArray;
  14814. shadowMap.render( shadowsArray, scene, camera );
  14815. currentRenderState.setupLights( camera );
  14816. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14817. //
  14818. if ( this.info.autoReset ) { this.info.reset(); }
  14819. if ( renderTarget !== undefined ) {
  14820. this.setRenderTarget( renderTarget );
  14821. }
  14822. if ( xr.enabled && multiview.isAvailable() ) {
  14823. multiview.attachCamera( camera );
  14824. }
  14825. //
  14826. background.render( currentRenderList, scene, camera, forceClear );
  14827. // render scene
  14828. var opaqueObjects = currentRenderList.opaque;
  14829. var transparentObjects = currentRenderList.transparent;
  14830. if ( scene.overrideMaterial ) {
  14831. var overrideMaterial = scene.overrideMaterial;
  14832. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14833. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14834. } else {
  14835. // opaque pass (front-to-back order)
  14836. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14837. // transparent pass (back-to-front order)
  14838. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14839. }
  14840. //
  14841. scene.onAfterRender( _this, scene, camera );
  14842. //
  14843. if ( _currentRenderTarget !== null ) {
  14844. // Generate mipmap if we're using any kind of mipmap filtering
  14845. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14846. // resolve multisample renderbuffers to a single-sample texture if necessary
  14847. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14848. }
  14849. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14850. state.buffers.depth.setTest( true );
  14851. state.buffers.depth.setMask( true );
  14852. state.buffers.color.setMask( true );
  14853. state.setPolygonOffset( false );
  14854. if ( xr.enabled ) {
  14855. if ( multiview.isAvailable() ) {
  14856. multiview.detachCamera( camera );
  14857. }
  14858. }
  14859. // _gl.finish();
  14860. currentRenderList = null;
  14861. currentRenderState = null;
  14862. };
  14863. function projectObject( object, camera, groupOrder, sortObjects ) {
  14864. if ( object.visible === false ) { return; }
  14865. var visible = object.layers.test( camera.layers );
  14866. if ( visible ) {
  14867. if ( object.isGroup ) {
  14868. groupOrder = object.renderOrder;
  14869. } else if ( object.isLOD ) {
  14870. if ( object.autoUpdate === true ) { object.update( camera ); }
  14871. } else if ( object.isLight ) {
  14872. currentRenderState.pushLight( object );
  14873. if ( object.castShadow ) {
  14874. currentRenderState.pushShadow( object );
  14875. }
  14876. } else if ( object.isSprite ) {
  14877. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14878. if ( sortObjects ) {
  14879. _vector3.setFromMatrixPosition( object.matrixWorld )
  14880. .applyMatrix4( _projScreenMatrix );
  14881. }
  14882. var geometry = objects.update( object );
  14883. var material = object.material;
  14884. if ( material.visible ) {
  14885. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14886. }
  14887. }
  14888. } else if ( object.isImmediateRenderObject ) {
  14889. if ( sortObjects ) {
  14890. _vector3.setFromMatrixPosition( object.matrixWorld )
  14891. .applyMatrix4( _projScreenMatrix );
  14892. }
  14893. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14894. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14895. if ( object.isSkinnedMesh ) {
  14896. // update skeleton only once in a frame
  14897. if ( object.skeleton.frame !== info.render.frame ) {
  14898. object.skeleton.update();
  14899. object.skeleton.frame = info.render.frame;
  14900. }
  14901. }
  14902. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14903. if ( sortObjects ) {
  14904. _vector3.setFromMatrixPosition( object.matrixWorld )
  14905. .applyMatrix4( _projScreenMatrix );
  14906. }
  14907. var geometry = objects.update( object );
  14908. var material = object.material;
  14909. if ( Array.isArray( material ) ) {
  14910. var groups = geometry.groups;
  14911. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14912. var group = groups[ i ];
  14913. var groupMaterial = material[ group.materialIndex ];
  14914. if ( groupMaterial && groupMaterial.visible ) {
  14915. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14916. }
  14917. }
  14918. } else if ( material.visible ) {
  14919. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14920. }
  14921. }
  14922. }
  14923. }
  14924. var children = object.children;
  14925. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14926. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14927. }
  14928. }
  14929. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14930. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14931. var renderItem = renderList[ i ];
  14932. var object = renderItem.object;
  14933. var geometry = renderItem.geometry;
  14934. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14935. var group = renderItem.group;
  14936. if ( camera.isArrayCamera ) {
  14937. _currentArrayCamera = camera;
  14938. if ( xr.enabled && multiview.isAvailable() ) {
  14939. renderObject( object, scene, camera, geometry, material, group );
  14940. } else {
  14941. var cameras = camera.cameras;
  14942. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14943. var camera2 = cameras[ j ];
  14944. if ( object.layers.test( camera2.layers ) ) {
  14945. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14946. currentRenderState.setupLights( camera2 );
  14947. renderObject( object, scene, camera2, geometry, material, group );
  14948. }
  14949. }
  14950. }
  14951. } else {
  14952. _currentArrayCamera = null;
  14953. renderObject( object, scene, camera, geometry, material, group );
  14954. }
  14955. }
  14956. }
  14957. function renderObject( object, scene, camera, geometry, material, group ) {
  14958. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14959. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14960. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14961. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14962. if ( object.isImmediateRenderObject ) {
  14963. var program = setProgram( camera, scene, material, object );
  14964. state.setMaterial( material );
  14965. _currentGeometryProgram.geometry = null;
  14966. _currentGeometryProgram.program = null;
  14967. _currentGeometryProgram.wireframe = false;
  14968. renderObjectImmediate( object, program );
  14969. } else {
  14970. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  14971. }
  14972. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14973. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14974. }
  14975. function initMaterial( material, scene, object ) {
  14976. var materialProperties = properties.get( material );
  14977. var lights = currentRenderState.state.lights;
  14978. var shadowsArray = currentRenderState.state.shadowsArray;
  14979. var lightsStateVersion = lights.state.version;
  14980. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  14981. var programCacheKey = programCache.getProgramCacheKey( parameters );
  14982. var program = materialProperties.program;
  14983. var programChange = true;
  14984. if ( program === undefined ) {
  14985. // new material
  14986. material.addEventListener( 'dispose', onMaterialDispose );
  14987. } else if ( program.cacheKey !== programCacheKey ) {
  14988. // changed glsl or parameters
  14989. releaseMaterialProgramReference( material );
  14990. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14991. materialProperties.lightsStateVersion = lightsStateVersion;
  14992. programChange = false;
  14993. } else if ( parameters.shaderID !== undefined ) {
  14994. // same glsl and uniform list
  14995. return;
  14996. } else {
  14997. // only rebuild uniform list
  14998. programChange = false;
  14999. }
  15000. if ( programChange ) {
  15001. program = programCache.acquireProgram( parameters, programCacheKey );
  15002. materialProperties.program = program;
  15003. materialProperties.uniforms = parameters.uniforms;
  15004. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15005. materialProperties.outputEncoding = _this.outputEncoding;
  15006. material.program = program;
  15007. }
  15008. var programAttributes = program.getAttributes();
  15009. if ( material.morphTargets ) {
  15010. material.numSupportedMorphTargets = 0;
  15011. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15012. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15013. material.numSupportedMorphTargets ++;
  15014. }
  15015. }
  15016. }
  15017. if ( material.morphNormals ) {
  15018. material.numSupportedMorphNormals = 0;
  15019. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  15020. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  15021. material.numSupportedMorphNormals ++;
  15022. }
  15023. }
  15024. }
  15025. var uniforms = materialProperties.uniforms;
  15026. if ( ! material.isShaderMaterial &&
  15027. ! material.isRawShaderMaterial ||
  15028. material.clipping === true ) {
  15029. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15030. materialProperties.numIntersection = _clipping.numIntersection;
  15031. uniforms.clippingPlanes = _clipping.uniform;
  15032. }
  15033. materialProperties.fog = scene.fog;
  15034. // store the light setup it was created for
  15035. materialProperties.needsLights = materialNeedsLights( material );
  15036. materialProperties.lightsStateVersion = lightsStateVersion;
  15037. if ( materialProperties.needsLights ) {
  15038. // wire up the material to this renderer's lighting state
  15039. uniforms.ambientLightColor.value = lights.state.ambient;
  15040. uniforms.lightProbe.value = lights.state.probe;
  15041. uniforms.directionalLights.value = lights.state.directional;
  15042. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15043. uniforms.spotLights.value = lights.state.spot;
  15044. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15045. uniforms.rectAreaLights.value = lights.state.rectArea;
  15046. uniforms.pointLights.value = lights.state.point;
  15047. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15048. uniforms.hemisphereLights.value = lights.state.hemi;
  15049. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15050. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15051. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15052. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15053. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15054. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15055. // TODO (abelnation): add area lights shadow info to uniforms
  15056. }
  15057. var progUniforms = materialProperties.program.getUniforms(),
  15058. uniformsList =
  15059. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15060. materialProperties.uniformsList = uniformsList;
  15061. }
  15062. function setProgram( camera, scene, material, object ) {
  15063. textures.resetTextureUnits();
  15064. var fog = scene.fog;
  15065. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15066. var materialProperties = properties.get( material );
  15067. var lights = currentRenderState.state.lights;
  15068. if ( _clippingEnabled ) {
  15069. if ( _localClippingEnabled || camera !== _currentCamera ) {
  15070. var useCache =
  15071. camera === _currentCamera &&
  15072. material.id === _currentMaterialId;
  15073. // we might want to call this function with some ClippingGroup
  15074. // object instead of the material, once it becomes feasible
  15075. // (#8465, #8379)
  15076. _clipping.setState(
  15077. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15078. camera, materialProperties, useCache );
  15079. }
  15080. }
  15081. if ( material.version === materialProperties.__version ) {
  15082. if ( materialProperties.program === undefined ) {
  15083. initMaterial( material, scene, object );
  15084. } else if ( material.fog && materialProperties.fog !== fog ) {
  15085. initMaterial( material, scene, object );
  15086. } else if ( materialProperties.environment !== environment ) {
  15087. initMaterial( material, scene, object );
  15088. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15089. initMaterial( material, scene, object );
  15090. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15091. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15092. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15093. initMaterial( material, scene, object );
  15094. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  15095. initMaterial( material, scene, object );
  15096. }
  15097. } else {
  15098. initMaterial( material, scene, object );
  15099. materialProperties.__version = material.version;
  15100. }
  15101. var refreshProgram = false;
  15102. var refreshMaterial = false;
  15103. var refreshLights = false;
  15104. var program = materialProperties.program,
  15105. p_uniforms = program.getUniforms(),
  15106. m_uniforms = materialProperties.uniforms;
  15107. if ( state.useProgram( program.program ) ) {
  15108. refreshProgram = true;
  15109. refreshMaterial = true;
  15110. refreshLights = true;
  15111. }
  15112. if ( material.id !== _currentMaterialId ) {
  15113. _currentMaterialId = material.id;
  15114. refreshMaterial = true;
  15115. }
  15116. if ( refreshProgram || _currentCamera !== camera ) {
  15117. if ( program.numMultiviewViews > 0 ) {
  15118. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  15119. } else {
  15120. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15121. }
  15122. if ( capabilities.logarithmicDepthBuffer ) {
  15123. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15124. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15125. }
  15126. if ( _currentCamera !== camera ) {
  15127. _currentCamera = camera;
  15128. // lighting uniforms depend on the camera so enforce an update
  15129. // now, in case this material supports lights - or later, when
  15130. // the next material that does gets activated:
  15131. refreshMaterial = true; // set to true on material change
  15132. refreshLights = true; // remains set until update done
  15133. }
  15134. // load material specific uniforms
  15135. // (shader material also gets them for the sake of genericity)
  15136. if ( material.isShaderMaterial ||
  15137. material.isMeshPhongMaterial ||
  15138. material.isMeshToonMaterial ||
  15139. material.isMeshStandardMaterial ||
  15140. material.envMap ) {
  15141. var uCamPos = p_uniforms.map.cameraPosition;
  15142. if ( uCamPos !== undefined ) {
  15143. uCamPos.setValue( _gl,
  15144. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15145. }
  15146. }
  15147. if ( material.isMeshPhongMaterial ||
  15148. material.isMeshToonMaterial ||
  15149. material.isMeshLambertMaterial ||
  15150. material.isMeshBasicMaterial ||
  15151. material.isMeshStandardMaterial ||
  15152. material.isShaderMaterial ) {
  15153. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15154. }
  15155. if ( material.isMeshPhongMaterial ||
  15156. material.isMeshToonMaterial ||
  15157. material.isMeshLambertMaterial ||
  15158. material.isMeshBasicMaterial ||
  15159. material.isMeshStandardMaterial ||
  15160. material.isShaderMaterial ||
  15161. material.skinning ) {
  15162. if ( program.numMultiviewViews > 0 ) {
  15163. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  15164. } else {
  15165. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15166. }
  15167. }
  15168. }
  15169. // skinning uniforms must be set even if material didn't change
  15170. // auto-setting of texture unit for bone texture must go before other textures
  15171. // not sure why, but otherwise weird things happen
  15172. if ( material.skinning ) {
  15173. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15174. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15175. var skeleton = object.skeleton;
  15176. if ( skeleton ) {
  15177. var bones = skeleton.bones;
  15178. if ( capabilities.floatVertexTextures ) {
  15179. if ( skeleton.boneTexture === undefined ) {
  15180. // layout (1 matrix = 4 pixels)
  15181. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15182. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15183. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15184. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15185. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15186. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15187. size = MathUtils.ceilPowerOfTwo( size );
  15188. size = Math.max( size, 4 );
  15189. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15190. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15191. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15192. skeleton.boneMatrices = boneMatrices;
  15193. skeleton.boneTexture = boneTexture;
  15194. skeleton.boneTextureSize = size;
  15195. }
  15196. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15197. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15198. } else {
  15199. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15200. }
  15201. }
  15202. }
  15203. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15204. materialProperties.receiveShadow = object.receiveShadow;
  15205. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15206. }
  15207. if ( refreshMaterial ) {
  15208. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15209. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15210. if ( materialProperties.needsLights ) {
  15211. // the current material requires lighting info
  15212. // note: all lighting uniforms are always set correctly
  15213. // they simply reference the renderer's state for their
  15214. // values
  15215. //
  15216. // use the current material's .needsUpdate flags to set
  15217. // the GL state when required
  15218. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15219. }
  15220. // refresh uniforms common to several materials
  15221. if ( fog && material.fog ) {
  15222. refreshUniformsFog( m_uniforms, fog );
  15223. }
  15224. if ( material.isMeshBasicMaterial ) {
  15225. refreshUniformsCommon( m_uniforms, material );
  15226. } else if ( material.isMeshLambertMaterial ) {
  15227. refreshUniformsCommon( m_uniforms, material );
  15228. refreshUniformsLambert( m_uniforms, material );
  15229. } else if ( material.isMeshToonMaterial ) {
  15230. refreshUniformsCommon( m_uniforms, material );
  15231. refreshUniformsToon( m_uniforms, material );
  15232. } else if ( material.isMeshPhongMaterial ) {
  15233. refreshUniformsCommon( m_uniforms, material );
  15234. refreshUniformsPhong( m_uniforms, material );
  15235. } else if ( material.isMeshStandardMaterial ) {
  15236. refreshUniformsCommon( m_uniforms, material, environment );
  15237. if ( material.isMeshPhysicalMaterial ) {
  15238. refreshUniformsPhysical( m_uniforms, material, environment );
  15239. } else {
  15240. refreshUniformsStandard( m_uniforms, material, environment );
  15241. }
  15242. } else if ( material.isMeshMatcapMaterial ) {
  15243. refreshUniformsCommon( m_uniforms, material );
  15244. refreshUniformsMatcap( m_uniforms, material );
  15245. } else if ( material.isMeshDepthMaterial ) {
  15246. refreshUniformsCommon( m_uniforms, material );
  15247. refreshUniformsDepth( m_uniforms, material );
  15248. } else if ( material.isMeshDistanceMaterial ) {
  15249. refreshUniformsCommon( m_uniforms, material );
  15250. refreshUniformsDistance( m_uniforms, material );
  15251. } else if ( material.isMeshNormalMaterial ) {
  15252. refreshUniformsCommon( m_uniforms, material );
  15253. refreshUniformsNormal( m_uniforms, material );
  15254. } else if ( material.isLineBasicMaterial ) {
  15255. refreshUniformsLine( m_uniforms, material );
  15256. if ( material.isLineDashedMaterial ) {
  15257. refreshUniformsDash( m_uniforms, material );
  15258. }
  15259. } else if ( material.isPointsMaterial ) {
  15260. refreshUniformsPoints( m_uniforms, material );
  15261. } else if ( material.isSpriteMaterial ) {
  15262. refreshUniformsSprites( m_uniforms, material );
  15263. } else if ( material.isShadowMaterial ) {
  15264. m_uniforms.color.value.copy( material.color );
  15265. m_uniforms.opacity.value = material.opacity;
  15266. }
  15267. // RectAreaLight Texture
  15268. // TODO (mrdoob): Find a nicer implementation
  15269. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15270. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15271. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15272. if ( material.isShaderMaterial ) {
  15273. material.uniformsNeedUpdate = false; // #15581
  15274. }
  15275. }
  15276. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15277. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15278. material.uniformsNeedUpdate = false;
  15279. }
  15280. if ( material.isSpriteMaterial ) {
  15281. p_uniforms.setValue( _gl, 'center', object.center );
  15282. }
  15283. // common matrices
  15284. if ( program.numMultiviewViews > 0 ) {
  15285. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15286. } else {
  15287. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15288. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15289. }
  15290. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15291. return program;
  15292. }
  15293. // Uniforms (refresh uniforms objects)
  15294. function refreshUniformsCommon( uniforms, material, environment ) {
  15295. uniforms.opacity.value = material.opacity;
  15296. if ( material.color ) {
  15297. uniforms.diffuse.value.copy( material.color );
  15298. }
  15299. if ( material.emissive ) {
  15300. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15301. }
  15302. if ( material.map ) {
  15303. uniforms.map.value = material.map;
  15304. }
  15305. if ( material.alphaMap ) {
  15306. uniforms.alphaMap.value = material.alphaMap;
  15307. }
  15308. if ( material.specularMap ) {
  15309. uniforms.specularMap.value = material.specularMap;
  15310. }
  15311. var envMap = material.envMap || environment;
  15312. if ( envMap ) {
  15313. uniforms.envMap.value = envMap;
  15314. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  15315. uniforms.reflectivity.value = material.reflectivity;
  15316. uniforms.refractionRatio.value = material.refractionRatio;
  15317. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  15318. }
  15319. if ( material.lightMap ) {
  15320. uniforms.lightMap.value = material.lightMap;
  15321. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15322. }
  15323. if ( material.aoMap ) {
  15324. uniforms.aoMap.value = material.aoMap;
  15325. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15326. }
  15327. // uv repeat and offset setting priorities
  15328. // 1. color map
  15329. // 2. specular map
  15330. // 3. normal map
  15331. // 4. bump map
  15332. // 5. alpha map
  15333. // 6. emissive map
  15334. var uvScaleMap;
  15335. if ( material.map ) {
  15336. uvScaleMap = material.map;
  15337. } else if ( material.specularMap ) {
  15338. uvScaleMap = material.specularMap;
  15339. } else if ( material.displacementMap ) {
  15340. uvScaleMap = material.displacementMap;
  15341. } else if ( material.normalMap ) {
  15342. uvScaleMap = material.normalMap;
  15343. } else if ( material.bumpMap ) {
  15344. uvScaleMap = material.bumpMap;
  15345. } else if ( material.roughnessMap ) {
  15346. uvScaleMap = material.roughnessMap;
  15347. } else if ( material.metalnessMap ) {
  15348. uvScaleMap = material.metalnessMap;
  15349. } else if ( material.alphaMap ) {
  15350. uvScaleMap = material.alphaMap;
  15351. } else if ( material.emissiveMap ) {
  15352. uvScaleMap = material.emissiveMap;
  15353. }
  15354. if ( uvScaleMap !== undefined ) {
  15355. // backwards compatibility
  15356. if ( uvScaleMap.isWebGLRenderTarget ) {
  15357. uvScaleMap = uvScaleMap.texture;
  15358. }
  15359. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15360. uvScaleMap.updateMatrix();
  15361. }
  15362. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15363. }
  15364. // uv repeat and offset setting priorities for uv2
  15365. // 1. ao map
  15366. // 2. light map
  15367. var uv2ScaleMap;
  15368. if ( material.aoMap ) {
  15369. uv2ScaleMap = material.aoMap;
  15370. } else if ( material.lightMap ) {
  15371. uv2ScaleMap = material.lightMap;
  15372. }
  15373. if ( uv2ScaleMap !== undefined ) {
  15374. // backwards compatibility
  15375. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15376. uv2ScaleMap = uv2ScaleMap.texture;
  15377. }
  15378. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15379. uv2ScaleMap.updateMatrix();
  15380. }
  15381. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15382. }
  15383. }
  15384. function refreshUniformsLine( uniforms, material ) {
  15385. uniforms.diffuse.value.copy( material.color );
  15386. uniforms.opacity.value = material.opacity;
  15387. }
  15388. function refreshUniformsDash( uniforms, material ) {
  15389. uniforms.dashSize.value = material.dashSize;
  15390. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15391. uniforms.scale.value = material.scale;
  15392. }
  15393. function refreshUniformsPoints( uniforms, material ) {
  15394. uniforms.diffuse.value.copy( material.color );
  15395. uniforms.opacity.value = material.opacity;
  15396. uniforms.size.value = material.size * _pixelRatio;
  15397. uniforms.scale.value = _height * 0.5;
  15398. if ( material.map ) {
  15399. uniforms.map.value = material.map;
  15400. }
  15401. if ( material.alphaMap ) {
  15402. uniforms.alphaMap.value = material.alphaMap;
  15403. }
  15404. // uv repeat and offset setting priorities
  15405. // 1. color map
  15406. // 2. alpha map
  15407. var uvScaleMap;
  15408. if ( material.map ) {
  15409. uvScaleMap = material.map;
  15410. } else if ( material.alphaMap ) {
  15411. uvScaleMap = material.alphaMap;
  15412. }
  15413. if ( uvScaleMap !== undefined ) {
  15414. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15415. uvScaleMap.updateMatrix();
  15416. }
  15417. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15418. }
  15419. }
  15420. function refreshUniformsSprites( uniforms, material ) {
  15421. uniforms.diffuse.value.copy( material.color );
  15422. uniforms.opacity.value = material.opacity;
  15423. uniforms.rotation.value = material.rotation;
  15424. if ( material.map ) {
  15425. uniforms.map.value = material.map;
  15426. }
  15427. if ( material.alphaMap ) {
  15428. uniforms.alphaMap.value = material.alphaMap;
  15429. }
  15430. // uv repeat and offset setting priorities
  15431. // 1. color map
  15432. // 2. alpha map
  15433. var uvScaleMap;
  15434. if ( material.map ) {
  15435. uvScaleMap = material.map;
  15436. } else if ( material.alphaMap ) {
  15437. uvScaleMap = material.alphaMap;
  15438. }
  15439. if ( uvScaleMap !== undefined ) {
  15440. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15441. uvScaleMap.updateMatrix();
  15442. }
  15443. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15444. }
  15445. }
  15446. function refreshUniformsFog( uniforms, fog ) {
  15447. uniforms.fogColor.value.copy( fog.color );
  15448. if ( fog.isFog ) {
  15449. uniforms.fogNear.value = fog.near;
  15450. uniforms.fogFar.value = fog.far;
  15451. } else if ( fog.isFogExp2 ) {
  15452. uniforms.fogDensity.value = fog.density;
  15453. }
  15454. }
  15455. function refreshUniformsLambert( uniforms, material ) {
  15456. if ( material.emissiveMap ) {
  15457. uniforms.emissiveMap.value = material.emissiveMap;
  15458. }
  15459. }
  15460. function refreshUniformsPhong( uniforms, material ) {
  15461. uniforms.specular.value.copy( material.specular );
  15462. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15463. if ( material.emissiveMap ) {
  15464. uniforms.emissiveMap.value = material.emissiveMap;
  15465. }
  15466. if ( material.bumpMap ) {
  15467. uniforms.bumpMap.value = material.bumpMap;
  15468. uniforms.bumpScale.value = material.bumpScale;
  15469. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15470. }
  15471. if ( material.normalMap ) {
  15472. uniforms.normalMap.value = material.normalMap;
  15473. uniforms.normalScale.value.copy( material.normalScale );
  15474. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15475. }
  15476. if ( material.displacementMap ) {
  15477. uniforms.displacementMap.value = material.displacementMap;
  15478. uniforms.displacementScale.value = material.displacementScale;
  15479. uniforms.displacementBias.value = material.displacementBias;
  15480. }
  15481. }
  15482. function refreshUniformsToon( uniforms, material ) {
  15483. uniforms.specular.value.copy( material.specular );
  15484. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15485. if ( material.gradientMap ) {
  15486. uniforms.gradientMap.value = material.gradientMap;
  15487. }
  15488. if ( material.emissiveMap ) {
  15489. uniforms.emissiveMap.value = material.emissiveMap;
  15490. }
  15491. if ( material.bumpMap ) {
  15492. uniforms.bumpMap.value = material.bumpMap;
  15493. uniforms.bumpScale.value = material.bumpScale;
  15494. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15495. }
  15496. if ( material.normalMap ) {
  15497. uniforms.normalMap.value = material.normalMap;
  15498. uniforms.normalScale.value.copy( material.normalScale );
  15499. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15500. }
  15501. if ( material.displacementMap ) {
  15502. uniforms.displacementMap.value = material.displacementMap;
  15503. uniforms.displacementScale.value = material.displacementScale;
  15504. uniforms.displacementBias.value = material.displacementBias;
  15505. }
  15506. }
  15507. function refreshUniformsStandard( uniforms, material, environment ) {
  15508. uniforms.roughness.value = material.roughness;
  15509. uniforms.metalness.value = material.metalness;
  15510. if ( material.roughnessMap ) {
  15511. uniforms.roughnessMap.value = material.roughnessMap;
  15512. }
  15513. if ( material.metalnessMap ) {
  15514. uniforms.metalnessMap.value = material.metalnessMap;
  15515. }
  15516. if ( material.emissiveMap ) {
  15517. uniforms.emissiveMap.value = material.emissiveMap;
  15518. }
  15519. if ( material.bumpMap ) {
  15520. uniforms.bumpMap.value = material.bumpMap;
  15521. uniforms.bumpScale.value = material.bumpScale;
  15522. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15523. }
  15524. if ( material.normalMap ) {
  15525. uniforms.normalMap.value = material.normalMap;
  15526. uniforms.normalScale.value.copy( material.normalScale );
  15527. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15528. }
  15529. if ( material.displacementMap ) {
  15530. uniforms.displacementMap.value = material.displacementMap;
  15531. uniforms.displacementScale.value = material.displacementScale;
  15532. uniforms.displacementBias.value = material.displacementBias;
  15533. }
  15534. if ( material.envMap || environment ) {
  15535. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15536. uniforms.envMapIntensity.value = material.envMapIntensity;
  15537. }
  15538. }
  15539. function refreshUniformsPhysical( uniforms, material, environment ) {
  15540. refreshUniformsStandard( uniforms, material, environment );
  15541. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15542. uniforms.clearcoat.value = material.clearcoat;
  15543. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15544. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15545. if ( material.clearcoatNormalMap ) {
  15546. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15547. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15548. if ( material.side === BackSide ) {
  15549. uniforms.clearcoatNormalScale.value.negate();
  15550. }
  15551. }
  15552. uniforms.transparency.value = material.transparency;
  15553. }
  15554. function refreshUniformsMatcap( uniforms, material ) {
  15555. if ( material.matcap ) {
  15556. uniforms.matcap.value = material.matcap;
  15557. }
  15558. if ( material.bumpMap ) {
  15559. uniforms.bumpMap.value = material.bumpMap;
  15560. uniforms.bumpScale.value = material.bumpScale;
  15561. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15562. }
  15563. if ( material.normalMap ) {
  15564. uniforms.normalMap.value = material.normalMap;
  15565. uniforms.normalScale.value.copy( material.normalScale );
  15566. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15567. }
  15568. if ( material.displacementMap ) {
  15569. uniforms.displacementMap.value = material.displacementMap;
  15570. uniforms.displacementScale.value = material.displacementScale;
  15571. uniforms.displacementBias.value = material.displacementBias;
  15572. }
  15573. }
  15574. function refreshUniformsDepth( uniforms, material ) {
  15575. if ( material.displacementMap ) {
  15576. uniforms.displacementMap.value = material.displacementMap;
  15577. uniforms.displacementScale.value = material.displacementScale;
  15578. uniforms.displacementBias.value = material.displacementBias;
  15579. }
  15580. }
  15581. function refreshUniformsDistance( uniforms, material ) {
  15582. if ( material.displacementMap ) {
  15583. uniforms.displacementMap.value = material.displacementMap;
  15584. uniforms.displacementScale.value = material.displacementScale;
  15585. uniforms.displacementBias.value = material.displacementBias;
  15586. }
  15587. uniforms.referencePosition.value.copy( material.referencePosition );
  15588. uniforms.nearDistance.value = material.nearDistance;
  15589. uniforms.farDistance.value = material.farDistance;
  15590. }
  15591. function refreshUniformsNormal( uniforms, material ) {
  15592. if ( material.bumpMap ) {
  15593. uniforms.bumpMap.value = material.bumpMap;
  15594. uniforms.bumpScale.value = material.bumpScale;
  15595. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15596. }
  15597. if ( material.normalMap ) {
  15598. uniforms.normalMap.value = material.normalMap;
  15599. uniforms.normalScale.value.copy( material.normalScale );
  15600. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15601. }
  15602. if ( material.displacementMap ) {
  15603. uniforms.displacementMap.value = material.displacementMap;
  15604. uniforms.displacementScale.value = material.displacementScale;
  15605. uniforms.displacementBias.value = material.displacementBias;
  15606. }
  15607. }
  15608. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15609. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15610. uniforms.ambientLightColor.needsUpdate = value;
  15611. uniforms.lightProbe.needsUpdate = value;
  15612. uniforms.directionalLights.needsUpdate = value;
  15613. uniforms.directionalLightShadows.needsUpdate = value;
  15614. uniforms.pointLights.needsUpdate = value;
  15615. uniforms.pointLightShadows.needsUpdate = value;
  15616. uniforms.spotLights.needsUpdate = value;
  15617. uniforms.spotLightShadows.needsUpdate = value;
  15618. uniforms.rectAreaLights.needsUpdate = value;
  15619. uniforms.hemisphereLights.needsUpdate = value;
  15620. }
  15621. function materialNeedsLights( material ) {
  15622. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15623. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15624. ( material.isShaderMaterial && material.lights === true );
  15625. }
  15626. //
  15627. this.setFramebuffer = function ( value ) {
  15628. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15629. _framebuffer = value;
  15630. };
  15631. this.getActiveCubeFace = function () {
  15632. return _currentActiveCubeFace;
  15633. };
  15634. this.getActiveMipmapLevel = function () {
  15635. return _currentActiveMipmapLevel;
  15636. };
  15637. this.getRenderTarget = function () {
  15638. return _currentRenderTarget;
  15639. };
  15640. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15641. _currentRenderTarget = renderTarget;
  15642. _currentActiveCubeFace = activeCubeFace;
  15643. _currentActiveMipmapLevel = activeMipmapLevel;
  15644. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15645. textures.setupRenderTarget( renderTarget );
  15646. }
  15647. var framebuffer = _framebuffer;
  15648. var isCube = false;
  15649. if ( renderTarget ) {
  15650. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15651. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15652. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15653. isCube = true;
  15654. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15655. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15656. } else {
  15657. framebuffer = __webglFramebuffer;
  15658. }
  15659. _currentViewport.copy( renderTarget.viewport );
  15660. _currentScissor.copy( renderTarget.scissor );
  15661. _currentScissorTest = renderTarget.scissorTest;
  15662. } else {
  15663. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15664. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15665. _currentScissorTest = _scissorTest;
  15666. }
  15667. if ( _currentFramebuffer !== framebuffer ) {
  15668. _gl.bindFramebuffer( 36160, framebuffer );
  15669. _currentFramebuffer = framebuffer;
  15670. }
  15671. state.viewport( _currentViewport );
  15672. state.scissor( _currentScissor );
  15673. state.setScissorTest( _currentScissorTest );
  15674. if ( isCube ) {
  15675. var textureProperties = properties.get( renderTarget.texture );
  15676. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15677. }
  15678. };
  15679. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15680. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15681. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15682. return;
  15683. }
  15684. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15685. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15686. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15687. }
  15688. if ( framebuffer ) {
  15689. var restore = false;
  15690. if ( framebuffer !== _currentFramebuffer ) {
  15691. _gl.bindFramebuffer( 36160, framebuffer );
  15692. restore = true;
  15693. }
  15694. try {
  15695. var texture = renderTarget.texture;
  15696. var textureFormat = texture.format;
  15697. var textureType = texture.type;
  15698. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15699. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15700. return;
  15701. }
  15702. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15703. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15704. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15705. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15706. return;
  15707. }
  15708. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15709. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15710. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15711. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15712. }
  15713. } else {
  15714. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15715. }
  15716. } finally {
  15717. if ( restore ) {
  15718. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15719. }
  15720. }
  15721. }
  15722. };
  15723. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15724. if ( level === undefined ) { level = 0; }
  15725. var levelScale = Math.pow( 2, - level );
  15726. var width = Math.floor( texture.image.width * levelScale );
  15727. var height = Math.floor( texture.image.height * levelScale );
  15728. var glFormat = utils.convert( texture.format );
  15729. textures.setTexture2D( texture, 0 );
  15730. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15731. state.unbindTexture();
  15732. };
  15733. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15734. var width = srcTexture.image.width;
  15735. var height = srcTexture.image.height;
  15736. var glFormat = utils.convert( dstTexture.format );
  15737. var glType = utils.convert( dstTexture.type );
  15738. textures.setTexture2D( dstTexture, 0 );
  15739. if ( srcTexture.isDataTexture ) {
  15740. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15741. } else {
  15742. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15743. }
  15744. state.unbindTexture();
  15745. };
  15746. this.initTexture = function ( texture ) {
  15747. textures.setTexture2D( texture, 0 );
  15748. state.unbindTexture();
  15749. };
  15750. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15751. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15752. }
  15753. }
  15754. /**
  15755. * @author mrdoob / http://mrdoob.com/
  15756. * @author alteredq / http://alteredqualia.com/
  15757. */
  15758. function FogExp2( color, density ) {
  15759. this.name = '';
  15760. this.color = new Color( color );
  15761. this.density = ( density !== undefined ) ? density : 0.00025;
  15762. }
  15763. Object.assign( FogExp2.prototype, {
  15764. isFogExp2: true,
  15765. clone: function () {
  15766. return new FogExp2( this.color, this.density );
  15767. },
  15768. toJSON: function ( /* meta */ ) {
  15769. return {
  15770. type: 'FogExp2',
  15771. color: this.color.getHex(),
  15772. density: this.density
  15773. };
  15774. }
  15775. } );
  15776. /**
  15777. * @author mrdoob / http://mrdoob.com/
  15778. * @author alteredq / http://alteredqualia.com/
  15779. */
  15780. function Fog( color, near, far ) {
  15781. this.name = '';
  15782. this.color = new Color( color );
  15783. this.near = ( near !== undefined ) ? near : 1;
  15784. this.far = ( far !== undefined ) ? far : 1000;
  15785. }
  15786. Object.assign( Fog.prototype, {
  15787. isFog: true,
  15788. clone: function () {
  15789. return new Fog( this.color, this.near, this.far );
  15790. },
  15791. toJSON: function ( /* meta */ ) {
  15792. return {
  15793. type: 'Fog',
  15794. color: this.color.getHex(),
  15795. near: this.near,
  15796. far: this.far
  15797. };
  15798. }
  15799. } );
  15800. /**
  15801. * @author benaadams / https://twitter.com/ben_a_adams
  15802. */
  15803. function InterleavedBuffer( array, stride ) {
  15804. this.array = array;
  15805. this.stride = stride;
  15806. this.count = array !== undefined ? array.length / stride : 0;
  15807. this.usage = StaticDrawUsage;
  15808. this.updateRange = { offset: 0, count: - 1 };
  15809. this.version = 0;
  15810. }
  15811. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15812. set: function ( value ) {
  15813. if ( value === true ) { this.version ++; }
  15814. }
  15815. } );
  15816. Object.assign( InterleavedBuffer.prototype, {
  15817. isInterleavedBuffer: true,
  15818. onUploadCallback: function () {},
  15819. setUsage: function ( value ) {
  15820. this.usage = value;
  15821. return this;
  15822. },
  15823. copy: function ( source ) {
  15824. this.array = new source.array.constructor( source.array );
  15825. this.count = source.count;
  15826. this.stride = source.stride;
  15827. this.usage = source.usage;
  15828. return this;
  15829. },
  15830. copyAt: function ( index1, attribute, index2 ) {
  15831. index1 *= this.stride;
  15832. index2 *= attribute.stride;
  15833. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15834. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15835. }
  15836. return this;
  15837. },
  15838. set: function ( value, offset ) {
  15839. if ( offset === undefined ) { offset = 0; }
  15840. this.array.set( value, offset );
  15841. return this;
  15842. },
  15843. clone: function () {
  15844. return new this.constructor().copy( this );
  15845. },
  15846. onUpload: function ( callback ) {
  15847. this.onUploadCallback = callback;
  15848. return this;
  15849. }
  15850. } );
  15851. /**
  15852. * @author benaadams / https://twitter.com/ben_a_adams
  15853. */
  15854. var _vector$6 = new Vector3();
  15855. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15856. this.data = interleavedBuffer;
  15857. this.itemSize = itemSize;
  15858. this.offset = offset;
  15859. this.normalized = normalized === true;
  15860. }
  15861. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15862. count: {
  15863. get: function () {
  15864. return this.data.count;
  15865. }
  15866. },
  15867. array: {
  15868. get: function () {
  15869. return this.data.array;
  15870. }
  15871. }
  15872. } );
  15873. Object.assign( InterleavedBufferAttribute.prototype, {
  15874. isInterleavedBufferAttribute: true,
  15875. applyMatrix4: function ( m ) {
  15876. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15877. _vector$6.x = this.getX( i );
  15878. _vector$6.y = this.getY( i );
  15879. _vector$6.z = this.getZ( i );
  15880. _vector$6.applyMatrix4( m );
  15881. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15882. }
  15883. return this;
  15884. },
  15885. setX: function ( index, x ) {
  15886. this.data.array[ index * this.data.stride + this.offset ] = x;
  15887. return this;
  15888. },
  15889. setY: function ( index, y ) {
  15890. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15891. return this;
  15892. },
  15893. setZ: function ( index, z ) {
  15894. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15895. return this;
  15896. },
  15897. setW: function ( index, w ) {
  15898. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15899. return this;
  15900. },
  15901. getX: function ( index ) {
  15902. return this.data.array[ index * this.data.stride + this.offset ];
  15903. },
  15904. getY: function ( index ) {
  15905. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15906. },
  15907. getZ: function ( index ) {
  15908. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15909. },
  15910. getW: function ( index ) {
  15911. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15912. },
  15913. setXY: function ( index, x, y ) {
  15914. index = index * this.data.stride + this.offset;
  15915. this.data.array[ index + 0 ] = x;
  15916. this.data.array[ index + 1 ] = y;
  15917. return this;
  15918. },
  15919. setXYZ: function ( index, x, y, z ) {
  15920. index = index * this.data.stride + this.offset;
  15921. this.data.array[ index + 0 ] = x;
  15922. this.data.array[ index + 1 ] = y;
  15923. this.data.array[ index + 2 ] = z;
  15924. return this;
  15925. },
  15926. setXYZW: function ( index, x, y, z, w ) {
  15927. index = index * this.data.stride + this.offset;
  15928. this.data.array[ index + 0 ] = x;
  15929. this.data.array[ index + 1 ] = y;
  15930. this.data.array[ index + 2 ] = z;
  15931. this.data.array[ index + 3 ] = w;
  15932. return this;
  15933. }
  15934. } );
  15935. /**
  15936. * @author alteredq / http://alteredqualia.com/
  15937. *
  15938. * parameters = {
  15939. * color: <hex>,
  15940. * map: new THREE.Texture( <Image> ),
  15941. * alphaMap: new THREE.Texture( <Image> ),
  15942. * rotation: <float>,
  15943. * sizeAttenuation: <bool>
  15944. * }
  15945. */
  15946. function SpriteMaterial( parameters ) {
  15947. Material.call( this );
  15948. this.type = 'SpriteMaterial';
  15949. this.color = new Color( 0xffffff );
  15950. this.map = null;
  15951. this.alphaMap = null;
  15952. this.rotation = 0;
  15953. this.sizeAttenuation = true;
  15954. this.transparent = true;
  15955. this.setValues( parameters );
  15956. }
  15957. SpriteMaterial.prototype = Object.create( Material.prototype );
  15958. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15959. SpriteMaterial.prototype.isSpriteMaterial = true;
  15960. SpriteMaterial.prototype.copy = function ( source ) {
  15961. Material.prototype.copy.call( this, source );
  15962. this.color.copy( source.color );
  15963. this.map = source.map;
  15964. this.alphaMap = source.alphaMap;
  15965. this.rotation = source.rotation;
  15966. this.sizeAttenuation = source.sizeAttenuation;
  15967. return this;
  15968. };
  15969. /**
  15970. * @author mikael emtinger / http://gomo.se/
  15971. * @author alteredq / http://alteredqualia.com/
  15972. */
  15973. var _geometry;
  15974. var _intersectPoint = new Vector3();
  15975. var _worldScale = new Vector3();
  15976. var _mvPosition = new Vector3();
  15977. var _alignedPosition = new Vector2();
  15978. var _rotatedPosition = new Vector2();
  15979. var _viewWorldMatrix = new Matrix4();
  15980. var _vA$1 = new Vector3();
  15981. var _vB$1 = new Vector3();
  15982. var _vC$1 = new Vector3();
  15983. var _uvA$1 = new Vector2();
  15984. var _uvB$1 = new Vector2();
  15985. var _uvC$1 = new Vector2();
  15986. function Sprite( material ) {
  15987. Object3D.call( this );
  15988. this.type = 'Sprite';
  15989. if ( _geometry === undefined ) {
  15990. _geometry = new BufferGeometry();
  15991. var float32Array = new Float32Array( [
  15992. - 0.5, - 0.5, 0, 0, 0,
  15993. 0.5, - 0.5, 0, 1, 0,
  15994. 0.5, 0.5, 0, 1, 1,
  15995. - 0.5, 0.5, 0, 0, 1
  15996. ] );
  15997. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15998. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15999. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16000. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16001. }
  16002. this.geometry = _geometry;
  16003. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16004. this.center = new Vector2( 0.5, 0.5 );
  16005. }
  16006. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16007. constructor: Sprite,
  16008. isSprite: true,
  16009. raycast: function ( raycaster, intersects ) {
  16010. if ( raycaster.camera === null ) {
  16011. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16012. }
  16013. _worldScale.setFromMatrixScale( this.matrixWorld );
  16014. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16015. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16016. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16017. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16018. _worldScale.multiplyScalar( - _mvPosition.z );
  16019. }
  16020. var rotation = this.material.rotation;
  16021. var sin, cos;
  16022. if ( rotation !== 0 ) {
  16023. cos = Math.cos( rotation );
  16024. sin = Math.sin( rotation );
  16025. }
  16026. var center = this.center;
  16027. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16028. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16029. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16030. _uvA$1.set( 0, 0 );
  16031. _uvB$1.set( 1, 0 );
  16032. _uvC$1.set( 1, 1 );
  16033. // check first triangle
  16034. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16035. if ( intersect === null ) {
  16036. // check second triangle
  16037. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16038. _uvB$1.set( 0, 1 );
  16039. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16040. if ( intersect === null ) {
  16041. return;
  16042. }
  16043. }
  16044. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16045. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16046. intersects.push( {
  16047. distance: distance,
  16048. point: _intersectPoint.clone(),
  16049. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16050. face: null,
  16051. object: this
  16052. } );
  16053. },
  16054. clone: function () {
  16055. return new this.constructor( this.material ).copy( this );
  16056. },
  16057. copy: function ( source ) {
  16058. Object3D.prototype.copy.call( this, source );
  16059. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16060. return this;
  16061. }
  16062. } );
  16063. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16064. // compute position in camera space
  16065. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16066. // to check if rotation is not zero
  16067. if ( sin !== undefined ) {
  16068. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16069. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16070. } else {
  16071. _rotatedPosition.copy( _alignedPosition );
  16072. }
  16073. vertexPosition.copy( mvPosition );
  16074. vertexPosition.x += _rotatedPosition.x;
  16075. vertexPosition.y += _rotatedPosition.y;
  16076. // transform to world space
  16077. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16078. }
  16079. /**
  16080. * @author mikael emtinger / http://gomo.se/
  16081. * @author alteredq / http://alteredqualia.com/
  16082. * @author mrdoob / http://mrdoob.com/
  16083. */
  16084. var _v1$4 = new Vector3();
  16085. var _v2$2 = new Vector3();
  16086. function LOD() {
  16087. Object3D.call( this );
  16088. this._currentLevel = 0;
  16089. this.type = 'LOD';
  16090. Object.defineProperties( this, {
  16091. levels: {
  16092. enumerable: true,
  16093. value: []
  16094. }
  16095. } );
  16096. this.autoUpdate = true;
  16097. }
  16098. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16099. constructor: LOD,
  16100. isLOD: true,
  16101. copy: function ( source ) {
  16102. Object3D.prototype.copy.call( this, source, false );
  16103. var levels = source.levels;
  16104. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16105. var level = levels[ i ];
  16106. this.addLevel( level.object.clone(), level.distance );
  16107. }
  16108. this.autoUpdate = source.autoUpdate;
  16109. return this;
  16110. },
  16111. addLevel: function ( object, distance ) {
  16112. if ( distance === undefined ) { distance = 0; }
  16113. distance = Math.abs( distance );
  16114. var levels = this.levels;
  16115. for ( var l = 0; l < levels.length; l ++ ) {
  16116. if ( distance < levels[ l ].distance ) {
  16117. break;
  16118. }
  16119. }
  16120. levels.splice( l, 0, { distance: distance, object: object } );
  16121. this.add( object );
  16122. return this;
  16123. },
  16124. getCurrentLevel: function () {
  16125. return this._currentLevel;
  16126. },
  16127. getObjectForDistance: function ( distance ) {
  16128. var levels = this.levels;
  16129. if ( levels.length > 0 ) {
  16130. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16131. if ( distance < levels[ i ].distance ) {
  16132. break;
  16133. }
  16134. }
  16135. return levels[ i - 1 ].object;
  16136. }
  16137. return null;
  16138. },
  16139. raycast: function ( raycaster, intersects ) {
  16140. var levels = this.levels;
  16141. if ( levels.length > 0 ) {
  16142. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16143. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16144. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16145. }
  16146. },
  16147. update: function ( camera ) {
  16148. var levels = this.levels;
  16149. if ( levels.length > 1 ) {
  16150. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16151. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16152. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16153. levels[ 0 ].object.visible = true;
  16154. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16155. if ( distance >= levels[ i ].distance ) {
  16156. levels[ i - 1 ].object.visible = false;
  16157. levels[ i ].object.visible = true;
  16158. } else {
  16159. break;
  16160. }
  16161. }
  16162. this._currentLevel = i - 1;
  16163. for ( ; i < l; i ++ ) {
  16164. levels[ i ].object.visible = false;
  16165. }
  16166. }
  16167. },
  16168. toJSON: function ( meta ) {
  16169. var data = Object3D.prototype.toJSON.call( this, meta );
  16170. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16171. data.object.levels = [];
  16172. var levels = this.levels;
  16173. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16174. var level = levels[ i ];
  16175. data.object.levels.push( {
  16176. object: level.object.uuid,
  16177. distance: level.distance
  16178. } );
  16179. }
  16180. return data;
  16181. }
  16182. } );
  16183. /**
  16184. * @author mikael emtinger / http://gomo.se/
  16185. * @author alteredq / http://alteredqualia.com/
  16186. * @author ikerr / http://verold.com
  16187. */
  16188. function SkinnedMesh( geometry, material ) {
  16189. if ( geometry && geometry.isGeometry ) {
  16190. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16191. }
  16192. Mesh.call( this, geometry, material );
  16193. this.type = 'SkinnedMesh';
  16194. this.bindMode = 'attached';
  16195. this.bindMatrix = new Matrix4();
  16196. this.bindMatrixInverse = new Matrix4();
  16197. }
  16198. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16199. constructor: SkinnedMesh,
  16200. isSkinnedMesh: true,
  16201. bind: function ( skeleton, bindMatrix ) {
  16202. this.skeleton = skeleton;
  16203. if ( bindMatrix === undefined ) {
  16204. this.updateMatrixWorld( true );
  16205. this.skeleton.calculateInverses();
  16206. bindMatrix = this.matrixWorld;
  16207. }
  16208. this.bindMatrix.copy( bindMatrix );
  16209. this.bindMatrixInverse.getInverse( bindMatrix );
  16210. },
  16211. pose: function () {
  16212. this.skeleton.pose();
  16213. },
  16214. normalizeSkinWeights: function () {
  16215. var vector = new Vector4();
  16216. var skinWeight = this.geometry.attributes.skinWeight;
  16217. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16218. vector.x = skinWeight.getX( i );
  16219. vector.y = skinWeight.getY( i );
  16220. vector.z = skinWeight.getZ( i );
  16221. vector.w = skinWeight.getW( i );
  16222. var scale = 1.0 / vector.manhattanLength();
  16223. if ( scale !== Infinity ) {
  16224. vector.multiplyScalar( scale );
  16225. } else {
  16226. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16227. }
  16228. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16229. }
  16230. },
  16231. updateMatrixWorld: function ( force ) {
  16232. Mesh.prototype.updateMatrixWorld.call( this, force );
  16233. if ( this.bindMode === 'attached' ) {
  16234. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16235. } else if ( this.bindMode === 'detached' ) {
  16236. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16237. } else {
  16238. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16239. }
  16240. },
  16241. clone: function () {
  16242. return new this.constructor( this.geometry, this.material ).copy( this );
  16243. }
  16244. } );
  16245. /**
  16246. * @author mikael emtinger / http://gomo.se/
  16247. * @author alteredq / http://alteredqualia.com/
  16248. * @author michael guerrero / http://realitymeltdown.com
  16249. * @author ikerr / http://verold.com
  16250. */
  16251. var _offsetMatrix = new Matrix4();
  16252. var _identityMatrix = new Matrix4();
  16253. function Skeleton( bones, boneInverses ) {
  16254. // copy the bone array
  16255. bones = bones || [];
  16256. this.bones = bones.slice( 0 );
  16257. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16258. this.frame = - 1;
  16259. // use the supplied bone inverses or calculate the inverses
  16260. if ( boneInverses === undefined ) {
  16261. this.calculateInverses();
  16262. } else {
  16263. if ( this.bones.length === boneInverses.length ) {
  16264. this.boneInverses = boneInverses.slice( 0 );
  16265. } else {
  16266. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16267. this.boneInverses = [];
  16268. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16269. this.boneInverses.push( new Matrix4() );
  16270. }
  16271. }
  16272. }
  16273. }
  16274. Object.assign( Skeleton.prototype, {
  16275. calculateInverses: function () {
  16276. this.boneInverses = [];
  16277. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16278. var inverse = new Matrix4();
  16279. if ( this.bones[ i ] ) {
  16280. inverse.getInverse( this.bones[ i ].matrixWorld );
  16281. }
  16282. this.boneInverses.push( inverse );
  16283. }
  16284. },
  16285. pose: function () {
  16286. var bone, i, il;
  16287. // recover the bind-time world matrices
  16288. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16289. bone = this.bones[ i ];
  16290. if ( bone ) {
  16291. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16292. }
  16293. }
  16294. // compute the local matrices, positions, rotations and scales
  16295. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16296. bone = this.bones[ i ];
  16297. if ( bone ) {
  16298. if ( bone.parent && bone.parent.isBone ) {
  16299. bone.matrix.getInverse( bone.parent.matrixWorld );
  16300. bone.matrix.multiply( bone.matrixWorld );
  16301. } else {
  16302. bone.matrix.copy( bone.matrixWorld );
  16303. }
  16304. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16305. }
  16306. }
  16307. },
  16308. update: function () {
  16309. var bones = this.bones;
  16310. var boneInverses = this.boneInverses;
  16311. var boneMatrices = this.boneMatrices;
  16312. var boneTexture = this.boneTexture;
  16313. // flatten bone matrices to array
  16314. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16315. // compute the offset between the current and the original transform
  16316. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16317. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16318. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16319. }
  16320. if ( boneTexture !== undefined ) {
  16321. boneTexture.needsUpdate = true;
  16322. }
  16323. },
  16324. clone: function () {
  16325. return new Skeleton( this.bones, this.boneInverses );
  16326. },
  16327. getBoneByName: function ( name ) {
  16328. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16329. var bone = this.bones[ i ];
  16330. if ( bone.name === name ) {
  16331. return bone;
  16332. }
  16333. }
  16334. return undefined;
  16335. }
  16336. } );
  16337. /**
  16338. * @author mikael emtinger / http://gomo.se/
  16339. * @author alteredq / http://alteredqualia.com/
  16340. * @author ikerr / http://verold.com
  16341. */
  16342. function Bone() {
  16343. Object3D.call( this );
  16344. this.type = 'Bone';
  16345. }
  16346. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16347. constructor: Bone,
  16348. isBone: true
  16349. } );
  16350. /**
  16351. * @author mrdoob / http://mrdoob.com/
  16352. */
  16353. var _instanceLocalMatrix = new Matrix4();
  16354. var _instanceWorldMatrix = new Matrix4();
  16355. var _instanceIntersects = [];
  16356. var _mesh = new Mesh();
  16357. function InstancedMesh( geometry, material, count ) {
  16358. Mesh.call( this, geometry, material );
  16359. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16360. this.count = count;
  16361. this.frustumCulled = false;
  16362. }
  16363. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16364. constructor: InstancedMesh,
  16365. isInstancedMesh: true,
  16366. getMatrixAt: function ( index, matrix ) {
  16367. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16368. },
  16369. raycast: function ( raycaster, intersects ) {
  16370. var matrixWorld = this.matrixWorld;
  16371. var raycastTimes = this.count;
  16372. _mesh.geometry = this.geometry;
  16373. _mesh.material = this.material;
  16374. if ( _mesh.material === undefined ) { return; }
  16375. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16376. // calculate the world matrix for each instance
  16377. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16378. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16379. // the mesh represents this single instance
  16380. _mesh.matrixWorld = _instanceWorldMatrix;
  16381. _mesh.raycast( raycaster, _instanceIntersects );
  16382. // process the result of raycast
  16383. if ( _instanceIntersects.length > 0 ) {
  16384. _instanceIntersects[ 0 ].instanceId = instanceId;
  16385. _instanceIntersects[ 0 ].object = this;
  16386. intersects.push( _instanceIntersects[ 0 ] );
  16387. _instanceIntersects.length = 0;
  16388. }
  16389. }
  16390. },
  16391. setMatrixAt: function ( index, matrix ) {
  16392. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16393. },
  16394. updateMorphTargets: function () {
  16395. }
  16396. } );
  16397. /**
  16398. * @author mrdoob / http://mrdoob.com/
  16399. * @author alteredq / http://alteredqualia.com/
  16400. *
  16401. * parameters = {
  16402. * color: <hex>,
  16403. * opacity: <float>,
  16404. *
  16405. * linewidth: <float>,
  16406. * linecap: "round",
  16407. * linejoin: "round"
  16408. * }
  16409. */
  16410. function LineBasicMaterial( parameters ) {
  16411. Material.call( this );
  16412. this.type = 'LineBasicMaterial';
  16413. this.color = new Color( 0xffffff );
  16414. this.linewidth = 1;
  16415. this.linecap = 'round';
  16416. this.linejoin = 'round';
  16417. this.setValues( parameters );
  16418. }
  16419. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16420. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16421. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16422. LineBasicMaterial.prototype.copy = function ( source ) {
  16423. Material.prototype.copy.call( this, source );
  16424. this.color.copy( source.color );
  16425. this.linewidth = source.linewidth;
  16426. this.linecap = source.linecap;
  16427. this.linejoin = source.linejoin;
  16428. return this;
  16429. };
  16430. /**
  16431. * @author mrdoob / http://mrdoob.com/
  16432. */
  16433. var _start = new Vector3();
  16434. var _end = new Vector3();
  16435. var _inverseMatrix$1 = new Matrix4();
  16436. var _ray$1 = new Ray();
  16437. var _sphere$2 = new Sphere();
  16438. function Line( geometry, material, mode ) {
  16439. if ( mode === 1 ) {
  16440. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16441. }
  16442. Object3D.call( this );
  16443. this.type = 'Line';
  16444. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16445. this.material = material !== undefined ? material : new LineBasicMaterial();
  16446. }
  16447. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16448. constructor: Line,
  16449. isLine: true,
  16450. computeLineDistances: function () {
  16451. var geometry = this.geometry;
  16452. if ( geometry.isBufferGeometry ) {
  16453. // we assume non-indexed geometry
  16454. if ( geometry.index === null ) {
  16455. var positionAttribute = geometry.attributes.position;
  16456. var lineDistances = [ 0 ];
  16457. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16458. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16459. _end.fromBufferAttribute( positionAttribute, i );
  16460. lineDistances[ i ] = lineDistances[ i - 1 ];
  16461. lineDistances[ i ] += _start.distanceTo( _end );
  16462. }
  16463. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16464. } else {
  16465. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16466. }
  16467. } else if ( geometry.isGeometry ) {
  16468. var vertices = geometry.vertices;
  16469. var lineDistances = geometry.lineDistances;
  16470. lineDistances[ 0 ] = 0;
  16471. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16472. lineDistances[ i ] = lineDistances[ i - 1 ];
  16473. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16474. }
  16475. }
  16476. return this;
  16477. },
  16478. raycast: function ( raycaster, intersects ) {
  16479. var geometry = this.geometry;
  16480. var matrixWorld = this.matrixWorld;
  16481. var threshold = raycaster.params.Line.threshold;
  16482. // Checking boundingSphere distance to ray
  16483. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16484. _sphere$2.copy( geometry.boundingSphere );
  16485. _sphere$2.applyMatrix4( matrixWorld );
  16486. _sphere$2.radius += threshold;
  16487. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16488. //
  16489. _inverseMatrix$1.getInverse( matrixWorld );
  16490. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16491. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16492. var localThresholdSq = localThreshold * localThreshold;
  16493. var vStart = new Vector3();
  16494. var vEnd = new Vector3();
  16495. var interSegment = new Vector3();
  16496. var interRay = new Vector3();
  16497. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16498. if ( geometry.isBufferGeometry ) {
  16499. var index = geometry.index;
  16500. var attributes = geometry.attributes;
  16501. var positions = attributes.position.array;
  16502. if ( index !== null ) {
  16503. var indices = index.array;
  16504. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16505. var a = indices[ i ];
  16506. var b = indices[ i + 1 ];
  16507. vStart.fromArray( positions, a * 3 );
  16508. vEnd.fromArray( positions, b * 3 );
  16509. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16510. if ( distSq > localThresholdSq ) { continue; }
  16511. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16512. var distance = raycaster.ray.origin.distanceTo( interRay );
  16513. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16514. intersects.push( {
  16515. distance: distance,
  16516. // What do we want? intersection point on the ray or on the segment??
  16517. // point: raycaster.ray.at( distance ),
  16518. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16519. index: i,
  16520. face: null,
  16521. faceIndex: null,
  16522. object: this
  16523. } );
  16524. }
  16525. } else {
  16526. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16527. vStart.fromArray( positions, 3 * i );
  16528. vEnd.fromArray( positions, 3 * i + 3 );
  16529. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16530. if ( distSq > localThresholdSq ) { continue; }
  16531. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16532. var distance = raycaster.ray.origin.distanceTo( interRay );
  16533. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16534. intersects.push( {
  16535. distance: distance,
  16536. // What do we want? intersection point on the ray or on the segment??
  16537. // point: raycaster.ray.at( distance ),
  16538. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16539. index: i,
  16540. face: null,
  16541. faceIndex: null,
  16542. object: this
  16543. } );
  16544. }
  16545. }
  16546. } else if ( geometry.isGeometry ) {
  16547. var vertices = geometry.vertices;
  16548. var nbVertices = vertices.length;
  16549. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16550. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16551. if ( distSq > localThresholdSq ) { continue; }
  16552. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16553. var distance = raycaster.ray.origin.distanceTo( interRay );
  16554. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16555. intersects.push( {
  16556. distance: distance,
  16557. // What do we want? intersection point on the ray or on the segment??
  16558. // point: raycaster.ray.at( distance ),
  16559. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16560. index: i,
  16561. face: null,
  16562. faceIndex: null,
  16563. object: this
  16564. } );
  16565. }
  16566. }
  16567. },
  16568. clone: function () {
  16569. return new this.constructor( this.geometry, this.material ).copy( this );
  16570. }
  16571. } );
  16572. /**
  16573. * @author mrdoob / http://mrdoob.com/
  16574. */
  16575. var _start$1 = new Vector3();
  16576. var _end$1 = new Vector3();
  16577. function LineSegments( geometry, material ) {
  16578. Line.call( this, geometry, material );
  16579. this.type = 'LineSegments';
  16580. }
  16581. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16582. constructor: LineSegments,
  16583. isLineSegments: true,
  16584. computeLineDistances: function () {
  16585. var geometry = this.geometry;
  16586. if ( geometry.isBufferGeometry ) {
  16587. // we assume non-indexed geometry
  16588. if ( geometry.index === null ) {
  16589. var positionAttribute = geometry.attributes.position;
  16590. var lineDistances = [];
  16591. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16592. _start$1.fromBufferAttribute( positionAttribute, i );
  16593. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16594. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16595. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16596. }
  16597. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16598. } else {
  16599. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16600. }
  16601. } else if ( geometry.isGeometry ) {
  16602. var vertices = geometry.vertices;
  16603. var lineDistances = geometry.lineDistances;
  16604. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16605. _start$1.copy( vertices[ i ] );
  16606. _end$1.copy( vertices[ i + 1 ] );
  16607. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16608. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16609. }
  16610. }
  16611. return this;
  16612. }
  16613. } );
  16614. /**
  16615. * @author mgreter / http://github.com/mgreter
  16616. */
  16617. function LineLoop( geometry, material ) {
  16618. Line.call( this, geometry, material );
  16619. this.type = 'LineLoop';
  16620. }
  16621. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16622. constructor: LineLoop,
  16623. isLineLoop: true,
  16624. } );
  16625. /**
  16626. * @author mrdoob / http://mrdoob.com/
  16627. * @author alteredq / http://alteredqualia.com/
  16628. *
  16629. * parameters = {
  16630. * color: <hex>,
  16631. * opacity: <float>,
  16632. * map: new THREE.Texture( <Image> ),
  16633. * alphaMap: new THREE.Texture( <Image> ),
  16634. *
  16635. * size: <float>,
  16636. * sizeAttenuation: <bool>
  16637. *
  16638. * morphTargets: <bool>
  16639. * }
  16640. */
  16641. function PointsMaterial( parameters ) {
  16642. Material.call( this );
  16643. this.type = 'PointsMaterial';
  16644. this.color = new Color( 0xffffff );
  16645. this.map = null;
  16646. this.alphaMap = null;
  16647. this.size = 1;
  16648. this.sizeAttenuation = true;
  16649. this.morphTargets = false;
  16650. this.setValues( parameters );
  16651. }
  16652. PointsMaterial.prototype = Object.create( Material.prototype );
  16653. PointsMaterial.prototype.constructor = PointsMaterial;
  16654. PointsMaterial.prototype.isPointsMaterial = true;
  16655. PointsMaterial.prototype.copy = function ( source ) {
  16656. Material.prototype.copy.call( this, source );
  16657. this.color.copy( source.color );
  16658. this.map = source.map;
  16659. this.alphaMap = source.alphaMap;
  16660. this.size = source.size;
  16661. this.sizeAttenuation = source.sizeAttenuation;
  16662. this.morphTargets = source.morphTargets;
  16663. return this;
  16664. };
  16665. /**
  16666. * @author alteredq / http://alteredqualia.com/
  16667. */
  16668. var _inverseMatrix$2 = new Matrix4();
  16669. var _ray$2 = new Ray();
  16670. var _sphere$3 = new Sphere();
  16671. var _position$1 = new Vector3();
  16672. function Points( geometry, material ) {
  16673. Object3D.call( this );
  16674. this.type = 'Points';
  16675. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16676. this.material = material !== undefined ? material : new PointsMaterial();
  16677. this.updateMorphTargets();
  16678. }
  16679. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16680. constructor: Points,
  16681. isPoints: true,
  16682. raycast: function ( raycaster, intersects ) {
  16683. var geometry = this.geometry;
  16684. var matrixWorld = this.matrixWorld;
  16685. var threshold = raycaster.params.Points.threshold;
  16686. // Checking boundingSphere distance to ray
  16687. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16688. _sphere$3.copy( geometry.boundingSphere );
  16689. _sphere$3.applyMatrix4( matrixWorld );
  16690. _sphere$3.radius += threshold;
  16691. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16692. //
  16693. _inverseMatrix$2.getInverse( matrixWorld );
  16694. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16695. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16696. var localThresholdSq = localThreshold * localThreshold;
  16697. if ( geometry.isBufferGeometry ) {
  16698. var index = geometry.index;
  16699. var attributes = geometry.attributes;
  16700. var positions = attributes.position.array;
  16701. if ( index !== null ) {
  16702. var indices = index.array;
  16703. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16704. var a = indices[ i ];
  16705. _position$1.fromArray( positions, a * 3 );
  16706. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16707. }
  16708. } else {
  16709. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16710. _position$1.fromArray( positions, i * 3 );
  16711. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16712. }
  16713. }
  16714. } else {
  16715. var vertices = geometry.vertices;
  16716. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16717. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16718. }
  16719. }
  16720. },
  16721. updateMorphTargets: function () {
  16722. var geometry = this.geometry;
  16723. var m, ml, name;
  16724. if ( geometry.isBufferGeometry ) {
  16725. var morphAttributes = geometry.morphAttributes;
  16726. var keys = Object.keys( morphAttributes );
  16727. if ( keys.length > 0 ) {
  16728. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16729. if ( morphAttribute !== undefined ) {
  16730. this.morphTargetInfluences = [];
  16731. this.morphTargetDictionary = {};
  16732. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16733. name = morphAttribute[ m ].name || String( m );
  16734. this.morphTargetInfluences.push( 0 );
  16735. this.morphTargetDictionary[ name ] = m;
  16736. }
  16737. }
  16738. }
  16739. } else {
  16740. var morphTargets = geometry.morphTargets;
  16741. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16742. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16743. }
  16744. }
  16745. },
  16746. clone: function () {
  16747. return new this.constructor( this.geometry, this.material ).copy( this );
  16748. }
  16749. } );
  16750. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16751. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16752. if ( rayPointDistanceSq < localThresholdSq ) {
  16753. var intersectPoint = new Vector3();
  16754. _ray$2.closestPointToPoint( point, intersectPoint );
  16755. intersectPoint.applyMatrix4( matrixWorld );
  16756. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16757. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16758. intersects.push( {
  16759. distance: distance,
  16760. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16761. point: intersectPoint,
  16762. index: index,
  16763. face: null,
  16764. object: object
  16765. } );
  16766. }
  16767. }
  16768. /**
  16769. * @author mrdoob / http://mrdoob.com/
  16770. */
  16771. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16772. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16773. this.format = format !== undefined ? format : RGBFormat;
  16774. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16775. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16776. this.generateMipmaps = false;
  16777. }
  16778. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16779. constructor: VideoTexture,
  16780. isVideoTexture: true,
  16781. update: function () {
  16782. var video = this.image;
  16783. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16784. this.needsUpdate = true;
  16785. }
  16786. }
  16787. } );
  16788. /**
  16789. * @author alteredq / http://alteredqualia.com/
  16790. */
  16791. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16792. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16793. this.image = { width: width, height: height };
  16794. this.mipmaps = mipmaps;
  16795. // no flipping for cube textures
  16796. // (also flipping doesn't work for compressed textures )
  16797. this.flipY = false;
  16798. // can't generate mipmaps for compressed textures
  16799. // mips must be embedded in DDS files
  16800. this.generateMipmaps = false;
  16801. }
  16802. CompressedTexture.prototype = Object.create( Texture.prototype );
  16803. CompressedTexture.prototype.constructor = CompressedTexture;
  16804. CompressedTexture.prototype.isCompressedTexture = true;
  16805. /**
  16806. * @author mrdoob / http://mrdoob.com/
  16807. */
  16808. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16809. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16810. this.needsUpdate = true;
  16811. }
  16812. CanvasTexture.prototype = Object.create( Texture.prototype );
  16813. CanvasTexture.prototype.constructor = CanvasTexture;
  16814. CanvasTexture.prototype.isCanvasTexture = true;
  16815. /**
  16816. * @author Matt DesLauriers / @mattdesl
  16817. * @author atix / arthursilber.de
  16818. */
  16819. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16820. format = format !== undefined ? format : DepthFormat;
  16821. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16822. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16823. }
  16824. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16825. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16826. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16827. this.image = { width: width, height: height };
  16828. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16829. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16830. this.flipY = false;
  16831. this.generateMipmaps = false;
  16832. }
  16833. DepthTexture.prototype = Object.create( Texture.prototype );
  16834. DepthTexture.prototype.constructor = DepthTexture;
  16835. DepthTexture.prototype.isDepthTexture = true;
  16836. /**
  16837. * @author mrdoob / http://mrdoob.com/
  16838. * @author Mugen87 / https://github.com/Mugen87
  16839. */
  16840. function WireframeGeometry( geometry ) {
  16841. BufferGeometry.call( this );
  16842. this.type = 'WireframeGeometry';
  16843. // buffer
  16844. var vertices = [];
  16845. // helper variables
  16846. var i, j, l, o, ol;
  16847. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16848. var key, keys = [ 'a', 'b', 'c' ];
  16849. var vertex;
  16850. // different logic for Geometry and BufferGeometry
  16851. if ( geometry && geometry.isGeometry ) {
  16852. // create a data structure that contains all edges without duplicates
  16853. var faces = geometry.faces;
  16854. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16855. var face = faces[ i ];
  16856. for ( j = 0; j < 3; j ++ ) {
  16857. edge1 = face[ keys[ j ] ];
  16858. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16859. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16860. edge[ 1 ] = Math.max( edge1, edge2 );
  16861. key = edge[ 0 ] + ',' + edge[ 1 ];
  16862. if ( edges[ key ] === undefined ) {
  16863. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16864. }
  16865. }
  16866. }
  16867. // generate vertices
  16868. for ( key in edges ) {
  16869. e = edges[ key ];
  16870. vertex = geometry.vertices[ e.index1 ];
  16871. vertices.push( vertex.x, vertex.y, vertex.z );
  16872. vertex = geometry.vertices[ e.index2 ];
  16873. vertices.push( vertex.x, vertex.y, vertex.z );
  16874. }
  16875. } else if ( geometry && geometry.isBufferGeometry ) {
  16876. var position, indices, groups;
  16877. var group, start, count;
  16878. var index1, index2;
  16879. vertex = new Vector3();
  16880. if ( geometry.index !== null ) {
  16881. // indexed BufferGeometry
  16882. position = geometry.attributes.position;
  16883. indices = geometry.index;
  16884. groups = geometry.groups;
  16885. if ( groups.length === 0 ) {
  16886. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16887. }
  16888. // create a data structure that contains all eges without duplicates
  16889. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16890. group = groups[ o ];
  16891. start = group.start;
  16892. count = group.count;
  16893. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16894. for ( j = 0; j < 3; j ++ ) {
  16895. edge1 = indices.getX( i + j );
  16896. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16897. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16898. edge[ 1 ] = Math.max( edge1, edge2 );
  16899. key = edge[ 0 ] + ',' + edge[ 1 ];
  16900. if ( edges[ key ] === undefined ) {
  16901. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16902. }
  16903. }
  16904. }
  16905. }
  16906. // generate vertices
  16907. for ( key in edges ) {
  16908. e = edges[ key ];
  16909. vertex.fromBufferAttribute( position, e.index1 );
  16910. vertices.push( vertex.x, vertex.y, vertex.z );
  16911. vertex.fromBufferAttribute( position, e.index2 );
  16912. vertices.push( vertex.x, vertex.y, vertex.z );
  16913. }
  16914. } else {
  16915. // non-indexed BufferGeometry
  16916. position = geometry.attributes.position;
  16917. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16918. for ( j = 0; j < 3; j ++ ) {
  16919. // three edges per triangle, an edge is represented as (index1, index2)
  16920. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16921. index1 = 3 * i + j;
  16922. vertex.fromBufferAttribute( position, index1 );
  16923. vertices.push( vertex.x, vertex.y, vertex.z );
  16924. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16925. vertex.fromBufferAttribute( position, index2 );
  16926. vertices.push( vertex.x, vertex.y, vertex.z );
  16927. }
  16928. }
  16929. }
  16930. }
  16931. // build geometry
  16932. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16933. }
  16934. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16935. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16936. /**
  16937. * @author zz85 / https://github.com/zz85
  16938. * @author Mugen87 / https://github.com/Mugen87
  16939. *
  16940. * Parametric Surfaces Geometry
  16941. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16942. */
  16943. // ParametricGeometry
  16944. function ParametricGeometry( func, slices, stacks ) {
  16945. Geometry.call( this );
  16946. this.type = 'ParametricGeometry';
  16947. this.parameters = {
  16948. func: func,
  16949. slices: slices,
  16950. stacks: stacks
  16951. };
  16952. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16953. this.mergeVertices();
  16954. }
  16955. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16956. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16957. // ParametricBufferGeometry
  16958. function ParametricBufferGeometry( func, slices, stacks ) {
  16959. BufferGeometry.call( this );
  16960. this.type = 'ParametricBufferGeometry';
  16961. this.parameters = {
  16962. func: func,
  16963. slices: slices,
  16964. stacks: stacks
  16965. };
  16966. // buffers
  16967. var indices = [];
  16968. var vertices = [];
  16969. var normals = [];
  16970. var uvs = [];
  16971. var EPS = 0.00001;
  16972. var normal = new Vector3();
  16973. var p0 = new Vector3(), p1 = new Vector3();
  16974. var pu = new Vector3(), pv = new Vector3();
  16975. var i, j;
  16976. if ( func.length < 3 ) {
  16977. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16978. }
  16979. // generate vertices, normals and uvs
  16980. var sliceCount = slices + 1;
  16981. for ( i = 0; i <= stacks; i ++ ) {
  16982. var v = i / stacks;
  16983. for ( j = 0; j <= slices; j ++ ) {
  16984. var u = j / slices;
  16985. // vertex
  16986. func( u, v, p0 );
  16987. vertices.push( p0.x, p0.y, p0.z );
  16988. // normal
  16989. // approximate tangent vectors via finite differences
  16990. if ( u - EPS >= 0 ) {
  16991. func( u - EPS, v, p1 );
  16992. pu.subVectors( p0, p1 );
  16993. } else {
  16994. func( u + EPS, v, p1 );
  16995. pu.subVectors( p1, p0 );
  16996. }
  16997. if ( v - EPS >= 0 ) {
  16998. func( u, v - EPS, p1 );
  16999. pv.subVectors( p0, p1 );
  17000. } else {
  17001. func( u, v + EPS, p1 );
  17002. pv.subVectors( p1, p0 );
  17003. }
  17004. // cross product of tangent vectors returns surface normal
  17005. normal.crossVectors( pu, pv ).normalize();
  17006. normals.push( normal.x, normal.y, normal.z );
  17007. // uv
  17008. uvs.push( u, v );
  17009. }
  17010. }
  17011. // generate indices
  17012. for ( i = 0; i < stacks; i ++ ) {
  17013. for ( j = 0; j < slices; j ++ ) {
  17014. var a = i * sliceCount + j;
  17015. var b = i * sliceCount + j + 1;
  17016. var c = ( i + 1 ) * sliceCount + j + 1;
  17017. var d = ( i + 1 ) * sliceCount + j;
  17018. // faces one and two
  17019. indices.push( a, b, d );
  17020. indices.push( b, c, d );
  17021. }
  17022. }
  17023. // build geometry
  17024. this.setIndex( indices );
  17025. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17026. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17027. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17028. }
  17029. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17030. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17031. /**
  17032. * @author clockworkgeek / https://github.com/clockworkgeek
  17033. * @author timothypratley / https://github.com/timothypratley
  17034. * @author WestLangley / http://github.com/WestLangley
  17035. * @author Mugen87 / https://github.com/Mugen87
  17036. */
  17037. // PolyhedronGeometry
  17038. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17039. Geometry.call( this );
  17040. this.type = 'PolyhedronGeometry';
  17041. this.parameters = {
  17042. vertices: vertices,
  17043. indices: indices,
  17044. radius: radius,
  17045. detail: detail
  17046. };
  17047. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17048. this.mergeVertices();
  17049. }
  17050. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17051. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17052. // PolyhedronBufferGeometry
  17053. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17054. BufferGeometry.call( this );
  17055. this.type = 'PolyhedronBufferGeometry';
  17056. this.parameters = {
  17057. vertices: vertices,
  17058. indices: indices,
  17059. radius: radius,
  17060. detail: detail
  17061. };
  17062. radius = radius || 1;
  17063. detail = detail || 0;
  17064. // default buffer data
  17065. var vertexBuffer = [];
  17066. var uvBuffer = [];
  17067. // the subdivision creates the vertex buffer data
  17068. subdivide( detail );
  17069. // all vertices should lie on a conceptual sphere with a given radius
  17070. applyRadius( radius );
  17071. // finally, create the uv data
  17072. generateUVs();
  17073. // build non-indexed geometry
  17074. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17075. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17076. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17077. if ( detail === 0 ) {
  17078. this.computeVertexNormals(); // flat normals
  17079. } else {
  17080. this.normalizeNormals(); // smooth normals
  17081. }
  17082. // helper functions
  17083. function subdivide( detail ) {
  17084. var a = new Vector3();
  17085. var b = new Vector3();
  17086. var c = new Vector3();
  17087. // iterate over all faces and apply a subdivison with the given detail value
  17088. for ( var i = 0; i < indices.length; i += 3 ) {
  17089. // get the vertices of the face
  17090. getVertexByIndex( indices[ i + 0 ], a );
  17091. getVertexByIndex( indices[ i + 1 ], b );
  17092. getVertexByIndex( indices[ i + 2 ], c );
  17093. // perform subdivision
  17094. subdivideFace( a, b, c, detail );
  17095. }
  17096. }
  17097. function subdivideFace( a, b, c, detail ) {
  17098. var cols = Math.pow( 2, detail );
  17099. // we use this multidimensional array as a data structure for creating the subdivision
  17100. var v = [];
  17101. var i, j;
  17102. // construct all of the vertices for this subdivision
  17103. for ( i = 0; i <= cols; i ++ ) {
  17104. v[ i ] = [];
  17105. var aj = a.clone().lerp( c, i / cols );
  17106. var bj = b.clone().lerp( c, i / cols );
  17107. var rows = cols - i;
  17108. for ( j = 0; j <= rows; j ++ ) {
  17109. if ( j === 0 && i === cols ) {
  17110. v[ i ][ j ] = aj;
  17111. } else {
  17112. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17113. }
  17114. }
  17115. }
  17116. // construct all of the faces
  17117. for ( i = 0; i < cols; i ++ ) {
  17118. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  17119. var k = Math.floor( j / 2 );
  17120. if ( j % 2 === 0 ) {
  17121. pushVertex( v[ i ][ k + 1 ] );
  17122. pushVertex( v[ i + 1 ][ k ] );
  17123. pushVertex( v[ i ][ k ] );
  17124. } else {
  17125. pushVertex( v[ i ][ k + 1 ] );
  17126. pushVertex( v[ i + 1 ][ k + 1 ] );
  17127. pushVertex( v[ i + 1 ][ k ] );
  17128. }
  17129. }
  17130. }
  17131. }
  17132. function applyRadius( radius ) {
  17133. var vertex = new Vector3();
  17134. // iterate over the entire buffer and apply the radius to each vertex
  17135. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17136. vertex.x = vertexBuffer[ i + 0 ];
  17137. vertex.y = vertexBuffer[ i + 1 ];
  17138. vertex.z = vertexBuffer[ i + 2 ];
  17139. vertex.normalize().multiplyScalar( radius );
  17140. vertexBuffer[ i + 0 ] = vertex.x;
  17141. vertexBuffer[ i + 1 ] = vertex.y;
  17142. vertexBuffer[ i + 2 ] = vertex.z;
  17143. }
  17144. }
  17145. function generateUVs() {
  17146. var vertex = new Vector3();
  17147. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17148. vertex.x = vertexBuffer[ i + 0 ];
  17149. vertex.y = vertexBuffer[ i + 1 ];
  17150. vertex.z = vertexBuffer[ i + 2 ];
  17151. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17152. var v = inclination( vertex ) / Math.PI + 0.5;
  17153. uvBuffer.push( u, 1 - v );
  17154. }
  17155. correctUVs();
  17156. correctSeam();
  17157. }
  17158. function correctSeam() {
  17159. // handle case when face straddles the seam, see #3269
  17160. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17161. // uv data of a single face
  17162. var x0 = uvBuffer[ i + 0 ];
  17163. var x1 = uvBuffer[ i + 2 ];
  17164. var x2 = uvBuffer[ i + 4 ];
  17165. var max = Math.max( x0, x1, x2 );
  17166. var min = Math.min( x0, x1, x2 );
  17167. // 0.9 is somewhat arbitrary
  17168. if ( max > 0.9 && min < 0.1 ) {
  17169. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17170. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17171. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17172. }
  17173. }
  17174. }
  17175. function pushVertex( vertex ) {
  17176. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17177. }
  17178. function getVertexByIndex( index, vertex ) {
  17179. var stride = index * 3;
  17180. vertex.x = vertices[ stride + 0 ];
  17181. vertex.y = vertices[ stride + 1 ];
  17182. vertex.z = vertices[ stride + 2 ];
  17183. }
  17184. function correctUVs() {
  17185. var a = new Vector3();
  17186. var b = new Vector3();
  17187. var c = new Vector3();
  17188. var centroid = new Vector3();
  17189. var uvA = new Vector2();
  17190. var uvB = new Vector2();
  17191. var uvC = new Vector2();
  17192. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17193. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17194. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17195. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17196. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17197. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17198. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17199. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17200. var azi = azimuth( centroid );
  17201. correctUV( uvA, j + 0, a, azi );
  17202. correctUV( uvB, j + 2, b, azi );
  17203. correctUV( uvC, j + 4, c, azi );
  17204. }
  17205. }
  17206. function correctUV( uv, stride, vector, azimuth ) {
  17207. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17208. uvBuffer[ stride ] = uv.x - 1;
  17209. }
  17210. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17211. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17212. }
  17213. }
  17214. // Angle around the Y axis, counter-clockwise when looking from above.
  17215. function azimuth( vector ) {
  17216. return Math.atan2( vector.z, - vector.x );
  17217. }
  17218. // Angle above the XZ plane.
  17219. function inclination( vector ) {
  17220. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17221. }
  17222. }
  17223. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17224. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17225. /**
  17226. * @author timothypratley / https://github.com/timothypratley
  17227. * @author Mugen87 / https://github.com/Mugen87
  17228. */
  17229. // TetrahedronGeometry
  17230. function TetrahedronGeometry( radius, detail ) {
  17231. Geometry.call( this );
  17232. this.type = 'TetrahedronGeometry';
  17233. this.parameters = {
  17234. radius: radius,
  17235. detail: detail
  17236. };
  17237. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17238. this.mergeVertices();
  17239. }
  17240. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17241. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17242. // TetrahedronBufferGeometry
  17243. function TetrahedronBufferGeometry( radius, detail ) {
  17244. var vertices = [
  17245. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17246. ];
  17247. var indices = [
  17248. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17249. ];
  17250. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17251. this.type = 'TetrahedronBufferGeometry';
  17252. this.parameters = {
  17253. radius: radius,
  17254. detail: detail
  17255. };
  17256. }
  17257. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17258. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17259. /**
  17260. * @author timothypratley / https://github.com/timothypratley
  17261. * @author Mugen87 / https://github.com/Mugen87
  17262. */
  17263. // OctahedronGeometry
  17264. function OctahedronGeometry( radius, detail ) {
  17265. Geometry.call( this );
  17266. this.type = 'OctahedronGeometry';
  17267. this.parameters = {
  17268. radius: radius,
  17269. detail: detail
  17270. };
  17271. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17272. this.mergeVertices();
  17273. }
  17274. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17275. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17276. // OctahedronBufferGeometry
  17277. function OctahedronBufferGeometry( radius, detail ) {
  17278. var vertices = [
  17279. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17280. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17281. ];
  17282. var indices = [
  17283. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17284. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17285. 1, 3, 4, 1, 4, 2
  17286. ];
  17287. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17288. this.type = 'OctahedronBufferGeometry';
  17289. this.parameters = {
  17290. radius: radius,
  17291. detail: detail
  17292. };
  17293. }
  17294. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17295. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17296. /**
  17297. * @author timothypratley / https://github.com/timothypratley
  17298. * @author Mugen87 / https://github.com/Mugen87
  17299. */
  17300. // IcosahedronGeometry
  17301. function IcosahedronGeometry( radius, detail ) {
  17302. Geometry.call( this );
  17303. this.type = 'IcosahedronGeometry';
  17304. this.parameters = {
  17305. radius: radius,
  17306. detail: detail
  17307. };
  17308. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17309. this.mergeVertices();
  17310. }
  17311. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17312. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17313. // IcosahedronBufferGeometry
  17314. function IcosahedronBufferGeometry( radius, detail ) {
  17315. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17316. var vertices = [
  17317. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17318. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17319. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17320. ];
  17321. var indices = [
  17322. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17323. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17324. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17325. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17326. ];
  17327. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17328. this.type = 'IcosahedronBufferGeometry';
  17329. this.parameters = {
  17330. radius: radius,
  17331. detail: detail
  17332. };
  17333. }
  17334. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17335. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17336. /**
  17337. * @author Abe Pazos / https://hamoid.com
  17338. * @author Mugen87 / https://github.com/Mugen87
  17339. */
  17340. // DodecahedronGeometry
  17341. function DodecahedronGeometry( radius, detail ) {
  17342. Geometry.call( this );
  17343. this.type = 'DodecahedronGeometry';
  17344. this.parameters = {
  17345. radius: radius,
  17346. detail: detail
  17347. };
  17348. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17349. this.mergeVertices();
  17350. }
  17351. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17352. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17353. // DodecahedronBufferGeometry
  17354. function DodecahedronBufferGeometry( radius, detail ) {
  17355. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17356. var r = 1 / t;
  17357. var vertices = [
  17358. // (±1, ±1, ±1)
  17359. - 1, - 1, - 1, - 1, - 1, 1,
  17360. - 1, 1, - 1, - 1, 1, 1,
  17361. 1, - 1, - 1, 1, - 1, 1,
  17362. 1, 1, - 1, 1, 1, 1,
  17363. // (0, ±1/φ, ±φ)
  17364. 0, - r, - t, 0, - r, t,
  17365. 0, r, - t, 0, r, t,
  17366. // (±1/φ, ±φ, 0)
  17367. - r, - t, 0, - r, t, 0,
  17368. r, - t, 0, r, t, 0,
  17369. // (±φ, 0, ±1/φ)
  17370. - t, 0, - r, t, 0, - r,
  17371. - t, 0, r, t, 0, r
  17372. ];
  17373. var indices = [
  17374. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17375. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17376. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17377. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17378. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17379. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17380. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17381. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17382. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17383. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17384. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17385. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17386. ];
  17387. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17388. this.type = 'DodecahedronBufferGeometry';
  17389. this.parameters = {
  17390. radius: radius,
  17391. detail: detail
  17392. };
  17393. }
  17394. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17395. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17396. /**
  17397. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17398. * @author WestLangley / https://github.com/WestLangley
  17399. * @author zz85 / https://github.com/zz85
  17400. * @author miningold / https://github.com/miningold
  17401. * @author jonobr1 / https://github.com/jonobr1
  17402. * @author Mugen87 / https://github.com/Mugen87
  17403. *
  17404. */
  17405. // TubeGeometry
  17406. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17407. Geometry.call( this );
  17408. this.type = 'TubeGeometry';
  17409. this.parameters = {
  17410. path: path,
  17411. tubularSegments: tubularSegments,
  17412. radius: radius,
  17413. radialSegments: radialSegments,
  17414. closed: closed
  17415. };
  17416. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17417. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17418. // expose internals
  17419. this.tangents = bufferGeometry.tangents;
  17420. this.normals = bufferGeometry.normals;
  17421. this.binormals = bufferGeometry.binormals;
  17422. // create geometry
  17423. this.fromBufferGeometry( bufferGeometry );
  17424. this.mergeVertices();
  17425. }
  17426. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17427. TubeGeometry.prototype.constructor = TubeGeometry;
  17428. // TubeBufferGeometry
  17429. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17430. BufferGeometry.call( this );
  17431. this.type = 'TubeBufferGeometry';
  17432. this.parameters = {
  17433. path: path,
  17434. tubularSegments: tubularSegments,
  17435. radius: radius,
  17436. radialSegments: radialSegments,
  17437. closed: closed
  17438. };
  17439. tubularSegments = tubularSegments || 64;
  17440. radius = radius || 1;
  17441. radialSegments = radialSegments || 8;
  17442. closed = closed || false;
  17443. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17444. // expose internals
  17445. this.tangents = frames.tangents;
  17446. this.normals = frames.normals;
  17447. this.binormals = frames.binormals;
  17448. // helper variables
  17449. var vertex = new Vector3();
  17450. var normal = new Vector3();
  17451. var uv = new Vector2();
  17452. var P = new Vector3();
  17453. var i, j;
  17454. // buffer
  17455. var vertices = [];
  17456. var normals = [];
  17457. var uvs = [];
  17458. var indices = [];
  17459. // create buffer data
  17460. generateBufferData();
  17461. // build geometry
  17462. this.setIndex( indices );
  17463. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17464. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17465. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17466. // functions
  17467. function generateBufferData() {
  17468. for ( i = 0; i < tubularSegments; i ++ ) {
  17469. generateSegment( i );
  17470. }
  17471. // if the geometry is not closed, generate the last row of vertices and normals
  17472. // at the regular position on the given path
  17473. //
  17474. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17475. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17476. // uvs are generated in a separate function.
  17477. // this makes it easy compute correct values for closed geometries
  17478. generateUVs();
  17479. // finally create faces
  17480. generateIndices();
  17481. }
  17482. function generateSegment( i ) {
  17483. // we use getPointAt to sample evenly distributed points from the given path
  17484. P = path.getPointAt( i / tubularSegments, P );
  17485. // retrieve corresponding normal and binormal
  17486. var N = frames.normals[ i ];
  17487. var B = frames.binormals[ i ];
  17488. // generate normals and vertices for the current segment
  17489. for ( j = 0; j <= radialSegments; j ++ ) {
  17490. var v = j / radialSegments * Math.PI * 2;
  17491. var sin = Math.sin( v );
  17492. var cos = - Math.cos( v );
  17493. // normal
  17494. normal.x = ( cos * N.x + sin * B.x );
  17495. normal.y = ( cos * N.y + sin * B.y );
  17496. normal.z = ( cos * N.z + sin * B.z );
  17497. normal.normalize();
  17498. normals.push( normal.x, normal.y, normal.z );
  17499. // vertex
  17500. vertex.x = P.x + radius * normal.x;
  17501. vertex.y = P.y + radius * normal.y;
  17502. vertex.z = P.z + radius * normal.z;
  17503. vertices.push( vertex.x, vertex.y, vertex.z );
  17504. }
  17505. }
  17506. function generateIndices() {
  17507. for ( j = 1; j <= tubularSegments; j ++ ) {
  17508. for ( i = 1; i <= radialSegments; i ++ ) {
  17509. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17510. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17511. var c = ( radialSegments + 1 ) * j + i;
  17512. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17513. // faces
  17514. indices.push( a, b, d );
  17515. indices.push( b, c, d );
  17516. }
  17517. }
  17518. }
  17519. function generateUVs() {
  17520. for ( i = 0; i <= tubularSegments; i ++ ) {
  17521. for ( j = 0; j <= radialSegments; j ++ ) {
  17522. uv.x = i / tubularSegments;
  17523. uv.y = j / radialSegments;
  17524. uvs.push( uv.x, uv.y );
  17525. }
  17526. }
  17527. }
  17528. }
  17529. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17530. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17531. TubeBufferGeometry.prototype.toJSON = function () {
  17532. var data = BufferGeometry.prototype.toJSON.call( this );
  17533. data.path = this.parameters.path.toJSON();
  17534. return data;
  17535. };
  17536. /**
  17537. * @author oosmoxiecode
  17538. * @author Mugen87 / https://github.com/Mugen87
  17539. *
  17540. * based on http://www.blackpawn.com/texts/pqtorus/
  17541. */
  17542. // TorusKnotGeometry
  17543. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17544. Geometry.call( this );
  17545. this.type = 'TorusKnotGeometry';
  17546. this.parameters = {
  17547. radius: radius,
  17548. tube: tube,
  17549. tubularSegments: tubularSegments,
  17550. radialSegments: radialSegments,
  17551. p: p,
  17552. q: q
  17553. };
  17554. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17555. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17556. this.mergeVertices();
  17557. }
  17558. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17559. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17560. // TorusKnotBufferGeometry
  17561. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17562. BufferGeometry.call( this );
  17563. this.type = 'TorusKnotBufferGeometry';
  17564. this.parameters = {
  17565. radius: radius,
  17566. tube: tube,
  17567. tubularSegments: tubularSegments,
  17568. radialSegments: radialSegments,
  17569. p: p,
  17570. q: q
  17571. };
  17572. radius = radius || 1;
  17573. tube = tube || 0.4;
  17574. tubularSegments = Math.floor( tubularSegments ) || 64;
  17575. radialSegments = Math.floor( radialSegments ) || 8;
  17576. p = p || 2;
  17577. q = q || 3;
  17578. // buffers
  17579. var indices = [];
  17580. var vertices = [];
  17581. var normals = [];
  17582. var uvs = [];
  17583. // helper variables
  17584. var i, j;
  17585. var vertex = new Vector3();
  17586. var normal = new Vector3();
  17587. var P1 = new Vector3();
  17588. var P2 = new Vector3();
  17589. var B = new Vector3();
  17590. var T = new Vector3();
  17591. var N = new Vector3();
  17592. // generate vertices, normals and uvs
  17593. for ( i = 0; i <= tubularSegments; ++ i ) {
  17594. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17595. var u = i / tubularSegments * p * Math.PI * 2;
  17596. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17597. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17598. calculatePositionOnCurve( u, p, q, radius, P1 );
  17599. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17600. // calculate orthonormal basis
  17601. T.subVectors( P2, P1 );
  17602. N.addVectors( P2, P1 );
  17603. B.crossVectors( T, N );
  17604. N.crossVectors( B, T );
  17605. // normalize B, N. T can be ignored, we don't use it
  17606. B.normalize();
  17607. N.normalize();
  17608. for ( j = 0; j <= radialSegments; ++ j ) {
  17609. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17610. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17611. var v = j / radialSegments * Math.PI * 2;
  17612. var cx = - tube * Math.cos( v );
  17613. var cy = tube * Math.sin( v );
  17614. // now calculate the final vertex position.
  17615. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17616. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17617. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17618. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17619. vertices.push( vertex.x, vertex.y, vertex.z );
  17620. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17621. normal.subVectors( vertex, P1 ).normalize();
  17622. normals.push( normal.x, normal.y, normal.z );
  17623. // uv
  17624. uvs.push( i / tubularSegments );
  17625. uvs.push( j / radialSegments );
  17626. }
  17627. }
  17628. // generate indices
  17629. for ( j = 1; j <= tubularSegments; j ++ ) {
  17630. for ( i = 1; i <= radialSegments; i ++ ) {
  17631. // indices
  17632. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17633. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17634. var c = ( radialSegments + 1 ) * j + i;
  17635. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17636. // faces
  17637. indices.push( a, b, d );
  17638. indices.push( b, c, d );
  17639. }
  17640. }
  17641. // build geometry
  17642. this.setIndex( indices );
  17643. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17644. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17645. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17646. // this function calculates the current position on the torus curve
  17647. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17648. var cu = Math.cos( u );
  17649. var su = Math.sin( u );
  17650. var quOverP = q / p * u;
  17651. var cs = Math.cos( quOverP );
  17652. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17653. position.y = radius * ( 2 + cs ) * su * 0.5;
  17654. position.z = radius * Math.sin( quOverP ) * 0.5;
  17655. }
  17656. }
  17657. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17658. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17659. /**
  17660. * @author oosmoxiecode
  17661. * @author mrdoob / http://mrdoob.com/
  17662. * @author Mugen87 / https://github.com/Mugen87
  17663. */
  17664. // TorusGeometry
  17665. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17666. Geometry.call( this );
  17667. this.type = 'TorusGeometry';
  17668. this.parameters = {
  17669. radius: radius,
  17670. tube: tube,
  17671. radialSegments: radialSegments,
  17672. tubularSegments: tubularSegments,
  17673. arc: arc
  17674. };
  17675. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17676. this.mergeVertices();
  17677. }
  17678. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17679. TorusGeometry.prototype.constructor = TorusGeometry;
  17680. // TorusBufferGeometry
  17681. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17682. BufferGeometry.call( this );
  17683. this.type = 'TorusBufferGeometry';
  17684. this.parameters = {
  17685. radius: radius,
  17686. tube: tube,
  17687. radialSegments: radialSegments,
  17688. tubularSegments: tubularSegments,
  17689. arc: arc
  17690. };
  17691. radius = radius || 1;
  17692. tube = tube || 0.4;
  17693. radialSegments = Math.floor( radialSegments ) || 8;
  17694. tubularSegments = Math.floor( tubularSegments ) || 6;
  17695. arc = arc || Math.PI * 2;
  17696. // buffers
  17697. var indices = [];
  17698. var vertices = [];
  17699. var normals = [];
  17700. var uvs = [];
  17701. // helper variables
  17702. var center = new Vector3();
  17703. var vertex = new Vector3();
  17704. var normal = new Vector3();
  17705. var j, i;
  17706. // generate vertices, normals and uvs
  17707. for ( j = 0; j <= radialSegments; j ++ ) {
  17708. for ( i = 0; i <= tubularSegments; i ++ ) {
  17709. var u = i / tubularSegments * arc;
  17710. var v = j / radialSegments * Math.PI * 2;
  17711. // vertex
  17712. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17713. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17714. vertex.z = tube * Math.sin( v );
  17715. vertices.push( vertex.x, vertex.y, vertex.z );
  17716. // normal
  17717. center.x = radius * Math.cos( u );
  17718. center.y = radius * Math.sin( u );
  17719. normal.subVectors( vertex, center ).normalize();
  17720. normals.push( normal.x, normal.y, normal.z );
  17721. // uv
  17722. uvs.push( i / tubularSegments );
  17723. uvs.push( j / radialSegments );
  17724. }
  17725. }
  17726. // generate indices
  17727. for ( j = 1; j <= radialSegments; j ++ ) {
  17728. for ( i = 1; i <= tubularSegments; i ++ ) {
  17729. // indices
  17730. var a = ( tubularSegments + 1 ) * j + i - 1;
  17731. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17732. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17733. var d = ( tubularSegments + 1 ) * j + i;
  17734. // faces
  17735. indices.push( a, b, d );
  17736. indices.push( b, c, d );
  17737. }
  17738. }
  17739. // build geometry
  17740. this.setIndex( indices );
  17741. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17742. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17743. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17744. }
  17745. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17746. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17747. /**
  17748. * @author Mugen87 / https://github.com/Mugen87
  17749. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17750. */
  17751. var Earcut = {
  17752. triangulate: function ( data, holeIndices, dim ) {
  17753. dim = dim || 2;
  17754. var hasHoles = holeIndices && holeIndices.length,
  17755. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17756. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17757. triangles = [];
  17758. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17759. var minX, minY, maxX, maxY, x, y, invSize;
  17760. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17761. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17762. if ( data.length > 80 * dim ) {
  17763. minX = maxX = data[ 0 ];
  17764. minY = maxY = data[ 1 ];
  17765. for ( var i = dim; i < outerLen; i += dim ) {
  17766. x = data[ i ];
  17767. y = data[ i + 1 ];
  17768. if ( x < minX ) { minX = x; }
  17769. if ( y < minY ) { minY = y; }
  17770. if ( x > maxX ) { maxX = x; }
  17771. if ( y > maxY ) { maxY = y; }
  17772. }
  17773. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17774. invSize = Math.max( maxX - minX, maxY - minY );
  17775. invSize = invSize !== 0 ? 1 / invSize : 0;
  17776. }
  17777. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17778. return triangles;
  17779. }
  17780. };
  17781. // create a circular doubly linked list from polygon points in the specified winding order
  17782. function linkedList( data, start, end, dim, clockwise ) {
  17783. var i, last;
  17784. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17785. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17786. } else {
  17787. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17788. }
  17789. if ( last && equals( last, last.next ) ) {
  17790. removeNode( last );
  17791. last = last.next;
  17792. }
  17793. return last;
  17794. }
  17795. // eliminate colinear or duplicate points
  17796. function filterPoints( start, end ) {
  17797. if ( ! start ) { return start; }
  17798. if ( ! end ) { end = start; }
  17799. var p = start,
  17800. again;
  17801. do {
  17802. again = false;
  17803. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17804. removeNode( p );
  17805. p = end = p.prev;
  17806. if ( p === p.next ) { break; }
  17807. again = true;
  17808. } else {
  17809. p = p.next;
  17810. }
  17811. } while ( again || p !== end );
  17812. return end;
  17813. }
  17814. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17815. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17816. if ( ! ear ) { return; }
  17817. // interlink polygon nodes in z-order
  17818. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17819. var stop = ear,
  17820. prev, next;
  17821. // iterate through ears, slicing them one by one
  17822. while ( ear.prev !== ear.next ) {
  17823. prev = ear.prev;
  17824. next = ear.next;
  17825. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17826. // cut off the triangle
  17827. triangles.push( prev.i / dim );
  17828. triangles.push( ear.i / dim );
  17829. triangles.push( next.i / dim );
  17830. removeNode( ear );
  17831. // skipping the next vertex leads to less sliver triangles
  17832. ear = next.next;
  17833. stop = next.next;
  17834. continue;
  17835. }
  17836. ear = next;
  17837. // if we looped through the whole remaining polygon and can't find any more ears
  17838. if ( ear === stop ) {
  17839. // try filtering points and slicing again
  17840. if ( ! pass ) {
  17841. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17842. // if this didn't work, try curing all small self-intersections locally
  17843. } else if ( pass === 1 ) {
  17844. ear = cureLocalIntersections( ear, triangles, dim );
  17845. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17846. // as a last resort, try splitting the remaining polygon into two
  17847. } else if ( pass === 2 ) {
  17848. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17849. }
  17850. break;
  17851. }
  17852. }
  17853. }
  17854. // check whether a polygon node forms a valid ear with adjacent nodes
  17855. function isEar( ear ) {
  17856. var a = ear.prev,
  17857. b = ear,
  17858. c = ear.next;
  17859. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17860. // now make sure we don't have other points inside the potential ear
  17861. var p = ear.next.next;
  17862. while ( p !== ear.prev ) {
  17863. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17864. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17865. p = p.next;
  17866. }
  17867. return true;
  17868. }
  17869. function isEarHashed( ear, minX, minY, invSize ) {
  17870. var a = ear.prev,
  17871. b = ear,
  17872. c = ear.next;
  17873. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17874. // triangle bbox; min & max are calculated like this for speed
  17875. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17876. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17877. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17878. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17879. // z-order range for the current triangle bbox;
  17880. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17881. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17882. var p = ear.prevZ,
  17883. n = ear.nextZ;
  17884. // look for points inside the triangle in both directions
  17885. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17886. if ( p !== ear.prev && p !== ear.next &&
  17887. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17888. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17889. p = p.prevZ;
  17890. if ( n !== ear.prev && n !== ear.next &&
  17891. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17892. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17893. n = n.nextZ;
  17894. }
  17895. // look for remaining points in decreasing z-order
  17896. while ( p && p.z >= minZ ) {
  17897. if ( p !== ear.prev && p !== ear.next &&
  17898. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17899. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17900. p = p.prevZ;
  17901. }
  17902. // look for remaining points in increasing z-order
  17903. while ( n && n.z <= maxZ ) {
  17904. if ( n !== ear.prev && n !== ear.next &&
  17905. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17906. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17907. n = n.nextZ;
  17908. }
  17909. return true;
  17910. }
  17911. // go through all polygon nodes and cure small local self-intersections
  17912. function cureLocalIntersections( start, triangles, dim ) {
  17913. var p = start;
  17914. do {
  17915. var a = p.prev,
  17916. b = p.next.next;
  17917. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17918. triangles.push( a.i / dim );
  17919. triangles.push( p.i / dim );
  17920. triangles.push( b.i / dim );
  17921. // remove two nodes involved
  17922. removeNode( p );
  17923. removeNode( p.next );
  17924. p = start = b;
  17925. }
  17926. p = p.next;
  17927. } while ( p !== start );
  17928. return p;
  17929. }
  17930. // try splitting polygon into two and triangulate them independently
  17931. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17932. // look for a valid diagonal that divides the polygon into two
  17933. var a = start;
  17934. do {
  17935. var b = a.next.next;
  17936. while ( b !== a.prev ) {
  17937. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17938. // split the polygon in two by the diagonal
  17939. var c = splitPolygon( a, b );
  17940. // filter colinear points around the cuts
  17941. a = filterPoints( a, a.next );
  17942. c = filterPoints( c, c.next );
  17943. // run earcut on each half
  17944. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17945. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17946. return;
  17947. }
  17948. b = b.next;
  17949. }
  17950. a = a.next;
  17951. } while ( a !== start );
  17952. }
  17953. // link every hole into the outer loop, producing a single-ring polygon without holes
  17954. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17955. var queue = [],
  17956. i, len, start, end, list;
  17957. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17958. start = holeIndices[ i ] * dim;
  17959. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17960. list = linkedList( data, start, end, dim, false );
  17961. if ( list === list.next ) { list.steiner = true; }
  17962. queue.push( getLeftmost( list ) );
  17963. }
  17964. queue.sort( compareX );
  17965. // process holes from left to right
  17966. for ( i = 0; i < queue.length; i ++ ) {
  17967. eliminateHole( queue[ i ], outerNode );
  17968. outerNode = filterPoints( outerNode, outerNode.next );
  17969. }
  17970. return outerNode;
  17971. }
  17972. function compareX( a, b ) {
  17973. return a.x - b.x;
  17974. }
  17975. // find a bridge between vertices that connects hole with an outer ring and and link it
  17976. function eliminateHole( hole, outerNode ) {
  17977. outerNode = findHoleBridge( hole, outerNode );
  17978. if ( outerNode ) {
  17979. var b = splitPolygon( outerNode, hole );
  17980. filterPoints( b, b.next );
  17981. }
  17982. }
  17983. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17984. function findHoleBridge( hole, outerNode ) {
  17985. var p = outerNode,
  17986. hx = hole.x,
  17987. hy = hole.y,
  17988. qx = - Infinity,
  17989. m;
  17990. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17991. // segment's endpoint with lesser x will be potential connection point
  17992. do {
  17993. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17994. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17995. if ( x <= hx && x > qx ) {
  17996. qx = x;
  17997. if ( x === hx ) {
  17998. if ( hy === p.y ) { return p; }
  17999. if ( hy === p.next.y ) { return p.next; }
  18000. }
  18001. m = p.x < p.next.x ? p : p.next;
  18002. }
  18003. }
  18004. p = p.next;
  18005. } while ( p !== outerNode );
  18006. if ( ! m ) { return null; }
  18007. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  18008. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18009. // if there are no points found, we have a valid connection;
  18010. // otherwise choose the point of the minimum angle with the ray as connection point
  18011. var stop = m,
  18012. mx = m.x,
  18013. my = m.y,
  18014. tanMin = Infinity,
  18015. tan;
  18016. p = m.next;
  18017. while ( p !== stop ) {
  18018. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18019. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18020. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18021. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  18022. m = p;
  18023. tanMin = tan;
  18024. }
  18025. }
  18026. p = p.next;
  18027. }
  18028. return m;
  18029. }
  18030. // interlink polygon nodes in z-order
  18031. function indexCurve( start, minX, minY, invSize ) {
  18032. var p = start;
  18033. do {
  18034. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18035. p.prevZ = p.prev;
  18036. p.nextZ = p.next;
  18037. p = p.next;
  18038. } while ( p !== start );
  18039. p.prevZ.nextZ = null;
  18040. p.prevZ = null;
  18041. sortLinked( p );
  18042. }
  18043. // Simon Tatham's linked list merge sort algorithm
  18044. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18045. function sortLinked( list ) {
  18046. var i, p, q, e, tail, numMerges, pSize, qSize,
  18047. inSize = 1;
  18048. do {
  18049. p = list;
  18050. list = null;
  18051. tail = null;
  18052. numMerges = 0;
  18053. while ( p ) {
  18054. numMerges ++;
  18055. q = p;
  18056. pSize = 0;
  18057. for ( i = 0; i < inSize; i ++ ) {
  18058. pSize ++;
  18059. q = q.nextZ;
  18060. if ( ! q ) { break; }
  18061. }
  18062. qSize = inSize;
  18063. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18064. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18065. e = p;
  18066. p = p.nextZ;
  18067. pSize --;
  18068. } else {
  18069. e = q;
  18070. q = q.nextZ;
  18071. qSize --;
  18072. }
  18073. if ( tail ) { tail.nextZ = e; }
  18074. else { list = e; }
  18075. e.prevZ = tail;
  18076. tail = e;
  18077. }
  18078. p = q;
  18079. }
  18080. tail.nextZ = null;
  18081. inSize *= 2;
  18082. } while ( numMerges > 1 );
  18083. return list;
  18084. }
  18085. // z-order of a point given coords and inverse of the longer side of data bbox
  18086. function zOrder( x, y, minX, minY, invSize ) {
  18087. // coords are transformed into non-negative 15-bit integer range
  18088. x = 32767 * ( x - minX ) * invSize;
  18089. y = 32767 * ( y - minY ) * invSize;
  18090. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18091. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18092. x = ( x | ( x << 2 ) ) & 0x33333333;
  18093. x = ( x | ( x << 1 ) ) & 0x55555555;
  18094. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18095. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18096. y = ( y | ( y << 2 ) ) & 0x33333333;
  18097. y = ( y | ( y << 1 ) ) & 0x55555555;
  18098. return x | ( y << 1 );
  18099. }
  18100. // find the leftmost node of a polygon ring
  18101. function getLeftmost( start ) {
  18102. var p = start,
  18103. leftmost = start;
  18104. do {
  18105. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18106. p = p.next;
  18107. } while ( p !== start );
  18108. return leftmost;
  18109. }
  18110. // check if a point lies within a convex triangle
  18111. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18112. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18113. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18114. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18115. }
  18116. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18117. function isValidDiagonal( a, b ) {
  18118. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  18119. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  18120. }
  18121. // signed area of a triangle
  18122. function area( p, q, r ) {
  18123. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18124. }
  18125. // check if two points are equal
  18126. function equals( p1, p2 ) {
  18127. return p1.x === p2.x && p1.y === p2.y;
  18128. }
  18129. // check if two segments intersect
  18130. function intersects( p1, q1, p2, q2 ) {
  18131. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  18132. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  18133. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  18134. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  18135. }
  18136. // check if a polygon diagonal intersects any polygon segments
  18137. function intersectsPolygon( a, b ) {
  18138. var p = a;
  18139. do {
  18140. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18141. intersects( p, p.next, a, b ) ) { return true; }
  18142. p = p.next;
  18143. } while ( p !== a );
  18144. return false;
  18145. }
  18146. // check if a polygon diagonal is locally inside the polygon
  18147. function locallyInside( a, b ) {
  18148. return area( a.prev, a, a.next ) < 0 ?
  18149. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18150. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18151. }
  18152. // check if the middle point of a polygon diagonal is inside the polygon
  18153. function middleInside( a, b ) {
  18154. var p = a,
  18155. inside = false,
  18156. px = ( a.x + b.x ) / 2,
  18157. py = ( a.y + b.y ) / 2;
  18158. do {
  18159. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18160. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18161. { inside = ! inside; }
  18162. p = p.next;
  18163. } while ( p !== a );
  18164. return inside;
  18165. }
  18166. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18167. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18168. function splitPolygon( a, b ) {
  18169. var a2 = new Node( a.i, a.x, a.y ),
  18170. b2 = new Node( b.i, b.x, b.y ),
  18171. an = a.next,
  18172. bp = b.prev;
  18173. a.next = b;
  18174. b.prev = a;
  18175. a2.next = an;
  18176. an.prev = a2;
  18177. b2.next = a2;
  18178. a2.prev = b2;
  18179. bp.next = b2;
  18180. b2.prev = bp;
  18181. return b2;
  18182. }
  18183. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18184. function insertNode( i, x, y, last ) {
  18185. var p = new Node( i, x, y );
  18186. if ( ! last ) {
  18187. p.prev = p;
  18188. p.next = p;
  18189. } else {
  18190. p.next = last.next;
  18191. p.prev = last;
  18192. last.next.prev = p;
  18193. last.next = p;
  18194. }
  18195. return p;
  18196. }
  18197. function removeNode( p ) {
  18198. p.next.prev = p.prev;
  18199. p.prev.next = p.next;
  18200. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18201. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18202. }
  18203. function Node( i, x, y ) {
  18204. // vertex index in coordinates array
  18205. this.i = i;
  18206. // vertex coordinates
  18207. this.x = x;
  18208. this.y = y;
  18209. // previous and next vertex nodes in a polygon ring
  18210. this.prev = null;
  18211. this.next = null;
  18212. // z-order curve value
  18213. this.z = null;
  18214. // previous and next nodes in z-order
  18215. this.prevZ = null;
  18216. this.nextZ = null;
  18217. // indicates whether this is a steiner point
  18218. this.steiner = false;
  18219. }
  18220. function signedArea( data, start, end, dim ) {
  18221. var sum = 0;
  18222. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18223. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18224. j = i;
  18225. }
  18226. return sum;
  18227. }
  18228. /**
  18229. * @author zz85 / http://www.lab4games.net/zz85/blog
  18230. */
  18231. var ShapeUtils = {
  18232. // calculate area of the contour polygon
  18233. area: function ( contour ) {
  18234. var n = contour.length;
  18235. var a = 0.0;
  18236. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18237. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18238. }
  18239. return a * 0.5;
  18240. },
  18241. isClockWise: function ( pts ) {
  18242. return ShapeUtils.area( pts ) < 0;
  18243. },
  18244. triangulateShape: function ( contour, holes ) {
  18245. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18246. var holeIndices = []; // array of hole indices
  18247. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18248. removeDupEndPts( contour );
  18249. addContour( vertices, contour );
  18250. //
  18251. var holeIndex = contour.length;
  18252. holes.forEach( removeDupEndPts );
  18253. for ( var i = 0; i < holes.length; i ++ ) {
  18254. holeIndices.push( holeIndex );
  18255. holeIndex += holes[ i ].length;
  18256. addContour( vertices, holes[ i ] );
  18257. }
  18258. //
  18259. var triangles = Earcut.triangulate( vertices, holeIndices );
  18260. //
  18261. for ( var i = 0; i < triangles.length; i += 3 ) {
  18262. faces.push( triangles.slice( i, i + 3 ) );
  18263. }
  18264. return faces;
  18265. }
  18266. };
  18267. function removeDupEndPts( points ) {
  18268. var l = points.length;
  18269. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18270. points.pop();
  18271. }
  18272. }
  18273. function addContour( vertices, contour ) {
  18274. for ( var i = 0; i < contour.length; i ++ ) {
  18275. vertices.push( contour[ i ].x );
  18276. vertices.push( contour[ i ].y );
  18277. }
  18278. }
  18279. /**
  18280. * @author zz85 / http://www.lab4games.net/zz85/blog
  18281. *
  18282. * Creates extruded geometry from a path shape.
  18283. *
  18284. * parameters = {
  18285. *
  18286. * curveSegments: <int>, // number of points on the curves
  18287. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18288. * depth: <float>, // Depth to extrude the shape
  18289. *
  18290. * bevelEnabled: <bool>, // turn on bevel
  18291. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18292. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18293. * bevelOffset: <float>, // how far from shape outline does bevel start
  18294. * bevelSegments: <int>, // number of bevel layers
  18295. *
  18296. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18297. *
  18298. * UVGenerator: <Object> // object that provides UV generator functions
  18299. *
  18300. * }
  18301. */
  18302. // ExtrudeGeometry
  18303. function ExtrudeGeometry( shapes, options ) {
  18304. Geometry.call( this );
  18305. this.type = 'ExtrudeGeometry';
  18306. this.parameters = {
  18307. shapes: shapes,
  18308. options: options
  18309. };
  18310. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18311. this.mergeVertices();
  18312. }
  18313. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18314. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18315. ExtrudeGeometry.prototype.toJSON = function () {
  18316. var data = Geometry.prototype.toJSON.call( this );
  18317. var shapes = this.parameters.shapes;
  18318. var options = this.parameters.options;
  18319. return toJSON( shapes, options, data );
  18320. };
  18321. // ExtrudeBufferGeometry
  18322. function ExtrudeBufferGeometry( shapes, options ) {
  18323. BufferGeometry.call( this );
  18324. this.type = 'ExtrudeBufferGeometry';
  18325. this.parameters = {
  18326. shapes: shapes,
  18327. options: options
  18328. };
  18329. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18330. var scope = this;
  18331. var verticesArray = [];
  18332. var uvArray = [];
  18333. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18334. var shape = shapes[ i ];
  18335. addShape( shape );
  18336. }
  18337. // build geometry
  18338. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18339. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18340. this.computeVertexNormals();
  18341. // functions
  18342. function addShape( shape ) {
  18343. var placeholder = [];
  18344. // options
  18345. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18346. var steps = options.steps !== undefined ? options.steps : 1;
  18347. var depth = options.depth !== undefined ? options.depth : 100;
  18348. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18349. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18350. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18351. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18352. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18353. var extrudePath = options.extrudePath;
  18354. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18355. // deprecated options
  18356. if ( options.amount !== undefined ) {
  18357. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18358. depth = options.amount;
  18359. }
  18360. //
  18361. var extrudePts, extrudeByPath = false;
  18362. var splineTube, binormal, normal, position2;
  18363. if ( extrudePath ) {
  18364. extrudePts = extrudePath.getSpacedPoints( steps );
  18365. extrudeByPath = true;
  18366. bevelEnabled = false; // bevels not supported for path extrusion
  18367. // SETUP TNB variables
  18368. // TODO1 - have a .isClosed in spline?
  18369. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18370. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18371. binormal = new Vector3();
  18372. normal = new Vector3();
  18373. position2 = new Vector3();
  18374. }
  18375. // Safeguards if bevels are not enabled
  18376. if ( ! bevelEnabled ) {
  18377. bevelSegments = 0;
  18378. bevelThickness = 0;
  18379. bevelSize = 0;
  18380. bevelOffset = 0;
  18381. }
  18382. // Variables initialization
  18383. var ahole, h, hl; // looping of holes
  18384. var shapePoints = shape.extractPoints( curveSegments );
  18385. var vertices = shapePoints.shape;
  18386. var holes = shapePoints.holes;
  18387. var reverse = ! ShapeUtils.isClockWise( vertices );
  18388. if ( reverse ) {
  18389. vertices = vertices.reverse();
  18390. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18391. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18392. ahole = holes[ h ];
  18393. if ( ShapeUtils.isClockWise( ahole ) ) {
  18394. holes[ h ] = ahole.reverse();
  18395. }
  18396. }
  18397. }
  18398. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18399. /* Vertices */
  18400. var contour = vertices; // vertices has all points but contour has only points of circumference
  18401. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18402. ahole = holes[ h ];
  18403. vertices = vertices.concat( ahole );
  18404. }
  18405. function scalePt2( pt, vec, size ) {
  18406. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18407. return vec.clone().multiplyScalar( size ).add( pt );
  18408. }
  18409. var b, bs, t, z,
  18410. vert, vlen = vertices.length,
  18411. face, flen = faces.length;
  18412. // Find directions for point movement
  18413. function getBevelVec( inPt, inPrev, inNext ) {
  18414. // computes for inPt the corresponding point inPt' on a new contour
  18415. // shifted by 1 unit (length of normalized vector) to the left
  18416. // if we walk along contour clockwise, this new contour is outside the old one
  18417. //
  18418. // inPt' is the intersection of the two lines parallel to the two
  18419. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18420. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18421. // good reading for geometry algorithms (here: line-line intersection)
  18422. // http://geomalgorithms.com/a05-_intersect-1.html
  18423. var v_prev_x = inPt.x - inPrev.x,
  18424. v_prev_y = inPt.y - inPrev.y;
  18425. var v_next_x = inNext.x - inPt.x,
  18426. v_next_y = inNext.y - inPt.y;
  18427. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18428. // check for collinear edges
  18429. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18430. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18431. // not collinear
  18432. // length of vectors for normalizing
  18433. var v_prev_len = Math.sqrt( v_prev_lensq );
  18434. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18435. // shift adjacent points by unit vectors to the left
  18436. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18437. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18438. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18439. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18440. // scaling factor for v_prev to intersection point
  18441. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18442. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18443. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18444. // vector from inPt to intersection point
  18445. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18446. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18447. // Don't normalize!, otherwise sharp corners become ugly
  18448. // but prevent crazy spikes
  18449. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18450. if ( v_trans_lensq <= 2 ) {
  18451. return new Vector2( v_trans_x, v_trans_y );
  18452. } else {
  18453. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18454. }
  18455. } else {
  18456. // handle special case of collinear edges
  18457. var direction_eq = false; // assumes: opposite
  18458. if ( v_prev_x > Number.EPSILON ) {
  18459. if ( v_next_x > Number.EPSILON ) {
  18460. direction_eq = true;
  18461. }
  18462. } else {
  18463. if ( v_prev_x < - Number.EPSILON ) {
  18464. if ( v_next_x < - Number.EPSILON ) {
  18465. direction_eq = true;
  18466. }
  18467. } else {
  18468. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18469. direction_eq = true;
  18470. }
  18471. }
  18472. }
  18473. if ( direction_eq ) {
  18474. // console.log("Warning: lines are a straight sequence");
  18475. v_trans_x = - v_prev_y;
  18476. v_trans_y = v_prev_x;
  18477. shrink_by = Math.sqrt( v_prev_lensq );
  18478. } else {
  18479. // console.log("Warning: lines are a straight spike");
  18480. v_trans_x = v_prev_x;
  18481. v_trans_y = v_prev_y;
  18482. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18483. }
  18484. }
  18485. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18486. }
  18487. var contourMovements = [];
  18488. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18489. if ( j === il ) { j = 0; }
  18490. if ( k === il ) { k = 0; }
  18491. // (j)---(i)---(k)
  18492. // console.log('i,j,k', i, j , k)
  18493. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18494. }
  18495. var holesMovements = [],
  18496. oneHoleMovements, verticesMovements = contourMovements.concat();
  18497. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18498. ahole = holes[ h ];
  18499. oneHoleMovements = [];
  18500. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18501. if ( j === il ) { j = 0; }
  18502. if ( k === il ) { k = 0; }
  18503. // (j)---(i)---(k)
  18504. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18505. }
  18506. holesMovements.push( oneHoleMovements );
  18507. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18508. }
  18509. // Loop bevelSegments, 1 for the front, 1 for the back
  18510. for ( b = 0; b < bevelSegments; b ++ ) {
  18511. //for ( b = bevelSegments; b > 0; b -- ) {
  18512. t = b / bevelSegments;
  18513. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18514. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18515. // contract shape
  18516. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18517. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18518. v( vert.x, vert.y, - z );
  18519. }
  18520. // expand holes
  18521. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18522. ahole = holes[ h ];
  18523. oneHoleMovements = holesMovements[ h ];
  18524. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18525. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18526. v( vert.x, vert.y, - z );
  18527. }
  18528. }
  18529. }
  18530. bs = bevelSize + bevelOffset;
  18531. // Back facing vertices
  18532. for ( i = 0; i < vlen; i ++ ) {
  18533. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18534. if ( ! extrudeByPath ) {
  18535. v( vert.x, vert.y, 0 );
  18536. } else {
  18537. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18538. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18539. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18540. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18541. v( position2.x, position2.y, position2.z );
  18542. }
  18543. }
  18544. // Add stepped vertices...
  18545. // Including front facing vertices
  18546. var s;
  18547. for ( s = 1; s <= steps; s ++ ) {
  18548. for ( i = 0; i < vlen; i ++ ) {
  18549. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18550. if ( ! extrudeByPath ) {
  18551. v( vert.x, vert.y, depth / steps * s );
  18552. } else {
  18553. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18554. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18555. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18556. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18557. v( position2.x, position2.y, position2.z );
  18558. }
  18559. }
  18560. }
  18561. // Add bevel segments planes
  18562. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18563. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18564. t = b / bevelSegments;
  18565. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18566. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18567. // contract shape
  18568. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18569. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18570. v( vert.x, vert.y, depth + z );
  18571. }
  18572. // expand holes
  18573. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18574. ahole = holes[ h ];
  18575. oneHoleMovements = holesMovements[ h ];
  18576. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18577. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18578. if ( ! extrudeByPath ) {
  18579. v( vert.x, vert.y, depth + z );
  18580. } else {
  18581. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18582. }
  18583. }
  18584. }
  18585. }
  18586. /* Faces */
  18587. // Top and bottom faces
  18588. buildLidFaces();
  18589. // Sides faces
  18590. buildSideFaces();
  18591. ///// Internal functions
  18592. function buildLidFaces() {
  18593. var start = verticesArray.length / 3;
  18594. if ( bevelEnabled ) {
  18595. var layer = 0; // steps + 1
  18596. var offset = vlen * layer;
  18597. // Bottom faces
  18598. for ( i = 0; i < flen; i ++ ) {
  18599. face = faces[ i ];
  18600. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18601. }
  18602. layer = steps + bevelSegments * 2;
  18603. offset = vlen * layer;
  18604. // Top faces
  18605. for ( i = 0; i < flen; i ++ ) {
  18606. face = faces[ i ];
  18607. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18608. }
  18609. } else {
  18610. // Bottom faces
  18611. for ( i = 0; i < flen; i ++ ) {
  18612. face = faces[ i ];
  18613. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18614. }
  18615. // Top faces
  18616. for ( i = 0; i < flen; i ++ ) {
  18617. face = faces[ i ];
  18618. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18619. }
  18620. }
  18621. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18622. }
  18623. // Create faces for the z-sides of the shape
  18624. function buildSideFaces() {
  18625. var start = verticesArray.length / 3;
  18626. var layeroffset = 0;
  18627. sidewalls( contour, layeroffset );
  18628. layeroffset += contour.length;
  18629. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18630. ahole = holes[ h ];
  18631. sidewalls( ahole, layeroffset );
  18632. //, true
  18633. layeroffset += ahole.length;
  18634. }
  18635. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18636. }
  18637. function sidewalls( contour, layeroffset ) {
  18638. var j, k;
  18639. i = contour.length;
  18640. while ( -- i >= 0 ) {
  18641. j = i;
  18642. k = i - 1;
  18643. if ( k < 0 ) { k = contour.length - 1; }
  18644. //console.log('b', i,j, i-1, k,vertices.length);
  18645. var s = 0,
  18646. sl = steps + bevelSegments * 2;
  18647. for ( s = 0; s < sl; s ++ ) {
  18648. var slen1 = vlen * s;
  18649. var slen2 = vlen * ( s + 1 );
  18650. var a = layeroffset + j + slen1,
  18651. b = layeroffset + k + slen1,
  18652. c = layeroffset + k + slen2,
  18653. d = layeroffset + j + slen2;
  18654. f4( a, b, c, d );
  18655. }
  18656. }
  18657. }
  18658. function v( x, y, z ) {
  18659. placeholder.push( x );
  18660. placeholder.push( y );
  18661. placeholder.push( z );
  18662. }
  18663. function f3( a, b, c ) {
  18664. addVertex( a );
  18665. addVertex( b );
  18666. addVertex( c );
  18667. var nextIndex = verticesArray.length / 3;
  18668. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18669. addUV( uvs[ 0 ] );
  18670. addUV( uvs[ 1 ] );
  18671. addUV( uvs[ 2 ] );
  18672. }
  18673. function f4( a, b, c, d ) {
  18674. addVertex( a );
  18675. addVertex( b );
  18676. addVertex( d );
  18677. addVertex( b );
  18678. addVertex( c );
  18679. addVertex( d );
  18680. var nextIndex = verticesArray.length / 3;
  18681. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18682. addUV( uvs[ 0 ] );
  18683. addUV( uvs[ 1 ] );
  18684. addUV( uvs[ 3 ] );
  18685. addUV( uvs[ 1 ] );
  18686. addUV( uvs[ 2 ] );
  18687. addUV( uvs[ 3 ] );
  18688. }
  18689. function addVertex( index ) {
  18690. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18691. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18692. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18693. }
  18694. function addUV( vector2 ) {
  18695. uvArray.push( vector2.x );
  18696. uvArray.push( vector2.y );
  18697. }
  18698. }
  18699. }
  18700. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18701. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18702. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18703. var data = BufferGeometry.prototype.toJSON.call( this );
  18704. var shapes = this.parameters.shapes;
  18705. var options = this.parameters.options;
  18706. return toJSON( shapes, options, data );
  18707. };
  18708. //
  18709. var WorldUVGenerator = {
  18710. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18711. var a_x = vertices[ indexA * 3 ];
  18712. var a_y = vertices[ indexA * 3 + 1 ];
  18713. var b_x = vertices[ indexB * 3 ];
  18714. var b_y = vertices[ indexB * 3 + 1 ];
  18715. var c_x = vertices[ indexC * 3 ];
  18716. var c_y = vertices[ indexC * 3 + 1 ];
  18717. return [
  18718. new Vector2( a_x, a_y ),
  18719. new Vector2( b_x, b_y ),
  18720. new Vector2( c_x, c_y )
  18721. ];
  18722. },
  18723. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18724. var a_x = vertices[ indexA * 3 ];
  18725. var a_y = vertices[ indexA * 3 + 1 ];
  18726. var a_z = vertices[ indexA * 3 + 2 ];
  18727. var b_x = vertices[ indexB * 3 ];
  18728. var b_y = vertices[ indexB * 3 + 1 ];
  18729. var b_z = vertices[ indexB * 3 + 2 ];
  18730. var c_x = vertices[ indexC * 3 ];
  18731. var c_y = vertices[ indexC * 3 + 1 ];
  18732. var c_z = vertices[ indexC * 3 + 2 ];
  18733. var d_x = vertices[ indexD * 3 ];
  18734. var d_y = vertices[ indexD * 3 + 1 ];
  18735. var d_z = vertices[ indexD * 3 + 2 ];
  18736. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18737. return [
  18738. new Vector2( a_x, 1 - a_z ),
  18739. new Vector2( b_x, 1 - b_z ),
  18740. new Vector2( c_x, 1 - c_z ),
  18741. new Vector2( d_x, 1 - d_z )
  18742. ];
  18743. } else {
  18744. return [
  18745. new Vector2( a_y, 1 - a_z ),
  18746. new Vector2( b_y, 1 - b_z ),
  18747. new Vector2( c_y, 1 - c_z ),
  18748. new Vector2( d_y, 1 - d_z )
  18749. ];
  18750. }
  18751. }
  18752. };
  18753. function toJSON( shapes, options, data ) {
  18754. //
  18755. data.shapes = [];
  18756. if ( Array.isArray( shapes ) ) {
  18757. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18758. var shape = shapes[ i ];
  18759. data.shapes.push( shape.uuid );
  18760. }
  18761. } else {
  18762. data.shapes.push( shapes.uuid );
  18763. }
  18764. //
  18765. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18766. return data;
  18767. }
  18768. /**
  18769. * @author zz85 / http://www.lab4games.net/zz85/blog
  18770. * @author alteredq / http://alteredqualia.com/
  18771. *
  18772. * Text = 3D Text
  18773. *
  18774. * parameters = {
  18775. * font: <THREE.Font>, // font
  18776. *
  18777. * size: <float>, // size of the text
  18778. * height: <float>, // thickness to extrude text
  18779. * curveSegments: <int>, // number of points on the curves
  18780. *
  18781. * bevelEnabled: <bool>, // turn on bevel
  18782. * bevelThickness: <float>, // how deep into text bevel goes
  18783. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18784. * bevelOffset: <float> // how far from text outline does bevel start
  18785. * }
  18786. */
  18787. // TextGeometry
  18788. function TextGeometry( text, parameters ) {
  18789. Geometry.call( this );
  18790. this.type = 'TextGeometry';
  18791. this.parameters = {
  18792. text: text,
  18793. parameters: parameters
  18794. };
  18795. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18796. this.mergeVertices();
  18797. }
  18798. TextGeometry.prototype = Object.create( Geometry.prototype );
  18799. TextGeometry.prototype.constructor = TextGeometry;
  18800. // TextBufferGeometry
  18801. function TextBufferGeometry( text, parameters ) {
  18802. parameters = parameters || {};
  18803. var font = parameters.font;
  18804. if ( ! ( font && font.isFont ) ) {
  18805. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18806. return new Geometry();
  18807. }
  18808. var shapes = font.generateShapes( text, parameters.size );
  18809. // translate parameters to ExtrudeGeometry API
  18810. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18811. // defaults
  18812. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18813. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18814. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18815. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18816. this.type = 'TextBufferGeometry';
  18817. }
  18818. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18819. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18820. /**
  18821. * @author mrdoob / http://mrdoob.com/
  18822. * @author benaadams / https://twitter.com/ben_a_adams
  18823. * @author Mugen87 / https://github.com/Mugen87
  18824. */
  18825. // SphereGeometry
  18826. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18827. Geometry.call( this );
  18828. this.type = 'SphereGeometry';
  18829. this.parameters = {
  18830. radius: radius,
  18831. widthSegments: widthSegments,
  18832. heightSegments: heightSegments,
  18833. phiStart: phiStart,
  18834. phiLength: phiLength,
  18835. thetaStart: thetaStart,
  18836. thetaLength: thetaLength
  18837. };
  18838. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18839. this.mergeVertices();
  18840. }
  18841. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18842. SphereGeometry.prototype.constructor = SphereGeometry;
  18843. // SphereBufferGeometry
  18844. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18845. BufferGeometry.call( this );
  18846. this.type = 'SphereBufferGeometry';
  18847. this.parameters = {
  18848. radius: radius,
  18849. widthSegments: widthSegments,
  18850. heightSegments: heightSegments,
  18851. phiStart: phiStart,
  18852. phiLength: phiLength,
  18853. thetaStart: thetaStart,
  18854. thetaLength: thetaLength
  18855. };
  18856. radius = radius || 1;
  18857. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18858. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18859. phiStart = phiStart !== undefined ? phiStart : 0;
  18860. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18861. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18862. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18863. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18864. var ix, iy;
  18865. var index = 0;
  18866. var grid = [];
  18867. var vertex = new Vector3();
  18868. var normal = new Vector3();
  18869. // buffers
  18870. var indices = [];
  18871. var vertices = [];
  18872. var normals = [];
  18873. var uvs = [];
  18874. // generate vertices, normals and uvs
  18875. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18876. var verticesRow = [];
  18877. var v = iy / heightSegments;
  18878. // special case for the poles
  18879. var uOffset = 0;
  18880. if ( iy == 0 && thetaStart == 0 ) {
  18881. uOffset = 0.5 / widthSegments;
  18882. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18883. uOffset = - 0.5 / widthSegments;
  18884. }
  18885. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18886. var u = ix / widthSegments;
  18887. // vertex
  18888. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18889. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18890. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18891. vertices.push( vertex.x, vertex.y, vertex.z );
  18892. // normal
  18893. normal.copy( vertex ).normalize();
  18894. normals.push( normal.x, normal.y, normal.z );
  18895. // uv
  18896. uvs.push( u + uOffset, 1 - v );
  18897. verticesRow.push( index ++ );
  18898. }
  18899. grid.push( verticesRow );
  18900. }
  18901. // indices
  18902. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18903. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18904. var a = grid[ iy ][ ix + 1 ];
  18905. var b = grid[ iy ][ ix ];
  18906. var c = grid[ iy + 1 ][ ix ];
  18907. var d = grid[ iy + 1 ][ ix + 1 ];
  18908. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18909. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18910. }
  18911. }
  18912. // build geometry
  18913. this.setIndex( indices );
  18914. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18915. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18916. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18917. }
  18918. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18919. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18920. /**
  18921. * @author Kaleb Murphy
  18922. * @author Mugen87 / https://github.com/Mugen87
  18923. */
  18924. // RingGeometry
  18925. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18926. Geometry.call( this );
  18927. this.type = 'RingGeometry';
  18928. this.parameters = {
  18929. innerRadius: innerRadius,
  18930. outerRadius: outerRadius,
  18931. thetaSegments: thetaSegments,
  18932. phiSegments: phiSegments,
  18933. thetaStart: thetaStart,
  18934. thetaLength: thetaLength
  18935. };
  18936. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18937. this.mergeVertices();
  18938. }
  18939. RingGeometry.prototype = Object.create( Geometry.prototype );
  18940. RingGeometry.prototype.constructor = RingGeometry;
  18941. // RingBufferGeometry
  18942. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18943. BufferGeometry.call( this );
  18944. this.type = 'RingBufferGeometry';
  18945. this.parameters = {
  18946. innerRadius: innerRadius,
  18947. outerRadius: outerRadius,
  18948. thetaSegments: thetaSegments,
  18949. phiSegments: phiSegments,
  18950. thetaStart: thetaStart,
  18951. thetaLength: thetaLength
  18952. };
  18953. innerRadius = innerRadius || 0.5;
  18954. outerRadius = outerRadius || 1;
  18955. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18956. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18957. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18958. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18959. // buffers
  18960. var indices = [];
  18961. var vertices = [];
  18962. var normals = [];
  18963. var uvs = [];
  18964. // some helper variables
  18965. var segment;
  18966. var radius = innerRadius;
  18967. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18968. var vertex = new Vector3();
  18969. var uv = new Vector2();
  18970. var j, i;
  18971. // generate vertices, normals and uvs
  18972. for ( j = 0; j <= phiSegments; j ++ ) {
  18973. for ( i = 0; i <= thetaSegments; i ++ ) {
  18974. // values are generate from the inside of the ring to the outside
  18975. segment = thetaStart + i / thetaSegments * thetaLength;
  18976. // vertex
  18977. vertex.x = radius * Math.cos( segment );
  18978. vertex.y = radius * Math.sin( segment );
  18979. vertices.push( vertex.x, vertex.y, vertex.z );
  18980. // normal
  18981. normals.push( 0, 0, 1 );
  18982. // uv
  18983. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18984. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18985. uvs.push( uv.x, uv.y );
  18986. }
  18987. // increase the radius for next row of vertices
  18988. radius += radiusStep;
  18989. }
  18990. // indices
  18991. for ( j = 0; j < phiSegments; j ++ ) {
  18992. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18993. for ( i = 0; i < thetaSegments; i ++ ) {
  18994. segment = i + thetaSegmentLevel;
  18995. var a = segment;
  18996. var b = segment + thetaSegments + 1;
  18997. var c = segment + thetaSegments + 2;
  18998. var d = segment + 1;
  18999. // faces
  19000. indices.push( a, b, d );
  19001. indices.push( b, c, d );
  19002. }
  19003. }
  19004. // build geometry
  19005. this.setIndex( indices );
  19006. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19007. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19008. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19009. }
  19010. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19011. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19012. /**
  19013. * @author zz85 / https://github.com/zz85
  19014. * @author bhouston / http://clara.io
  19015. * @author Mugen87 / https://github.com/Mugen87
  19016. */
  19017. // LatheGeometry
  19018. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19019. Geometry.call( this );
  19020. this.type = 'LatheGeometry';
  19021. this.parameters = {
  19022. points: points,
  19023. segments: segments,
  19024. phiStart: phiStart,
  19025. phiLength: phiLength
  19026. };
  19027. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19028. this.mergeVertices();
  19029. }
  19030. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19031. LatheGeometry.prototype.constructor = LatheGeometry;
  19032. // LatheBufferGeometry
  19033. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19034. BufferGeometry.call( this );
  19035. this.type = 'LatheBufferGeometry';
  19036. this.parameters = {
  19037. points: points,
  19038. segments: segments,
  19039. phiStart: phiStart,
  19040. phiLength: phiLength
  19041. };
  19042. segments = Math.floor( segments ) || 12;
  19043. phiStart = phiStart || 0;
  19044. phiLength = phiLength || Math.PI * 2;
  19045. // clamp phiLength so it's in range of [ 0, 2PI ]
  19046. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19047. // buffers
  19048. var indices = [];
  19049. var vertices = [];
  19050. var uvs = [];
  19051. // helper variables
  19052. var base;
  19053. var inverseSegments = 1.0 / segments;
  19054. var vertex = new Vector3();
  19055. var uv = new Vector2();
  19056. var i, j;
  19057. // generate vertices and uvs
  19058. for ( i = 0; i <= segments; i ++ ) {
  19059. var phi = phiStart + i * inverseSegments * phiLength;
  19060. var sin = Math.sin( phi );
  19061. var cos = Math.cos( phi );
  19062. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  19063. // vertex
  19064. vertex.x = points[ j ].x * sin;
  19065. vertex.y = points[ j ].y;
  19066. vertex.z = points[ j ].x * cos;
  19067. vertices.push( vertex.x, vertex.y, vertex.z );
  19068. // uv
  19069. uv.x = i / segments;
  19070. uv.y = j / ( points.length - 1 );
  19071. uvs.push( uv.x, uv.y );
  19072. }
  19073. }
  19074. // indices
  19075. for ( i = 0; i < segments; i ++ ) {
  19076. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  19077. base = j + i * points.length;
  19078. var a = base;
  19079. var b = base + points.length;
  19080. var c = base + points.length + 1;
  19081. var d = base + 1;
  19082. // faces
  19083. indices.push( a, b, d );
  19084. indices.push( b, c, d );
  19085. }
  19086. }
  19087. // build geometry
  19088. this.setIndex( indices );
  19089. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19090. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19091. // generate normals
  19092. this.computeVertexNormals();
  19093. // if the geometry is closed, we need to average the normals along the seam.
  19094. // because the corresponding vertices are identical (but still have different UVs).
  19095. if ( phiLength === Math.PI * 2 ) {
  19096. var normals = this.attributes.normal.array;
  19097. var n1 = new Vector3();
  19098. var n2 = new Vector3();
  19099. var n = new Vector3();
  19100. // this is the buffer offset for the last line of vertices
  19101. base = segments * points.length * 3;
  19102. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  19103. // select the normal of the vertex in the first line
  19104. n1.x = normals[ j + 0 ];
  19105. n1.y = normals[ j + 1 ];
  19106. n1.z = normals[ j + 2 ];
  19107. // select the normal of the vertex in the last line
  19108. n2.x = normals[ base + j + 0 ];
  19109. n2.y = normals[ base + j + 1 ];
  19110. n2.z = normals[ base + j + 2 ];
  19111. // average normals
  19112. n.addVectors( n1, n2 ).normalize();
  19113. // assign the new values to both normals
  19114. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  19115. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  19116. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  19117. }
  19118. }
  19119. }
  19120. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19121. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19122. /**
  19123. * @author jonobr1 / http://jonobr1.com
  19124. * @author Mugen87 / https://github.com/Mugen87
  19125. */
  19126. // ShapeGeometry
  19127. function ShapeGeometry( shapes, curveSegments ) {
  19128. Geometry.call( this );
  19129. this.type = 'ShapeGeometry';
  19130. if ( typeof curveSegments === 'object' ) {
  19131. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19132. curveSegments = curveSegments.curveSegments;
  19133. }
  19134. this.parameters = {
  19135. shapes: shapes,
  19136. curveSegments: curveSegments
  19137. };
  19138. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19139. this.mergeVertices();
  19140. }
  19141. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19142. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19143. ShapeGeometry.prototype.toJSON = function () {
  19144. var data = Geometry.prototype.toJSON.call( this );
  19145. var shapes = this.parameters.shapes;
  19146. return toJSON$1( shapes, data );
  19147. };
  19148. // ShapeBufferGeometry
  19149. function ShapeBufferGeometry( shapes, curveSegments ) {
  19150. BufferGeometry.call( this );
  19151. this.type = 'ShapeBufferGeometry';
  19152. this.parameters = {
  19153. shapes: shapes,
  19154. curveSegments: curveSegments
  19155. };
  19156. curveSegments = curveSegments || 12;
  19157. // buffers
  19158. var indices = [];
  19159. var vertices = [];
  19160. var normals = [];
  19161. var uvs = [];
  19162. // helper variables
  19163. var groupStart = 0;
  19164. var groupCount = 0;
  19165. // allow single and array values for "shapes" parameter
  19166. if ( Array.isArray( shapes ) === false ) {
  19167. addShape( shapes );
  19168. } else {
  19169. for ( var i = 0; i < shapes.length; i ++ ) {
  19170. addShape( shapes[ i ] );
  19171. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19172. groupStart += groupCount;
  19173. groupCount = 0;
  19174. }
  19175. }
  19176. // build geometry
  19177. this.setIndex( indices );
  19178. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19179. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19180. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19181. // helper functions
  19182. function addShape( shape ) {
  19183. var i, l, shapeHole;
  19184. var indexOffset = vertices.length / 3;
  19185. var points = shape.extractPoints( curveSegments );
  19186. var shapeVertices = points.shape;
  19187. var shapeHoles = points.holes;
  19188. // check direction of vertices
  19189. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19190. shapeVertices = shapeVertices.reverse();
  19191. }
  19192. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19193. shapeHole = shapeHoles[ i ];
  19194. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19195. shapeHoles[ i ] = shapeHole.reverse();
  19196. }
  19197. }
  19198. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19199. // join vertices of inner and outer paths to a single array
  19200. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19201. shapeHole = shapeHoles[ i ];
  19202. shapeVertices = shapeVertices.concat( shapeHole );
  19203. }
  19204. // vertices, normals, uvs
  19205. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19206. var vertex = shapeVertices[ i ];
  19207. vertices.push( vertex.x, vertex.y, 0 );
  19208. normals.push( 0, 0, 1 );
  19209. uvs.push( vertex.x, vertex.y ); // world uvs
  19210. }
  19211. // incides
  19212. for ( i = 0, l = faces.length; i < l; i ++ ) {
  19213. var face = faces[ i ];
  19214. var a = face[ 0 ] + indexOffset;
  19215. var b = face[ 1 ] + indexOffset;
  19216. var c = face[ 2 ] + indexOffset;
  19217. indices.push( a, b, c );
  19218. groupCount += 3;
  19219. }
  19220. }
  19221. }
  19222. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19223. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19224. ShapeBufferGeometry.prototype.toJSON = function () {
  19225. var data = BufferGeometry.prototype.toJSON.call( this );
  19226. var shapes = this.parameters.shapes;
  19227. return toJSON$1( shapes, data );
  19228. };
  19229. //
  19230. function toJSON$1( shapes, data ) {
  19231. data.shapes = [];
  19232. if ( Array.isArray( shapes ) ) {
  19233. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19234. var shape = shapes[ i ];
  19235. data.shapes.push( shape.uuid );
  19236. }
  19237. } else {
  19238. data.shapes.push( shapes.uuid );
  19239. }
  19240. return data;
  19241. }
  19242. /**
  19243. * @author WestLangley / http://github.com/WestLangley
  19244. * @author Mugen87 / https://github.com/Mugen87
  19245. */
  19246. function EdgesGeometry( geometry, thresholdAngle ) {
  19247. BufferGeometry.call( this );
  19248. this.type = 'EdgesGeometry';
  19249. this.parameters = {
  19250. thresholdAngle: thresholdAngle
  19251. };
  19252. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19253. // buffer
  19254. var vertices = [];
  19255. // helper variables
  19256. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19257. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19258. var key, keys = [ 'a', 'b', 'c' ];
  19259. // prepare source geometry
  19260. var geometry2;
  19261. if ( geometry.isBufferGeometry ) {
  19262. geometry2 = new Geometry();
  19263. geometry2.fromBufferGeometry( geometry );
  19264. } else {
  19265. geometry2 = geometry.clone();
  19266. }
  19267. geometry2.mergeVertices();
  19268. geometry2.computeFaceNormals();
  19269. var sourceVertices = geometry2.vertices;
  19270. var faces = geometry2.faces;
  19271. // now create a data structure where each entry represents an edge with its adjoining faces
  19272. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19273. var face = faces[ i ];
  19274. for ( var j = 0; j < 3; j ++ ) {
  19275. edge1 = face[ keys[ j ] ];
  19276. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19277. edge[ 0 ] = Math.min( edge1, edge2 );
  19278. edge[ 1 ] = Math.max( edge1, edge2 );
  19279. key = edge[ 0 ] + ',' + edge[ 1 ];
  19280. if ( edges[ key ] === undefined ) {
  19281. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19282. } else {
  19283. edges[ key ].face2 = i;
  19284. }
  19285. }
  19286. }
  19287. // generate vertices
  19288. for ( key in edges ) {
  19289. var e = edges[ key ];
  19290. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19291. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19292. var vertex = sourceVertices[ e.index1 ];
  19293. vertices.push( vertex.x, vertex.y, vertex.z );
  19294. vertex = sourceVertices[ e.index2 ];
  19295. vertices.push( vertex.x, vertex.y, vertex.z );
  19296. }
  19297. }
  19298. // build geometry
  19299. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19300. }
  19301. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19302. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19303. /**
  19304. * @author mrdoob / http://mrdoob.com/
  19305. * @author Mugen87 / https://github.com/Mugen87
  19306. */
  19307. // CylinderGeometry
  19308. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19309. Geometry.call( this );
  19310. this.type = 'CylinderGeometry';
  19311. this.parameters = {
  19312. radiusTop: radiusTop,
  19313. radiusBottom: radiusBottom,
  19314. height: height,
  19315. radialSegments: radialSegments,
  19316. heightSegments: heightSegments,
  19317. openEnded: openEnded,
  19318. thetaStart: thetaStart,
  19319. thetaLength: thetaLength
  19320. };
  19321. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19322. this.mergeVertices();
  19323. }
  19324. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19325. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19326. // CylinderBufferGeometry
  19327. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19328. BufferGeometry.call( this );
  19329. this.type = 'CylinderBufferGeometry';
  19330. this.parameters = {
  19331. radiusTop: radiusTop,
  19332. radiusBottom: radiusBottom,
  19333. height: height,
  19334. radialSegments: radialSegments,
  19335. heightSegments: heightSegments,
  19336. openEnded: openEnded,
  19337. thetaStart: thetaStart,
  19338. thetaLength: thetaLength
  19339. };
  19340. var scope = this;
  19341. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19342. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19343. height = height || 1;
  19344. radialSegments = Math.floor( radialSegments ) || 8;
  19345. heightSegments = Math.floor( heightSegments ) || 1;
  19346. openEnded = openEnded !== undefined ? openEnded : false;
  19347. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19348. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19349. // buffers
  19350. var indices = [];
  19351. var vertices = [];
  19352. var normals = [];
  19353. var uvs = [];
  19354. // helper variables
  19355. var index = 0;
  19356. var indexArray = [];
  19357. var halfHeight = height / 2;
  19358. var groupStart = 0;
  19359. // generate geometry
  19360. generateTorso();
  19361. if ( openEnded === false ) {
  19362. if ( radiusTop > 0 ) { generateCap( true ); }
  19363. if ( radiusBottom > 0 ) { generateCap( false ); }
  19364. }
  19365. // build geometry
  19366. this.setIndex( indices );
  19367. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19368. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19369. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19370. function generateTorso() {
  19371. var x, y;
  19372. var normal = new Vector3();
  19373. var vertex = new Vector3();
  19374. var groupCount = 0;
  19375. // this will be used to calculate the normal
  19376. var slope = ( radiusBottom - radiusTop ) / height;
  19377. // generate vertices, normals and uvs
  19378. for ( y = 0; y <= heightSegments; y ++ ) {
  19379. var indexRow = [];
  19380. var v = y / heightSegments;
  19381. // calculate the radius of the current row
  19382. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19383. for ( x = 0; x <= radialSegments; x ++ ) {
  19384. var u = x / radialSegments;
  19385. var theta = u * thetaLength + thetaStart;
  19386. var sinTheta = Math.sin( theta );
  19387. var cosTheta = Math.cos( theta );
  19388. // vertex
  19389. vertex.x = radius * sinTheta;
  19390. vertex.y = - v * height + halfHeight;
  19391. vertex.z = radius * cosTheta;
  19392. vertices.push( vertex.x, vertex.y, vertex.z );
  19393. // normal
  19394. normal.set( sinTheta, slope, cosTheta ).normalize();
  19395. normals.push( normal.x, normal.y, normal.z );
  19396. // uv
  19397. uvs.push( u, 1 - v );
  19398. // save index of vertex in respective row
  19399. indexRow.push( index ++ );
  19400. }
  19401. // now save vertices of the row in our index array
  19402. indexArray.push( indexRow );
  19403. }
  19404. // generate indices
  19405. for ( x = 0; x < radialSegments; x ++ ) {
  19406. for ( y = 0; y < heightSegments; y ++ ) {
  19407. // we use the index array to access the correct indices
  19408. var a = indexArray[ y ][ x ];
  19409. var b = indexArray[ y + 1 ][ x ];
  19410. var c = indexArray[ y + 1 ][ x + 1 ];
  19411. var d = indexArray[ y ][ x + 1 ];
  19412. // faces
  19413. indices.push( a, b, d );
  19414. indices.push( b, c, d );
  19415. // update group counter
  19416. groupCount += 6;
  19417. }
  19418. }
  19419. // add a group to the geometry. this will ensure multi material support
  19420. scope.addGroup( groupStart, groupCount, 0 );
  19421. // calculate new start value for groups
  19422. groupStart += groupCount;
  19423. }
  19424. function generateCap( top ) {
  19425. var x, centerIndexStart, centerIndexEnd;
  19426. var uv = new Vector2();
  19427. var vertex = new Vector3();
  19428. var groupCount = 0;
  19429. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19430. var sign = ( top === true ) ? 1 : - 1;
  19431. // save the index of the first center vertex
  19432. centerIndexStart = index;
  19433. // first we generate the center vertex data of the cap.
  19434. // because the geometry needs one set of uvs per face,
  19435. // we must generate a center vertex per face/segment
  19436. for ( x = 1; x <= radialSegments; x ++ ) {
  19437. // vertex
  19438. vertices.push( 0, halfHeight * sign, 0 );
  19439. // normal
  19440. normals.push( 0, sign, 0 );
  19441. // uv
  19442. uvs.push( 0.5, 0.5 );
  19443. // increase index
  19444. index ++;
  19445. }
  19446. // save the index of the last center vertex
  19447. centerIndexEnd = index;
  19448. // now we generate the surrounding vertices, normals and uvs
  19449. for ( x = 0; x <= radialSegments; x ++ ) {
  19450. var u = x / radialSegments;
  19451. var theta = u * thetaLength + thetaStart;
  19452. var cosTheta = Math.cos( theta );
  19453. var sinTheta = Math.sin( theta );
  19454. // vertex
  19455. vertex.x = radius * sinTheta;
  19456. vertex.y = halfHeight * sign;
  19457. vertex.z = radius * cosTheta;
  19458. vertices.push( vertex.x, vertex.y, vertex.z );
  19459. // normal
  19460. normals.push( 0, sign, 0 );
  19461. // uv
  19462. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19463. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19464. uvs.push( uv.x, uv.y );
  19465. // increase index
  19466. index ++;
  19467. }
  19468. // generate indices
  19469. for ( x = 0; x < radialSegments; x ++ ) {
  19470. var c = centerIndexStart + x;
  19471. var i = centerIndexEnd + x;
  19472. if ( top === true ) {
  19473. // face top
  19474. indices.push( i, i + 1, c );
  19475. } else {
  19476. // face bottom
  19477. indices.push( i + 1, i, c );
  19478. }
  19479. groupCount += 3;
  19480. }
  19481. // add a group to the geometry. this will ensure multi material support
  19482. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19483. // calculate new start value for groups
  19484. groupStart += groupCount;
  19485. }
  19486. }
  19487. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19488. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19489. /**
  19490. * @author abelnation / http://github.com/abelnation
  19491. */
  19492. // ConeGeometry
  19493. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19494. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19495. this.type = 'ConeGeometry';
  19496. this.parameters = {
  19497. radius: radius,
  19498. height: height,
  19499. radialSegments: radialSegments,
  19500. heightSegments: heightSegments,
  19501. openEnded: openEnded,
  19502. thetaStart: thetaStart,
  19503. thetaLength: thetaLength
  19504. };
  19505. }
  19506. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19507. ConeGeometry.prototype.constructor = ConeGeometry;
  19508. // ConeBufferGeometry
  19509. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19510. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19511. this.type = 'ConeBufferGeometry';
  19512. this.parameters = {
  19513. radius: radius,
  19514. height: height,
  19515. radialSegments: radialSegments,
  19516. heightSegments: heightSegments,
  19517. openEnded: openEnded,
  19518. thetaStart: thetaStart,
  19519. thetaLength: thetaLength
  19520. };
  19521. }
  19522. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19523. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19524. /**
  19525. * @author benaadams / https://twitter.com/ben_a_adams
  19526. * @author Mugen87 / https://github.com/Mugen87
  19527. * @author hughes
  19528. */
  19529. // CircleGeometry
  19530. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19531. Geometry.call( this );
  19532. this.type = 'CircleGeometry';
  19533. this.parameters = {
  19534. radius: radius,
  19535. segments: segments,
  19536. thetaStart: thetaStart,
  19537. thetaLength: thetaLength
  19538. };
  19539. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19540. this.mergeVertices();
  19541. }
  19542. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19543. CircleGeometry.prototype.constructor = CircleGeometry;
  19544. // CircleBufferGeometry
  19545. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19546. BufferGeometry.call( this );
  19547. this.type = 'CircleBufferGeometry';
  19548. this.parameters = {
  19549. radius: radius,
  19550. segments: segments,
  19551. thetaStart: thetaStart,
  19552. thetaLength: thetaLength
  19553. };
  19554. radius = radius || 1;
  19555. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19556. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19557. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19558. // buffers
  19559. var indices = [];
  19560. var vertices = [];
  19561. var normals = [];
  19562. var uvs = [];
  19563. // helper variables
  19564. var i, s;
  19565. var vertex = new Vector3();
  19566. var uv = new Vector2();
  19567. // center point
  19568. vertices.push( 0, 0, 0 );
  19569. normals.push( 0, 0, 1 );
  19570. uvs.push( 0.5, 0.5 );
  19571. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19572. var segment = thetaStart + s / segments * thetaLength;
  19573. // vertex
  19574. vertex.x = radius * Math.cos( segment );
  19575. vertex.y = radius * Math.sin( segment );
  19576. vertices.push( vertex.x, vertex.y, vertex.z );
  19577. // normal
  19578. normals.push( 0, 0, 1 );
  19579. // uvs
  19580. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19581. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19582. uvs.push( uv.x, uv.y );
  19583. }
  19584. // indices
  19585. for ( i = 1; i <= segments; i ++ ) {
  19586. indices.push( i, i + 1, 0 );
  19587. }
  19588. // build geometry
  19589. this.setIndex( indices );
  19590. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19591. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19592. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19593. }
  19594. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19595. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19596. var Geometries = /*#__PURE__*/Object.freeze({
  19597. __proto__: null,
  19598. WireframeGeometry: WireframeGeometry,
  19599. ParametricGeometry: ParametricGeometry,
  19600. ParametricBufferGeometry: ParametricBufferGeometry,
  19601. TetrahedronGeometry: TetrahedronGeometry,
  19602. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19603. OctahedronGeometry: OctahedronGeometry,
  19604. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19605. IcosahedronGeometry: IcosahedronGeometry,
  19606. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19607. DodecahedronGeometry: DodecahedronGeometry,
  19608. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19609. PolyhedronGeometry: PolyhedronGeometry,
  19610. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19611. TubeGeometry: TubeGeometry,
  19612. TubeBufferGeometry: TubeBufferGeometry,
  19613. TorusKnotGeometry: TorusKnotGeometry,
  19614. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19615. TorusGeometry: TorusGeometry,
  19616. TorusBufferGeometry: TorusBufferGeometry,
  19617. TextGeometry: TextGeometry,
  19618. TextBufferGeometry: TextBufferGeometry,
  19619. SphereGeometry: SphereGeometry,
  19620. SphereBufferGeometry: SphereBufferGeometry,
  19621. RingGeometry: RingGeometry,
  19622. RingBufferGeometry: RingBufferGeometry,
  19623. PlaneGeometry: PlaneGeometry,
  19624. PlaneBufferGeometry: PlaneBufferGeometry,
  19625. LatheGeometry: LatheGeometry,
  19626. LatheBufferGeometry: LatheBufferGeometry,
  19627. ShapeGeometry: ShapeGeometry,
  19628. ShapeBufferGeometry: ShapeBufferGeometry,
  19629. ExtrudeGeometry: ExtrudeGeometry,
  19630. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19631. EdgesGeometry: EdgesGeometry,
  19632. ConeGeometry: ConeGeometry,
  19633. ConeBufferGeometry: ConeBufferGeometry,
  19634. CylinderGeometry: CylinderGeometry,
  19635. CylinderBufferGeometry: CylinderBufferGeometry,
  19636. CircleGeometry: CircleGeometry,
  19637. CircleBufferGeometry: CircleBufferGeometry,
  19638. BoxGeometry: BoxGeometry,
  19639. BoxBufferGeometry: BoxBufferGeometry
  19640. });
  19641. /**
  19642. * @author mrdoob / http://mrdoob.com/
  19643. *
  19644. * parameters = {
  19645. * color: <THREE.Color>
  19646. * }
  19647. */
  19648. function ShadowMaterial( parameters ) {
  19649. Material.call( this );
  19650. this.type = 'ShadowMaterial';
  19651. this.color = new Color( 0x000000 );
  19652. this.transparent = true;
  19653. this.setValues( parameters );
  19654. }
  19655. ShadowMaterial.prototype = Object.create( Material.prototype );
  19656. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19657. ShadowMaterial.prototype.isShadowMaterial = true;
  19658. ShadowMaterial.prototype.copy = function ( source ) {
  19659. Material.prototype.copy.call( this, source );
  19660. this.color.copy( source.color );
  19661. return this;
  19662. };
  19663. /**
  19664. * @author mrdoob / http://mrdoob.com/
  19665. */
  19666. function RawShaderMaterial( parameters ) {
  19667. ShaderMaterial.call( this, parameters );
  19668. this.type = 'RawShaderMaterial';
  19669. }
  19670. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19671. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19672. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19673. /**
  19674. * @author WestLangley / http://github.com/WestLangley
  19675. *
  19676. * parameters = {
  19677. * color: <hex>,
  19678. * roughness: <float>,
  19679. * metalness: <float>,
  19680. * opacity: <float>,
  19681. *
  19682. * map: new THREE.Texture( <Image> ),
  19683. *
  19684. * lightMap: new THREE.Texture( <Image> ),
  19685. * lightMapIntensity: <float>
  19686. *
  19687. * aoMap: new THREE.Texture( <Image> ),
  19688. * aoMapIntensity: <float>
  19689. *
  19690. * emissive: <hex>,
  19691. * emissiveIntensity: <float>
  19692. * emissiveMap: new THREE.Texture( <Image> ),
  19693. *
  19694. * bumpMap: new THREE.Texture( <Image> ),
  19695. * bumpScale: <float>,
  19696. *
  19697. * normalMap: new THREE.Texture( <Image> ),
  19698. * normalMapType: THREE.TangentSpaceNormalMap,
  19699. * normalScale: <Vector2>,
  19700. *
  19701. * displacementMap: new THREE.Texture( <Image> ),
  19702. * displacementScale: <float>,
  19703. * displacementBias: <float>,
  19704. *
  19705. * roughnessMap: new THREE.Texture( <Image> ),
  19706. *
  19707. * metalnessMap: new THREE.Texture( <Image> ),
  19708. *
  19709. * alphaMap: new THREE.Texture( <Image> ),
  19710. *
  19711. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19712. * envMapIntensity: <float>
  19713. *
  19714. * refractionRatio: <float>,
  19715. *
  19716. * wireframe: <boolean>,
  19717. * wireframeLinewidth: <float>,
  19718. *
  19719. * skinning: <bool>,
  19720. * morphTargets: <bool>,
  19721. * morphNormals: <bool>
  19722. * }
  19723. */
  19724. function MeshStandardMaterial( parameters ) {
  19725. Material.call( this );
  19726. this.defines = { 'STANDARD': '' };
  19727. this.type = 'MeshStandardMaterial';
  19728. this.color = new Color( 0xffffff ); // diffuse
  19729. this.roughness = 1.0;
  19730. this.metalness = 0.0;
  19731. this.map = null;
  19732. this.lightMap = null;
  19733. this.lightMapIntensity = 1.0;
  19734. this.aoMap = null;
  19735. this.aoMapIntensity = 1.0;
  19736. this.emissive = new Color( 0x000000 );
  19737. this.emissiveIntensity = 1.0;
  19738. this.emissiveMap = null;
  19739. this.bumpMap = null;
  19740. this.bumpScale = 1;
  19741. this.normalMap = null;
  19742. this.normalMapType = TangentSpaceNormalMap;
  19743. this.normalScale = new Vector2( 1, 1 );
  19744. this.displacementMap = null;
  19745. this.displacementScale = 1;
  19746. this.displacementBias = 0;
  19747. this.roughnessMap = null;
  19748. this.metalnessMap = null;
  19749. this.alphaMap = null;
  19750. this.envMap = null;
  19751. this.envMapIntensity = 1.0;
  19752. this.refractionRatio = 0.98;
  19753. this.wireframe = false;
  19754. this.wireframeLinewidth = 1;
  19755. this.wireframeLinecap = 'round';
  19756. this.wireframeLinejoin = 'round';
  19757. this.skinning = false;
  19758. this.morphTargets = false;
  19759. this.morphNormals = false;
  19760. this.vertexTangents = false;
  19761. this.setValues( parameters );
  19762. }
  19763. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19764. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19765. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19766. MeshStandardMaterial.prototype.copy = function ( source ) {
  19767. Material.prototype.copy.call( this, source );
  19768. this.defines = { 'STANDARD': '' };
  19769. this.color.copy( source.color );
  19770. this.roughness = source.roughness;
  19771. this.metalness = source.metalness;
  19772. this.map = source.map;
  19773. this.lightMap = source.lightMap;
  19774. this.lightMapIntensity = source.lightMapIntensity;
  19775. this.aoMap = source.aoMap;
  19776. this.aoMapIntensity = source.aoMapIntensity;
  19777. this.emissive.copy( source.emissive );
  19778. this.emissiveMap = source.emissiveMap;
  19779. this.emissiveIntensity = source.emissiveIntensity;
  19780. this.bumpMap = source.bumpMap;
  19781. this.bumpScale = source.bumpScale;
  19782. this.normalMap = source.normalMap;
  19783. this.normalMapType = source.normalMapType;
  19784. this.normalScale.copy( source.normalScale );
  19785. this.displacementMap = source.displacementMap;
  19786. this.displacementScale = source.displacementScale;
  19787. this.displacementBias = source.displacementBias;
  19788. this.roughnessMap = source.roughnessMap;
  19789. this.metalnessMap = source.metalnessMap;
  19790. this.alphaMap = source.alphaMap;
  19791. this.envMap = source.envMap;
  19792. this.envMapIntensity = source.envMapIntensity;
  19793. this.refractionRatio = source.refractionRatio;
  19794. this.wireframe = source.wireframe;
  19795. this.wireframeLinewidth = source.wireframeLinewidth;
  19796. this.wireframeLinecap = source.wireframeLinecap;
  19797. this.wireframeLinejoin = source.wireframeLinejoin;
  19798. this.skinning = source.skinning;
  19799. this.morphTargets = source.morphTargets;
  19800. this.morphNormals = source.morphNormals;
  19801. this.vertexTangents = source.vertexTangents;
  19802. return this;
  19803. };
  19804. /**
  19805. * @author WestLangley / http://github.com/WestLangley
  19806. *
  19807. * parameters = {
  19808. * reflectivity: <float>
  19809. * clearcoat: <float>
  19810. * clearcoatRoughness: <float>
  19811. *
  19812. * sheen: <Color>
  19813. *
  19814. * clearcoatNormalScale: <Vector2>,
  19815. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19816. * }
  19817. */
  19818. function MeshPhysicalMaterial( parameters ) {
  19819. MeshStandardMaterial.call( this );
  19820. this.defines = {
  19821. 'STANDARD': '',
  19822. 'PHYSICAL': ''
  19823. };
  19824. this.type = 'MeshPhysicalMaterial';
  19825. this.reflectivity = 0.5; // maps to F0 = 0.04
  19826. this.clearcoat = 0.0;
  19827. this.clearcoatRoughness = 0.0;
  19828. this.sheen = null; // null will disable sheen bsdf
  19829. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19830. this.clearcoatNormalMap = null;
  19831. this.transparency = 0.0;
  19832. this.setValues( parameters );
  19833. }
  19834. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19835. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19836. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19837. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19838. MeshStandardMaterial.prototype.copy.call( this, source );
  19839. this.defines = {
  19840. 'STANDARD': '',
  19841. 'PHYSICAL': ''
  19842. };
  19843. this.reflectivity = source.reflectivity;
  19844. this.clearcoat = source.clearcoat;
  19845. this.clearcoatRoughness = source.clearcoatRoughness;
  19846. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19847. else { this.sheen = null; }
  19848. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19849. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19850. this.transparency = source.transparency;
  19851. return this;
  19852. };
  19853. /**
  19854. * @author mrdoob / http://mrdoob.com/
  19855. * @author alteredq / http://alteredqualia.com/
  19856. *
  19857. * parameters = {
  19858. * color: <hex>,
  19859. * specular: <hex>,
  19860. * shininess: <float>,
  19861. * opacity: <float>,
  19862. *
  19863. * map: new THREE.Texture( <Image> ),
  19864. *
  19865. * lightMap: new THREE.Texture( <Image> ),
  19866. * lightMapIntensity: <float>
  19867. *
  19868. * aoMap: new THREE.Texture( <Image> ),
  19869. * aoMapIntensity: <float>
  19870. *
  19871. * emissive: <hex>,
  19872. * emissiveIntensity: <float>
  19873. * emissiveMap: new THREE.Texture( <Image> ),
  19874. *
  19875. * bumpMap: new THREE.Texture( <Image> ),
  19876. * bumpScale: <float>,
  19877. *
  19878. * normalMap: new THREE.Texture( <Image> ),
  19879. * normalMapType: THREE.TangentSpaceNormalMap,
  19880. * normalScale: <Vector2>,
  19881. *
  19882. * displacementMap: new THREE.Texture( <Image> ),
  19883. * displacementScale: <float>,
  19884. * displacementBias: <float>,
  19885. *
  19886. * specularMap: new THREE.Texture( <Image> ),
  19887. *
  19888. * alphaMap: new THREE.Texture( <Image> ),
  19889. *
  19890. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19891. * combine: THREE.MultiplyOperation,
  19892. * reflectivity: <float>,
  19893. * refractionRatio: <float>,
  19894. *
  19895. * wireframe: <boolean>,
  19896. * wireframeLinewidth: <float>,
  19897. *
  19898. * skinning: <bool>,
  19899. * morphTargets: <bool>,
  19900. * morphNormals: <bool>
  19901. * }
  19902. */
  19903. function MeshPhongMaterial( parameters ) {
  19904. Material.call( this );
  19905. this.type = 'MeshPhongMaterial';
  19906. this.color = new Color( 0xffffff ); // diffuse
  19907. this.specular = new Color( 0x111111 );
  19908. this.shininess = 30;
  19909. this.map = null;
  19910. this.lightMap = null;
  19911. this.lightMapIntensity = 1.0;
  19912. this.aoMap = null;
  19913. this.aoMapIntensity = 1.0;
  19914. this.emissive = new Color( 0x000000 );
  19915. this.emissiveIntensity = 1.0;
  19916. this.emissiveMap = null;
  19917. this.bumpMap = null;
  19918. this.bumpScale = 1;
  19919. this.normalMap = null;
  19920. this.normalMapType = TangentSpaceNormalMap;
  19921. this.normalScale = new Vector2( 1, 1 );
  19922. this.displacementMap = null;
  19923. this.displacementScale = 1;
  19924. this.displacementBias = 0;
  19925. this.specularMap = null;
  19926. this.alphaMap = null;
  19927. this.envMap = null;
  19928. this.combine = MultiplyOperation;
  19929. this.reflectivity = 1;
  19930. this.refractionRatio = 0.98;
  19931. this.wireframe = false;
  19932. this.wireframeLinewidth = 1;
  19933. this.wireframeLinecap = 'round';
  19934. this.wireframeLinejoin = 'round';
  19935. this.skinning = false;
  19936. this.morphTargets = false;
  19937. this.morphNormals = false;
  19938. this.setValues( parameters );
  19939. }
  19940. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19941. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19942. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19943. MeshPhongMaterial.prototype.copy = function ( source ) {
  19944. Material.prototype.copy.call( this, source );
  19945. this.color.copy( source.color );
  19946. this.specular.copy( source.specular );
  19947. this.shininess = source.shininess;
  19948. this.map = source.map;
  19949. this.lightMap = source.lightMap;
  19950. this.lightMapIntensity = source.lightMapIntensity;
  19951. this.aoMap = source.aoMap;
  19952. this.aoMapIntensity = source.aoMapIntensity;
  19953. this.emissive.copy( source.emissive );
  19954. this.emissiveMap = source.emissiveMap;
  19955. this.emissiveIntensity = source.emissiveIntensity;
  19956. this.bumpMap = source.bumpMap;
  19957. this.bumpScale = source.bumpScale;
  19958. this.normalMap = source.normalMap;
  19959. this.normalMapType = source.normalMapType;
  19960. this.normalScale.copy( source.normalScale );
  19961. this.displacementMap = source.displacementMap;
  19962. this.displacementScale = source.displacementScale;
  19963. this.displacementBias = source.displacementBias;
  19964. this.specularMap = source.specularMap;
  19965. this.alphaMap = source.alphaMap;
  19966. this.envMap = source.envMap;
  19967. this.combine = source.combine;
  19968. this.reflectivity = source.reflectivity;
  19969. this.refractionRatio = source.refractionRatio;
  19970. this.wireframe = source.wireframe;
  19971. this.wireframeLinewidth = source.wireframeLinewidth;
  19972. this.wireframeLinecap = source.wireframeLinecap;
  19973. this.wireframeLinejoin = source.wireframeLinejoin;
  19974. this.skinning = source.skinning;
  19975. this.morphTargets = source.morphTargets;
  19976. this.morphNormals = source.morphNormals;
  19977. return this;
  19978. };
  19979. /**
  19980. * @author takahirox / http://github.com/takahirox
  19981. *
  19982. * parameters = {
  19983. * color: <hex>,
  19984. * specular: <hex>,
  19985. * shininess: <float>,
  19986. *
  19987. * map: new THREE.Texture( <Image> ),
  19988. * gradientMap: new THREE.Texture( <Image> ),
  19989. *
  19990. * lightMap: new THREE.Texture( <Image> ),
  19991. * lightMapIntensity: <float>
  19992. *
  19993. * aoMap: new THREE.Texture( <Image> ),
  19994. * aoMapIntensity: <float>
  19995. *
  19996. * emissive: <hex>,
  19997. * emissiveIntensity: <float>
  19998. * emissiveMap: new THREE.Texture( <Image> ),
  19999. *
  20000. * bumpMap: new THREE.Texture( <Image> ),
  20001. * bumpScale: <float>,
  20002. *
  20003. * normalMap: new THREE.Texture( <Image> ),
  20004. * normalMapType: THREE.TangentSpaceNormalMap,
  20005. * normalScale: <Vector2>,
  20006. *
  20007. * displacementMap: new THREE.Texture( <Image> ),
  20008. * displacementScale: <float>,
  20009. * displacementBias: <float>,
  20010. *
  20011. * specularMap: new THREE.Texture( <Image> ),
  20012. *
  20013. * alphaMap: new THREE.Texture( <Image> ),
  20014. *
  20015. * wireframe: <boolean>,
  20016. * wireframeLinewidth: <float>,
  20017. *
  20018. * skinning: <bool>,
  20019. * morphTargets: <bool>,
  20020. * morphNormals: <bool>
  20021. * }
  20022. */
  20023. function MeshToonMaterial( parameters ) {
  20024. Material.call( this );
  20025. this.defines = { 'TOON': '' };
  20026. this.type = 'MeshToonMaterial';
  20027. this.color = new Color( 0xffffff );
  20028. this.specular = new Color( 0x111111 );
  20029. this.shininess = 30;
  20030. this.map = null;
  20031. this.gradientMap = null;
  20032. this.lightMap = null;
  20033. this.lightMapIntensity = 1.0;
  20034. this.aoMap = null;
  20035. this.aoMapIntensity = 1.0;
  20036. this.emissive = new Color( 0x000000 );
  20037. this.emissiveIntensity = 1.0;
  20038. this.emissiveMap = null;
  20039. this.bumpMap = null;
  20040. this.bumpScale = 1;
  20041. this.normalMap = null;
  20042. this.normalMapType = TangentSpaceNormalMap;
  20043. this.normalScale = new Vector2( 1, 1 );
  20044. this.displacementMap = null;
  20045. this.displacementScale = 1;
  20046. this.displacementBias = 0;
  20047. this.specularMap = null;
  20048. this.alphaMap = null;
  20049. this.wireframe = false;
  20050. this.wireframeLinewidth = 1;
  20051. this.wireframeLinecap = 'round';
  20052. this.wireframeLinejoin = 'round';
  20053. this.skinning = false;
  20054. this.morphTargets = false;
  20055. this.morphNormals = false;
  20056. this.setValues( parameters );
  20057. }
  20058. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20059. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20060. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20061. MeshToonMaterial.prototype.copy = function ( source ) {
  20062. Material.prototype.copy.call( this, source );
  20063. this.color.copy( source.color );
  20064. this.specular.copy( source.specular );
  20065. this.shininess = source.shininess;
  20066. this.map = source.map;
  20067. this.gradientMap = source.gradientMap;
  20068. this.lightMap = source.lightMap;
  20069. this.lightMapIntensity = source.lightMapIntensity;
  20070. this.aoMap = source.aoMap;
  20071. this.aoMapIntensity = source.aoMapIntensity;
  20072. this.emissive.copy( source.emissive );
  20073. this.emissiveMap = source.emissiveMap;
  20074. this.emissiveIntensity = source.emissiveIntensity;
  20075. this.bumpMap = source.bumpMap;
  20076. this.bumpScale = source.bumpScale;
  20077. this.normalMap = source.normalMap;
  20078. this.normalMapType = source.normalMapType;
  20079. this.normalScale.copy( source.normalScale );
  20080. this.displacementMap = source.displacementMap;
  20081. this.displacementScale = source.displacementScale;
  20082. this.displacementBias = source.displacementBias;
  20083. this.specularMap = source.specularMap;
  20084. this.alphaMap = source.alphaMap;
  20085. this.wireframe = source.wireframe;
  20086. this.wireframeLinewidth = source.wireframeLinewidth;
  20087. this.wireframeLinecap = source.wireframeLinecap;
  20088. this.wireframeLinejoin = source.wireframeLinejoin;
  20089. this.skinning = source.skinning;
  20090. this.morphTargets = source.morphTargets;
  20091. this.morphNormals = source.morphNormals;
  20092. return this;
  20093. };
  20094. /**
  20095. * @author mrdoob / http://mrdoob.com/
  20096. * @author WestLangley / http://github.com/WestLangley
  20097. *
  20098. * parameters = {
  20099. * opacity: <float>,
  20100. *
  20101. * bumpMap: new THREE.Texture( <Image> ),
  20102. * bumpScale: <float>,
  20103. *
  20104. * normalMap: new THREE.Texture( <Image> ),
  20105. * normalMapType: THREE.TangentSpaceNormalMap,
  20106. * normalScale: <Vector2>,
  20107. *
  20108. * displacementMap: new THREE.Texture( <Image> ),
  20109. * displacementScale: <float>,
  20110. * displacementBias: <float>,
  20111. *
  20112. * wireframe: <boolean>,
  20113. * wireframeLinewidth: <float>
  20114. *
  20115. * skinning: <bool>,
  20116. * morphTargets: <bool>,
  20117. * morphNormals: <bool>
  20118. * }
  20119. */
  20120. function MeshNormalMaterial( parameters ) {
  20121. Material.call( this );
  20122. this.type = 'MeshNormalMaterial';
  20123. this.bumpMap = null;
  20124. this.bumpScale = 1;
  20125. this.normalMap = null;
  20126. this.normalMapType = TangentSpaceNormalMap;
  20127. this.normalScale = new Vector2( 1, 1 );
  20128. this.displacementMap = null;
  20129. this.displacementScale = 1;
  20130. this.displacementBias = 0;
  20131. this.wireframe = false;
  20132. this.wireframeLinewidth = 1;
  20133. this.fog = false;
  20134. this.skinning = false;
  20135. this.morphTargets = false;
  20136. this.morphNormals = false;
  20137. this.setValues( parameters );
  20138. }
  20139. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20140. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20141. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20142. MeshNormalMaterial.prototype.copy = function ( source ) {
  20143. Material.prototype.copy.call( this, source );
  20144. this.bumpMap = source.bumpMap;
  20145. this.bumpScale = source.bumpScale;
  20146. this.normalMap = source.normalMap;
  20147. this.normalMapType = source.normalMapType;
  20148. this.normalScale.copy( source.normalScale );
  20149. this.displacementMap = source.displacementMap;
  20150. this.displacementScale = source.displacementScale;
  20151. this.displacementBias = source.displacementBias;
  20152. this.wireframe = source.wireframe;
  20153. this.wireframeLinewidth = source.wireframeLinewidth;
  20154. this.skinning = source.skinning;
  20155. this.morphTargets = source.morphTargets;
  20156. this.morphNormals = source.morphNormals;
  20157. return this;
  20158. };
  20159. /**
  20160. * @author mrdoob / http://mrdoob.com/
  20161. * @author alteredq / http://alteredqualia.com/
  20162. *
  20163. * parameters = {
  20164. * color: <hex>,
  20165. * opacity: <float>,
  20166. *
  20167. * map: new THREE.Texture( <Image> ),
  20168. *
  20169. * lightMap: new THREE.Texture( <Image> ),
  20170. * lightMapIntensity: <float>
  20171. *
  20172. * aoMap: new THREE.Texture( <Image> ),
  20173. * aoMapIntensity: <float>
  20174. *
  20175. * emissive: <hex>,
  20176. * emissiveIntensity: <float>
  20177. * emissiveMap: new THREE.Texture( <Image> ),
  20178. *
  20179. * specularMap: new THREE.Texture( <Image> ),
  20180. *
  20181. * alphaMap: new THREE.Texture( <Image> ),
  20182. *
  20183. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20184. * combine: THREE.Multiply,
  20185. * reflectivity: <float>,
  20186. * refractionRatio: <float>,
  20187. *
  20188. * wireframe: <boolean>,
  20189. * wireframeLinewidth: <float>,
  20190. *
  20191. * skinning: <bool>,
  20192. * morphTargets: <bool>,
  20193. * morphNormals: <bool>
  20194. * }
  20195. */
  20196. function MeshLambertMaterial( parameters ) {
  20197. Material.call( this );
  20198. this.type = 'MeshLambertMaterial';
  20199. this.color = new Color( 0xffffff ); // diffuse
  20200. this.map = null;
  20201. this.lightMap = null;
  20202. this.lightMapIntensity = 1.0;
  20203. this.aoMap = null;
  20204. this.aoMapIntensity = 1.0;
  20205. this.emissive = new Color( 0x000000 );
  20206. this.emissiveIntensity = 1.0;
  20207. this.emissiveMap = null;
  20208. this.specularMap = null;
  20209. this.alphaMap = null;
  20210. this.envMap = null;
  20211. this.combine = MultiplyOperation;
  20212. this.reflectivity = 1;
  20213. this.refractionRatio = 0.98;
  20214. this.wireframe = false;
  20215. this.wireframeLinewidth = 1;
  20216. this.wireframeLinecap = 'round';
  20217. this.wireframeLinejoin = 'round';
  20218. this.skinning = false;
  20219. this.morphTargets = false;
  20220. this.morphNormals = false;
  20221. this.setValues( parameters );
  20222. }
  20223. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20224. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20225. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20226. MeshLambertMaterial.prototype.copy = function ( source ) {
  20227. Material.prototype.copy.call( this, source );
  20228. this.color.copy( source.color );
  20229. this.map = source.map;
  20230. this.lightMap = source.lightMap;
  20231. this.lightMapIntensity = source.lightMapIntensity;
  20232. this.aoMap = source.aoMap;
  20233. this.aoMapIntensity = source.aoMapIntensity;
  20234. this.emissive.copy( source.emissive );
  20235. this.emissiveMap = source.emissiveMap;
  20236. this.emissiveIntensity = source.emissiveIntensity;
  20237. this.specularMap = source.specularMap;
  20238. this.alphaMap = source.alphaMap;
  20239. this.envMap = source.envMap;
  20240. this.combine = source.combine;
  20241. this.reflectivity = source.reflectivity;
  20242. this.refractionRatio = source.refractionRatio;
  20243. this.wireframe = source.wireframe;
  20244. this.wireframeLinewidth = source.wireframeLinewidth;
  20245. this.wireframeLinecap = source.wireframeLinecap;
  20246. this.wireframeLinejoin = source.wireframeLinejoin;
  20247. this.skinning = source.skinning;
  20248. this.morphTargets = source.morphTargets;
  20249. this.morphNormals = source.morphNormals;
  20250. return this;
  20251. };
  20252. /**
  20253. * @author WestLangley / http://github.com/WestLangley
  20254. *
  20255. * parameters = {
  20256. * color: <hex>,
  20257. * opacity: <float>,
  20258. *
  20259. * matcap: new THREE.Texture( <Image> ),
  20260. *
  20261. * map: new THREE.Texture( <Image> ),
  20262. *
  20263. * bumpMap: new THREE.Texture( <Image> ),
  20264. * bumpScale: <float>,
  20265. *
  20266. * normalMap: new THREE.Texture( <Image> ),
  20267. * normalMapType: THREE.TangentSpaceNormalMap,
  20268. * normalScale: <Vector2>,
  20269. *
  20270. * displacementMap: new THREE.Texture( <Image> ),
  20271. * displacementScale: <float>,
  20272. * displacementBias: <float>,
  20273. *
  20274. * alphaMap: new THREE.Texture( <Image> ),
  20275. *
  20276. * skinning: <bool>,
  20277. * morphTargets: <bool>,
  20278. * morphNormals: <bool>
  20279. * }
  20280. */
  20281. function MeshMatcapMaterial( parameters ) {
  20282. Material.call( this );
  20283. this.defines = { 'MATCAP': '' };
  20284. this.type = 'MeshMatcapMaterial';
  20285. this.color = new Color( 0xffffff ); // diffuse
  20286. this.matcap = null;
  20287. this.map = null;
  20288. this.bumpMap = null;
  20289. this.bumpScale = 1;
  20290. this.normalMap = null;
  20291. this.normalMapType = TangentSpaceNormalMap;
  20292. this.normalScale = new Vector2( 1, 1 );
  20293. this.displacementMap = null;
  20294. this.displacementScale = 1;
  20295. this.displacementBias = 0;
  20296. this.alphaMap = null;
  20297. this.skinning = false;
  20298. this.morphTargets = false;
  20299. this.morphNormals = false;
  20300. this.setValues( parameters );
  20301. }
  20302. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20303. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20304. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20305. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20306. Material.prototype.copy.call( this, source );
  20307. this.defines = { 'MATCAP': '' };
  20308. this.color.copy( source.color );
  20309. this.matcap = source.matcap;
  20310. this.map = source.map;
  20311. this.bumpMap = source.bumpMap;
  20312. this.bumpScale = source.bumpScale;
  20313. this.normalMap = source.normalMap;
  20314. this.normalMapType = source.normalMapType;
  20315. this.normalScale.copy( source.normalScale );
  20316. this.displacementMap = source.displacementMap;
  20317. this.displacementScale = source.displacementScale;
  20318. this.displacementBias = source.displacementBias;
  20319. this.alphaMap = source.alphaMap;
  20320. this.skinning = source.skinning;
  20321. this.morphTargets = source.morphTargets;
  20322. this.morphNormals = source.morphNormals;
  20323. return this;
  20324. };
  20325. /**
  20326. * @author alteredq / http://alteredqualia.com/
  20327. *
  20328. * parameters = {
  20329. * color: <hex>,
  20330. * opacity: <float>,
  20331. *
  20332. * linewidth: <float>,
  20333. *
  20334. * scale: <float>,
  20335. * dashSize: <float>,
  20336. * gapSize: <float>
  20337. * }
  20338. */
  20339. function LineDashedMaterial( parameters ) {
  20340. LineBasicMaterial.call( this );
  20341. this.type = 'LineDashedMaterial';
  20342. this.scale = 1;
  20343. this.dashSize = 3;
  20344. this.gapSize = 1;
  20345. this.setValues( parameters );
  20346. }
  20347. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20348. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20349. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20350. LineDashedMaterial.prototype.copy = function ( source ) {
  20351. LineBasicMaterial.prototype.copy.call( this, source );
  20352. this.scale = source.scale;
  20353. this.dashSize = source.dashSize;
  20354. this.gapSize = source.gapSize;
  20355. return this;
  20356. };
  20357. var Materials = /*#__PURE__*/Object.freeze({
  20358. __proto__: null,
  20359. ShadowMaterial: ShadowMaterial,
  20360. SpriteMaterial: SpriteMaterial,
  20361. RawShaderMaterial: RawShaderMaterial,
  20362. ShaderMaterial: ShaderMaterial,
  20363. PointsMaterial: PointsMaterial,
  20364. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20365. MeshStandardMaterial: MeshStandardMaterial,
  20366. MeshPhongMaterial: MeshPhongMaterial,
  20367. MeshToonMaterial: MeshToonMaterial,
  20368. MeshNormalMaterial: MeshNormalMaterial,
  20369. MeshLambertMaterial: MeshLambertMaterial,
  20370. MeshDepthMaterial: MeshDepthMaterial,
  20371. MeshDistanceMaterial: MeshDistanceMaterial,
  20372. MeshBasicMaterial: MeshBasicMaterial,
  20373. MeshMatcapMaterial: MeshMatcapMaterial,
  20374. LineDashedMaterial: LineDashedMaterial,
  20375. LineBasicMaterial: LineBasicMaterial,
  20376. Material: Material
  20377. });
  20378. /**
  20379. * @author tschw
  20380. * @author Ben Houston / http://clara.io/
  20381. * @author David Sarno / http://lighthaus.us/
  20382. */
  20383. var AnimationUtils = {
  20384. // same as Array.prototype.slice, but also works on typed arrays
  20385. arraySlice: function ( array, from, to ) {
  20386. if ( AnimationUtils.isTypedArray( array ) ) {
  20387. // in ios9 array.subarray(from, undefined) will return empty array
  20388. // but array.subarray(from) or array.subarray(from, len) is correct
  20389. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20390. }
  20391. return array.slice( from, to );
  20392. },
  20393. // converts an array to a specific type
  20394. convertArray: function ( array, type, forceClone ) {
  20395. if ( ! array || // let 'undefined' and 'null' pass
  20396. ! forceClone && array.constructor === type ) { return array; }
  20397. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20398. return new type( array ); // create typed array
  20399. }
  20400. return Array.prototype.slice.call( array ); // create Array
  20401. },
  20402. isTypedArray: function ( object ) {
  20403. return ArrayBuffer.isView( object ) &&
  20404. ! ( object instanceof DataView );
  20405. },
  20406. // returns an array by which times and values can be sorted
  20407. getKeyframeOrder: function ( times ) {
  20408. function compareTime( i, j ) {
  20409. return times[ i ] - times[ j ];
  20410. }
  20411. var n = times.length;
  20412. var result = new Array( n );
  20413. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20414. result.sort( compareTime );
  20415. return result;
  20416. },
  20417. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20418. sortedArray: function ( values, stride, order ) {
  20419. var nValues = values.length;
  20420. var result = new values.constructor( nValues );
  20421. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20422. var srcOffset = order[ i ] * stride;
  20423. for ( var j = 0; j !== stride; ++ j ) {
  20424. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20425. }
  20426. }
  20427. return result;
  20428. },
  20429. // function for parsing AOS keyframe formats
  20430. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20431. var i = 1, key = jsonKeys[ 0 ];
  20432. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20433. key = jsonKeys[ i ++ ];
  20434. }
  20435. if ( key === undefined ) { return; } // no data
  20436. var value = key[ valuePropertyName ];
  20437. if ( value === undefined ) { return; } // no data
  20438. if ( Array.isArray( value ) ) {
  20439. do {
  20440. value = key[ valuePropertyName ];
  20441. if ( value !== undefined ) {
  20442. times.push( key.time );
  20443. values.push.apply( values, value ); // push all elements
  20444. }
  20445. key = jsonKeys[ i ++ ];
  20446. } while ( key !== undefined );
  20447. } else if ( value.toArray !== undefined ) {
  20448. // ...assume THREE.Math-ish
  20449. do {
  20450. value = key[ valuePropertyName ];
  20451. if ( value !== undefined ) {
  20452. times.push( key.time );
  20453. value.toArray( values, values.length );
  20454. }
  20455. key = jsonKeys[ i ++ ];
  20456. } while ( key !== undefined );
  20457. } else {
  20458. // otherwise push as-is
  20459. do {
  20460. value = key[ valuePropertyName ];
  20461. if ( value !== undefined ) {
  20462. times.push( key.time );
  20463. values.push( value );
  20464. }
  20465. key = jsonKeys[ i ++ ];
  20466. } while ( key !== undefined );
  20467. }
  20468. },
  20469. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20470. fps = fps || 30;
  20471. var clip = sourceClip.clone();
  20472. clip.name = name;
  20473. var tracks = [];
  20474. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20475. var track = clip.tracks[ i ];
  20476. var valueSize = track.getValueSize();
  20477. var times = [];
  20478. var values = [];
  20479. for ( var j = 0; j < track.times.length; ++ j ) {
  20480. var frame = track.times[ j ] * fps;
  20481. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20482. times.push( track.times[ j ] );
  20483. for ( var k = 0; k < valueSize; ++ k ) {
  20484. values.push( track.values[ j * valueSize + k ] );
  20485. }
  20486. }
  20487. if ( times.length === 0 ) { continue; }
  20488. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20489. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20490. tracks.push( track );
  20491. }
  20492. clip.tracks = tracks;
  20493. // find minimum .times value across all tracks in the trimmed clip
  20494. var minStartTime = Infinity;
  20495. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20496. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20497. minStartTime = clip.tracks[ i ].times[ 0 ];
  20498. }
  20499. }
  20500. // shift all tracks such that clip begins at t=0
  20501. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20502. clip.tracks[ i ].shift( - 1 * minStartTime );
  20503. }
  20504. clip.resetDuration();
  20505. return clip;
  20506. }
  20507. };
  20508. /**
  20509. * Abstract base class of interpolants over parametric samples.
  20510. *
  20511. * The parameter domain is one dimensional, typically the time or a path
  20512. * along a curve defined by the data.
  20513. *
  20514. * The sample values can have any dimensionality and derived classes may
  20515. * apply special interpretations to the data.
  20516. *
  20517. * This class provides the interval seek in a Template Method, deferring
  20518. * the actual interpolation to derived classes.
  20519. *
  20520. * Time complexity is O(1) for linear access crossing at most two points
  20521. * and O(log N) for random access, where N is the number of positions.
  20522. *
  20523. * References:
  20524. *
  20525. * http://www.oodesign.com/template-method-pattern.html
  20526. *
  20527. * @author tschw
  20528. */
  20529. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20530. this.parameterPositions = parameterPositions;
  20531. this._cachedIndex = 0;
  20532. this.resultBuffer = resultBuffer !== undefined ?
  20533. resultBuffer : new sampleValues.constructor( sampleSize );
  20534. this.sampleValues = sampleValues;
  20535. this.valueSize = sampleSize;
  20536. }
  20537. Object.assign( Interpolant.prototype, {
  20538. evaluate: function ( t ) {
  20539. var pp = this.parameterPositions,
  20540. i1 = this._cachedIndex,
  20541. t1 = pp[ i1 ],
  20542. t0 = pp[ i1 - 1 ];
  20543. validate_interval: {
  20544. seek: {
  20545. var right;
  20546. linear_scan: {
  20547. //- See http://jsperf.com/comparison-to-undefined/3
  20548. //- slower code:
  20549. //-
  20550. //- if ( t >= t1 || t1 === undefined ) {
  20551. forward_scan: if ( ! ( t < t1 ) ) {
  20552. for ( var giveUpAt = i1 + 2; ; ) {
  20553. if ( t1 === undefined ) {
  20554. if ( t < t0 ) { break forward_scan; }
  20555. // after end
  20556. i1 = pp.length;
  20557. this._cachedIndex = i1;
  20558. return this.afterEnd_( i1 - 1, t, t0 );
  20559. }
  20560. if ( i1 === giveUpAt ) { break; } // this loop
  20561. t0 = t1;
  20562. t1 = pp[ ++ i1 ];
  20563. if ( t < t1 ) {
  20564. // we have arrived at the sought interval
  20565. break seek;
  20566. }
  20567. }
  20568. // prepare binary search on the right side of the index
  20569. right = pp.length;
  20570. break linear_scan;
  20571. }
  20572. //- slower code:
  20573. //- if ( t < t0 || t0 === undefined ) {
  20574. if ( ! ( t >= t0 ) ) {
  20575. // looping?
  20576. var t1global = pp[ 1 ];
  20577. if ( t < t1global ) {
  20578. i1 = 2; // + 1, using the scan for the details
  20579. t0 = t1global;
  20580. }
  20581. // linear reverse scan
  20582. for ( var giveUpAt = i1 - 2; ; ) {
  20583. if ( t0 === undefined ) {
  20584. // before start
  20585. this._cachedIndex = 0;
  20586. return this.beforeStart_( 0, t, t1 );
  20587. }
  20588. if ( i1 === giveUpAt ) { break; } // this loop
  20589. t1 = t0;
  20590. t0 = pp[ -- i1 - 1 ];
  20591. if ( t >= t0 ) {
  20592. // we have arrived at the sought interval
  20593. break seek;
  20594. }
  20595. }
  20596. // prepare binary search on the left side of the index
  20597. right = i1;
  20598. i1 = 0;
  20599. break linear_scan;
  20600. }
  20601. // the interval is valid
  20602. break validate_interval;
  20603. } // linear scan
  20604. // binary search
  20605. while ( i1 < right ) {
  20606. var mid = ( i1 + right ) >>> 1;
  20607. if ( t < pp[ mid ] ) {
  20608. right = mid;
  20609. } else {
  20610. i1 = mid + 1;
  20611. }
  20612. }
  20613. t1 = pp[ i1 ];
  20614. t0 = pp[ i1 - 1 ];
  20615. // check boundary cases, again
  20616. if ( t0 === undefined ) {
  20617. this._cachedIndex = 0;
  20618. return this.beforeStart_( 0, t, t1 );
  20619. }
  20620. if ( t1 === undefined ) {
  20621. i1 = pp.length;
  20622. this._cachedIndex = i1;
  20623. return this.afterEnd_( i1 - 1, t0, t );
  20624. }
  20625. } // seek
  20626. this._cachedIndex = i1;
  20627. this.intervalChanged_( i1, t0, t1 );
  20628. } // validate_interval
  20629. return this.interpolate_( i1, t0, t, t1 );
  20630. },
  20631. settings: null, // optional, subclass-specific settings structure
  20632. // Note: The indirection allows central control of many interpolants.
  20633. // --- Protected interface
  20634. DefaultSettings_: {},
  20635. getSettings_: function () {
  20636. return this.settings || this.DefaultSettings_;
  20637. },
  20638. copySampleValue_: function ( index ) {
  20639. // copies a sample value to the result buffer
  20640. var result = this.resultBuffer,
  20641. values = this.sampleValues,
  20642. stride = this.valueSize,
  20643. offset = index * stride;
  20644. for ( var i = 0; i !== stride; ++ i ) {
  20645. result[ i ] = values[ offset + i ];
  20646. }
  20647. return result;
  20648. },
  20649. // Template methods for derived classes:
  20650. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20651. throw new Error( 'call to abstract method' );
  20652. // implementations shall return this.resultBuffer
  20653. },
  20654. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20655. // empty
  20656. }
  20657. } );
  20658. //!\ DECLARE ALIAS AFTER assign prototype !
  20659. Object.assign( Interpolant.prototype, {
  20660. //( 0, t, t0 ), returns this.resultBuffer
  20661. beforeStart_: Interpolant.prototype.copySampleValue_,
  20662. //( N-1, tN-1, t ), returns this.resultBuffer
  20663. afterEnd_: Interpolant.prototype.copySampleValue_,
  20664. } );
  20665. /**
  20666. * Fast and simple cubic spline interpolant.
  20667. *
  20668. * It was derived from a Hermitian construction setting the first derivative
  20669. * at each sample position to the linear slope between neighboring positions
  20670. * over their parameter interval.
  20671. *
  20672. * @author tschw
  20673. */
  20674. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20675. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20676. this._weightPrev = - 0;
  20677. this._offsetPrev = - 0;
  20678. this._weightNext = - 0;
  20679. this._offsetNext = - 0;
  20680. }
  20681. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20682. constructor: CubicInterpolant,
  20683. DefaultSettings_: {
  20684. endingStart: ZeroCurvatureEnding,
  20685. endingEnd: ZeroCurvatureEnding
  20686. },
  20687. intervalChanged_: function ( i1, t0, t1 ) {
  20688. var pp = this.parameterPositions,
  20689. iPrev = i1 - 2,
  20690. iNext = i1 + 1,
  20691. tPrev = pp[ iPrev ],
  20692. tNext = pp[ iNext ];
  20693. if ( tPrev === undefined ) {
  20694. switch ( this.getSettings_().endingStart ) {
  20695. case ZeroSlopeEnding:
  20696. // f'(t0) = 0
  20697. iPrev = i1;
  20698. tPrev = 2 * t0 - t1;
  20699. break;
  20700. case WrapAroundEnding:
  20701. // use the other end of the curve
  20702. iPrev = pp.length - 2;
  20703. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20704. break;
  20705. default: // ZeroCurvatureEnding
  20706. // f''(t0) = 0 a.k.a. Natural Spline
  20707. iPrev = i1;
  20708. tPrev = t1;
  20709. }
  20710. }
  20711. if ( tNext === undefined ) {
  20712. switch ( this.getSettings_().endingEnd ) {
  20713. case ZeroSlopeEnding:
  20714. // f'(tN) = 0
  20715. iNext = i1;
  20716. tNext = 2 * t1 - t0;
  20717. break;
  20718. case WrapAroundEnding:
  20719. // use the other end of the curve
  20720. iNext = 1;
  20721. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20722. break;
  20723. default: // ZeroCurvatureEnding
  20724. // f''(tN) = 0, a.k.a. Natural Spline
  20725. iNext = i1 - 1;
  20726. tNext = t0;
  20727. }
  20728. }
  20729. var halfDt = ( t1 - t0 ) * 0.5,
  20730. stride = this.valueSize;
  20731. this._weightPrev = halfDt / ( t0 - tPrev );
  20732. this._weightNext = halfDt / ( tNext - t1 );
  20733. this._offsetPrev = iPrev * stride;
  20734. this._offsetNext = iNext * stride;
  20735. },
  20736. interpolate_: function ( i1, t0, t, t1 ) {
  20737. var result = this.resultBuffer,
  20738. values = this.sampleValues,
  20739. stride = this.valueSize,
  20740. o1 = i1 * stride, o0 = o1 - stride,
  20741. oP = this._offsetPrev, oN = this._offsetNext,
  20742. wP = this._weightPrev, wN = this._weightNext,
  20743. p = ( t - t0 ) / ( t1 - t0 ),
  20744. pp = p * p,
  20745. ppp = pp * p;
  20746. // evaluate polynomials
  20747. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20748. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20749. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20750. var sN = wN * ppp - wN * pp;
  20751. // combine data linearly
  20752. for ( var i = 0; i !== stride; ++ i ) {
  20753. result[ i ] =
  20754. sP * values[ oP + i ] +
  20755. s0 * values[ o0 + i ] +
  20756. s1 * values[ o1 + i ] +
  20757. sN * values[ oN + i ];
  20758. }
  20759. return result;
  20760. }
  20761. } );
  20762. /**
  20763. * @author tschw
  20764. */
  20765. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20766. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20767. }
  20768. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20769. constructor: LinearInterpolant,
  20770. interpolate_: function ( i1, t0, t, t1 ) {
  20771. var result = this.resultBuffer,
  20772. values = this.sampleValues,
  20773. stride = this.valueSize,
  20774. offset1 = i1 * stride,
  20775. offset0 = offset1 - stride,
  20776. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20777. weight0 = 1 - weight1;
  20778. for ( var i = 0; i !== stride; ++ i ) {
  20779. result[ i ] =
  20780. values[ offset0 + i ] * weight0 +
  20781. values[ offset1 + i ] * weight1;
  20782. }
  20783. return result;
  20784. }
  20785. } );
  20786. /**
  20787. *
  20788. * Interpolant that evaluates to the sample value at the position preceeding
  20789. * the parameter.
  20790. *
  20791. * @author tschw
  20792. */
  20793. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20794. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20795. }
  20796. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20797. constructor: DiscreteInterpolant,
  20798. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20799. return this.copySampleValue_( i1 - 1 );
  20800. }
  20801. } );
  20802. /**
  20803. *
  20804. * A timed sequence of keyframes for a specific property.
  20805. *
  20806. *
  20807. * @author Ben Houston / http://clara.io/
  20808. * @author David Sarno / http://lighthaus.us/
  20809. * @author tschw
  20810. */
  20811. function KeyframeTrack( name, times, values, interpolation ) {
  20812. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20813. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20814. this.name = name;
  20815. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20816. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20817. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20818. }
  20819. // Static methods
  20820. Object.assign( KeyframeTrack, {
  20821. // Serialization (in static context, because of constructor invocation
  20822. // and automatic invocation of .toJSON):
  20823. toJSON: function ( track ) {
  20824. var trackType = track.constructor;
  20825. var json;
  20826. // derived classes can define a static toJSON method
  20827. if ( trackType.toJSON !== undefined ) {
  20828. json = trackType.toJSON( track );
  20829. } else {
  20830. // by default, we assume the data can be serialized as-is
  20831. json = {
  20832. 'name': track.name,
  20833. 'times': AnimationUtils.convertArray( track.times, Array ),
  20834. 'values': AnimationUtils.convertArray( track.values, Array )
  20835. };
  20836. var interpolation = track.getInterpolation();
  20837. if ( interpolation !== track.DefaultInterpolation ) {
  20838. json.interpolation = interpolation;
  20839. }
  20840. }
  20841. json.type = track.ValueTypeName; // mandatory
  20842. return json;
  20843. }
  20844. } );
  20845. Object.assign( KeyframeTrack.prototype, {
  20846. constructor: KeyframeTrack,
  20847. TimeBufferType: Float32Array,
  20848. ValueBufferType: Float32Array,
  20849. DefaultInterpolation: InterpolateLinear,
  20850. InterpolantFactoryMethodDiscrete: function ( result ) {
  20851. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20852. },
  20853. InterpolantFactoryMethodLinear: function ( result ) {
  20854. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20855. },
  20856. InterpolantFactoryMethodSmooth: function ( result ) {
  20857. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20858. },
  20859. setInterpolation: function ( interpolation ) {
  20860. var factoryMethod;
  20861. switch ( interpolation ) {
  20862. case InterpolateDiscrete:
  20863. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20864. break;
  20865. case InterpolateLinear:
  20866. factoryMethod = this.InterpolantFactoryMethodLinear;
  20867. break;
  20868. case InterpolateSmooth:
  20869. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20870. break;
  20871. }
  20872. if ( factoryMethod === undefined ) {
  20873. var message = "unsupported interpolation for " +
  20874. this.ValueTypeName + " keyframe track named " + this.name;
  20875. if ( this.createInterpolant === undefined ) {
  20876. // fall back to default, unless the default itself is messed up
  20877. if ( interpolation !== this.DefaultInterpolation ) {
  20878. this.setInterpolation( this.DefaultInterpolation );
  20879. } else {
  20880. throw new Error( message ); // fatal, in this case
  20881. }
  20882. }
  20883. console.warn( 'THREE.KeyframeTrack:', message );
  20884. return this;
  20885. }
  20886. this.createInterpolant = factoryMethod;
  20887. return this;
  20888. },
  20889. getInterpolation: function () {
  20890. switch ( this.createInterpolant ) {
  20891. case this.InterpolantFactoryMethodDiscrete:
  20892. return InterpolateDiscrete;
  20893. case this.InterpolantFactoryMethodLinear:
  20894. return InterpolateLinear;
  20895. case this.InterpolantFactoryMethodSmooth:
  20896. return InterpolateSmooth;
  20897. }
  20898. },
  20899. getValueSize: function () {
  20900. return this.values.length / this.times.length;
  20901. },
  20902. // move all keyframes either forwards or backwards in time
  20903. shift: function ( timeOffset ) {
  20904. if ( timeOffset !== 0.0 ) {
  20905. var times = this.times;
  20906. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20907. times[ i ] += timeOffset;
  20908. }
  20909. }
  20910. return this;
  20911. },
  20912. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20913. scale: function ( timeScale ) {
  20914. if ( timeScale !== 1.0 ) {
  20915. var times = this.times;
  20916. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20917. times[ i ] *= timeScale;
  20918. }
  20919. }
  20920. return this;
  20921. },
  20922. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20923. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20924. trim: function ( startTime, endTime ) {
  20925. var times = this.times,
  20926. nKeys = times.length,
  20927. from = 0,
  20928. to = nKeys - 1;
  20929. while ( from !== nKeys && times[ from ] < startTime ) {
  20930. ++ from;
  20931. }
  20932. while ( to !== - 1 && times[ to ] > endTime ) {
  20933. -- to;
  20934. }
  20935. ++ to; // inclusive -> exclusive bound
  20936. if ( from !== 0 || to !== nKeys ) {
  20937. // empty tracks are forbidden, so keep at least one keyframe
  20938. if ( from >= to ) {
  20939. to = Math.max( to, 1 );
  20940. from = to - 1;
  20941. }
  20942. var stride = this.getValueSize();
  20943. this.times = AnimationUtils.arraySlice( times, from, to );
  20944. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20945. }
  20946. return this;
  20947. },
  20948. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20949. validate: function () {
  20950. var valid = true;
  20951. var valueSize = this.getValueSize();
  20952. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20953. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20954. valid = false;
  20955. }
  20956. var times = this.times,
  20957. values = this.values,
  20958. nKeys = times.length;
  20959. if ( nKeys === 0 ) {
  20960. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20961. valid = false;
  20962. }
  20963. var prevTime = null;
  20964. for ( var i = 0; i !== nKeys; i ++ ) {
  20965. var currTime = times[ i ];
  20966. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20967. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20968. valid = false;
  20969. break;
  20970. }
  20971. if ( prevTime !== null && prevTime > currTime ) {
  20972. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20973. valid = false;
  20974. break;
  20975. }
  20976. prevTime = currTime;
  20977. }
  20978. if ( values !== undefined ) {
  20979. if ( AnimationUtils.isTypedArray( values ) ) {
  20980. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20981. var value = values[ i ];
  20982. if ( isNaN( value ) ) {
  20983. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20984. valid = false;
  20985. break;
  20986. }
  20987. }
  20988. }
  20989. }
  20990. return valid;
  20991. },
  20992. // removes equivalent sequential keys as common in morph target sequences
  20993. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20994. optimize: function () {
  20995. // times or values may be shared with other tracks, so overwriting is unsafe
  20996. var times = AnimationUtils.arraySlice( this.times ),
  20997. values = AnimationUtils.arraySlice( this.values ),
  20998. stride = this.getValueSize(),
  20999. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21000. writeIndex = 1,
  21001. lastIndex = times.length - 1;
  21002. for ( var i = 1; i < lastIndex; ++ i ) {
  21003. var keep = false;
  21004. var time = times[ i ];
  21005. var timeNext = times[ i + 1 ];
  21006. // remove adjacent keyframes scheduled at the same time
  21007. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21008. if ( ! smoothInterpolation ) {
  21009. // remove unnecessary keyframes same as their neighbors
  21010. var offset = i * stride,
  21011. offsetP = offset - stride,
  21012. offsetN = offset + stride;
  21013. for ( var j = 0; j !== stride; ++ j ) {
  21014. var value = values[ offset + j ];
  21015. if ( value !== values[ offsetP + j ] ||
  21016. value !== values[ offsetN + j ] ) {
  21017. keep = true;
  21018. break;
  21019. }
  21020. }
  21021. } else {
  21022. keep = true;
  21023. }
  21024. }
  21025. // in-place compaction
  21026. if ( keep ) {
  21027. if ( i !== writeIndex ) {
  21028. times[ writeIndex ] = times[ i ];
  21029. var readOffset = i * stride,
  21030. writeOffset = writeIndex * stride;
  21031. for ( var j = 0; j !== stride; ++ j ) {
  21032. values[ writeOffset + j ] = values[ readOffset + j ];
  21033. }
  21034. }
  21035. ++ writeIndex;
  21036. }
  21037. }
  21038. // flush last keyframe (compaction looks ahead)
  21039. if ( lastIndex > 0 ) {
  21040. times[ writeIndex ] = times[ lastIndex ];
  21041. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  21042. values[ writeOffset + j ] = values[ readOffset + j ];
  21043. }
  21044. ++ writeIndex;
  21045. }
  21046. if ( writeIndex !== times.length ) {
  21047. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21048. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21049. } else {
  21050. this.times = times;
  21051. this.values = values;
  21052. }
  21053. return this;
  21054. },
  21055. clone: function () {
  21056. var times = AnimationUtils.arraySlice( this.times, 0 );
  21057. var values = AnimationUtils.arraySlice( this.values, 0 );
  21058. var TypedKeyframeTrack = this.constructor;
  21059. var track = new TypedKeyframeTrack( this.name, times, values );
  21060. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21061. track.createInterpolant = this.createInterpolant;
  21062. return track;
  21063. }
  21064. } );
  21065. /**
  21066. *
  21067. * A Track of Boolean keyframe values.
  21068. *
  21069. *
  21070. * @author Ben Houston / http://clara.io/
  21071. * @author David Sarno / http://lighthaus.us/
  21072. * @author tschw
  21073. */
  21074. function BooleanKeyframeTrack( name, times, values ) {
  21075. KeyframeTrack.call( this, name, times, values );
  21076. }
  21077. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21078. constructor: BooleanKeyframeTrack,
  21079. ValueTypeName: 'bool',
  21080. ValueBufferType: Array,
  21081. DefaultInterpolation: InterpolateDiscrete,
  21082. InterpolantFactoryMethodLinear: undefined,
  21083. InterpolantFactoryMethodSmooth: undefined
  21084. // Note: Actually this track could have a optimized / compressed
  21085. // representation of a single value and a custom interpolant that
  21086. // computes "firstValue ^ isOdd( index )".
  21087. } );
  21088. /**
  21089. *
  21090. * A Track of keyframe values that represent color.
  21091. *
  21092. *
  21093. * @author Ben Houston / http://clara.io/
  21094. * @author David Sarno / http://lighthaus.us/
  21095. * @author tschw
  21096. */
  21097. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21098. KeyframeTrack.call( this, name, times, values, interpolation );
  21099. }
  21100. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21101. constructor: ColorKeyframeTrack,
  21102. ValueTypeName: 'color'
  21103. // ValueBufferType is inherited
  21104. // DefaultInterpolation is inherited
  21105. // Note: Very basic implementation and nothing special yet.
  21106. // However, this is the place for color space parameterization.
  21107. } );
  21108. /**
  21109. *
  21110. * A Track of numeric keyframe values.
  21111. *
  21112. * @author Ben Houston / http://clara.io/
  21113. * @author David Sarno / http://lighthaus.us/
  21114. * @author tschw
  21115. */
  21116. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21117. KeyframeTrack.call( this, name, times, values, interpolation );
  21118. }
  21119. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21120. constructor: NumberKeyframeTrack,
  21121. ValueTypeName: 'number'
  21122. // ValueBufferType is inherited
  21123. // DefaultInterpolation is inherited
  21124. } );
  21125. /**
  21126. * Spherical linear unit quaternion interpolant.
  21127. *
  21128. * @author tschw
  21129. */
  21130. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21131. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21132. }
  21133. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21134. constructor: QuaternionLinearInterpolant,
  21135. interpolate_: function ( i1, t0, t, t1 ) {
  21136. var result = this.resultBuffer,
  21137. values = this.sampleValues,
  21138. stride = this.valueSize,
  21139. offset = i1 * stride,
  21140. alpha = ( t - t0 ) / ( t1 - t0 );
  21141. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21142. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21143. }
  21144. return result;
  21145. }
  21146. } );
  21147. /**
  21148. *
  21149. * A Track of quaternion keyframe values.
  21150. *
  21151. * @author Ben Houston / http://clara.io/
  21152. * @author David Sarno / http://lighthaus.us/
  21153. * @author tschw
  21154. */
  21155. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21156. KeyframeTrack.call( this, name, times, values, interpolation );
  21157. }
  21158. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21159. constructor: QuaternionKeyframeTrack,
  21160. ValueTypeName: 'quaternion',
  21161. // ValueBufferType is inherited
  21162. DefaultInterpolation: InterpolateLinear,
  21163. InterpolantFactoryMethodLinear: function ( result ) {
  21164. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21165. },
  21166. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21167. } );
  21168. /**
  21169. *
  21170. * A Track that interpolates Strings
  21171. *
  21172. *
  21173. * @author Ben Houston / http://clara.io/
  21174. * @author David Sarno / http://lighthaus.us/
  21175. * @author tschw
  21176. */
  21177. function StringKeyframeTrack( name, times, values, interpolation ) {
  21178. KeyframeTrack.call( this, name, times, values, interpolation );
  21179. }
  21180. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21181. constructor: StringKeyframeTrack,
  21182. ValueTypeName: 'string',
  21183. ValueBufferType: Array,
  21184. DefaultInterpolation: InterpolateDiscrete,
  21185. InterpolantFactoryMethodLinear: undefined,
  21186. InterpolantFactoryMethodSmooth: undefined
  21187. } );
  21188. /**
  21189. *
  21190. * A Track of vectored keyframe values.
  21191. *
  21192. *
  21193. * @author Ben Houston / http://clara.io/
  21194. * @author David Sarno / http://lighthaus.us/
  21195. * @author tschw
  21196. */
  21197. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21198. KeyframeTrack.call( this, name, times, values, interpolation );
  21199. }
  21200. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21201. constructor: VectorKeyframeTrack,
  21202. ValueTypeName: 'vector'
  21203. // ValueBufferType is inherited
  21204. // DefaultInterpolation is inherited
  21205. } );
  21206. /**
  21207. *
  21208. * Reusable set of Tracks that represent an animation.
  21209. *
  21210. * @author Ben Houston / http://clara.io/
  21211. * @author David Sarno / http://lighthaus.us/
  21212. */
  21213. function AnimationClip( name, duration, tracks ) {
  21214. this.name = name;
  21215. this.tracks = tracks;
  21216. this.duration = ( duration !== undefined ) ? duration : - 1;
  21217. this.uuid = MathUtils.generateUUID();
  21218. // this means it should figure out its duration by scanning the tracks
  21219. if ( this.duration < 0 ) {
  21220. this.resetDuration();
  21221. }
  21222. }
  21223. function getTrackTypeForValueTypeName( typeName ) {
  21224. switch ( typeName.toLowerCase() ) {
  21225. case 'scalar':
  21226. case 'double':
  21227. case 'float':
  21228. case 'number':
  21229. case 'integer':
  21230. return NumberKeyframeTrack;
  21231. case 'vector':
  21232. case 'vector2':
  21233. case 'vector3':
  21234. case 'vector4':
  21235. return VectorKeyframeTrack;
  21236. case 'color':
  21237. return ColorKeyframeTrack;
  21238. case 'quaternion':
  21239. return QuaternionKeyframeTrack;
  21240. case 'bool':
  21241. case 'boolean':
  21242. return BooleanKeyframeTrack;
  21243. case 'string':
  21244. return StringKeyframeTrack;
  21245. }
  21246. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21247. }
  21248. function parseKeyframeTrack( json ) {
  21249. if ( json.type === undefined ) {
  21250. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21251. }
  21252. var trackType = getTrackTypeForValueTypeName( json.type );
  21253. if ( json.times === undefined ) {
  21254. var times = [], values = [];
  21255. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21256. json.times = times;
  21257. json.values = values;
  21258. }
  21259. // derived classes can define a static parse method
  21260. if ( trackType.parse !== undefined ) {
  21261. return trackType.parse( json );
  21262. } else {
  21263. // by default, we assume a constructor compatible with the base
  21264. return new trackType( json.name, json.times, json.values, json.interpolation );
  21265. }
  21266. }
  21267. Object.assign( AnimationClip, {
  21268. parse: function ( json ) {
  21269. var tracks = [],
  21270. jsonTracks = json.tracks,
  21271. frameTime = 1.0 / ( json.fps || 1.0 );
  21272. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21273. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21274. }
  21275. return new AnimationClip( json.name, json.duration, tracks );
  21276. },
  21277. toJSON: function ( clip ) {
  21278. var tracks = [],
  21279. clipTracks = clip.tracks;
  21280. var json = {
  21281. 'name': clip.name,
  21282. 'duration': clip.duration,
  21283. 'tracks': tracks,
  21284. 'uuid': clip.uuid
  21285. };
  21286. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21287. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21288. }
  21289. return json;
  21290. },
  21291. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21292. var numMorphTargets = morphTargetSequence.length;
  21293. var tracks = [];
  21294. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21295. var times = [];
  21296. var values = [];
  21297. times.push(
  21298. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21299. i,
  21300. ( i + 1 ) % numMorphTargets );
  21301. values.push( 0, 1, 0 );
  21302. var order = AnimationUtils.getKeyframeOrder( times );
  21303. times = AnimationUtils.sortedArray( times, 1, order );
  21304. values = AnimationUtils.sortedArray( values, 1, order );
  21305. // if there is a key at the first frame, duplicate it as the
  21306. // last frame as well for perfect loop.
  21307. if ( ! noLoop && times[ 0 ] === 0 ) {
  21308. times.push( numMorphTargets );
  21309. values.push( values[ 0 ] );
  21310. }
  21311. tracks.push(
  21312. new NumberKeyframeTrack(
  21313. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21314. times, values
  21315. ).scale( 1.0 / fps ) );
  21316. }
  21317. return new AnimationClip( name, - 1, tracks );
  21318. },
  21319. findByName: function ( objectOrClipArray, name ) {
  21320. var clipArray = objectOrClipArray;
  21321. if ( ! Array.isArray( objectOrClipArray ) ) {
  21322. var o = objectOrClipArray;
  21323. clipArray = o.geometry && o.geometry.animations || o.animations;
  21324. }
  21325. for ( var i = 0; i < clipArray.length; i ++ ) {
  21326. if ( clipArray[ i ].name === name ) {
  21327. return clipArray[ i ];
  21328. }
  21329. }
  21330. return null;
  21331. },
  21332. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21333. var animationToMorphTargets = {};
  21334. // tested with https://regex101.com/ on trick sequences
  21335. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21336. var pattern = /^([\w-]*?)([\d]+)$/;
  21337. // sort morph target names into animation groups based
  21338. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21339. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21340. var morphTarget = morphTargets[ i ];
  21341. var parts = morphTarget.name.match( pattern );
  21342. if ( parts && parts.length > 1 ) {
  21343. var name = parts[ 1 ];
  21344. var animationMorphTargets = animationToMorphTargets[ name ];
  21345. if ( ! animationMorphTargets ) {
  21346. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21347. }
  21348. animationMorphTargets.push( morphTarget );
  21349. }
  21350. }
  21351. var clips = [];
  21352. for ( var name in animationToMorphTargets ) {
  21353. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21354. }
  21355. return clips;
  21356. },
  21357. // parse the animation.hierarchy format
  21358. parseAnimation: function ( animation, bones ) {
  21359. if ( ! animation ) {
  21360. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21361. return null;
  21362. }
  21363. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21364. // only return track if there are actually keys.
  21365. if ( animationKeys.length !== 0 ) {
  21366. var times = [];
  21367. var values = [];
  21368. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21369. // empty keys are filtered out, so check again
  21370. if ( times.length !== 0 ) {
  21371. destTracks.push( new trackType( trackName, times, values ) );
  21372. }
  21373. }
  21374. };
  21375. var tracks = [];
  21376. var clipName = animation.name || 'default';
  21377. // automatic length determination in AnimationClip.
  21378. var duration = animation.length || - 1;
  21379. var fps = animation.fps || 30;
  21380. var hierarchyTracks = animation.hierarchy || [];
  21381. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21382. var animationKeys = hierarchyTracks[ h ].keys;
  21383. // skip empty tracks
  21384. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21385. // process morph targets
  21386. if ( animationKeys[ 0 ].morphTargets ) {
  21387. // figure out all morph targets used in this track
  21388. var morphTargetNames = {};
  21389. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21390. if ( animationKeys[ k ].morphTargets ) {
  21391. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21392. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21393. }
  21394. }
  21395. }
  21396. // create a track for each morph target with all zero
  21397. // morphTargetInfluences except for the keys in which
  21398. // the morphTarget is named.
  21399. for ( var morphTargetName in morphTargetNames ) {
  21400. var times = [];
  21401. var values = [];
  21402. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21403. var animationKey = animationKeys[ k ];
  21404. times.push( animationKey.time );
  21405. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21406. }
  21407. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21408. }
  21409. duration = morphTargetNames.length * ( fps || 1.0 );
  21410. } else {
  21411. // ...assume skeletal animation
  21412. var boneName = '.bones[' + bones[ h ].name + ']';
  21413. addNonemptyTrack(
  21414. VectorKeyframeTrack, boneName + '.position',
  21415. animationKeys, 'pos', tracks );
  21416. addNonemptyTrack(
  21417. QuaternionKeyframeTrack, boneName + '.quaternion',
  21418. animationKeys, 'rot', tracks );
  21419. addNonemptyTrack(
  21420. VectorKeyframeTrack, boneName + '.scale',
  21421. animationKeys, 'scl', tracks );
  21422. }
  21423. }
  21424. if ( tracks.length === 0 ) {
  21425. return null;
  21426. }
  21427. var clip = new AnimationClip( clipName, duration, tracks );
  21428. return clip;
  21429. }
  21430. } );
  21431. Object.assign( AnimationClip.prototype, {
  21432. resetDuration: function () {
  21433. var tracks = this.tracks, duration = 0;
  21434. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21435. var track = this.tracks[ i ];
  21436. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21437. }
  21438. this.duration = duration;
  21439. return this;
  21440. },
  21441. trim: function () {
  21442. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21443. this.tracks[ i ].trim( 0, this.duration );
  21444. }
  21445. return this;
  21446. },
  21447. validate: function () {
  21448. var valid = true;
  21449. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21450. valid = valid && this.tracks[ i ].validate();
  21451. }
  21452. return valid;
  21453. },
  21454. optimize: function () {
  21455. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21456. this.tracks[ i ].optimize();
  21457. }
  21458. return this;
  21459. },
  21460. clone: function () {
  21461. var tracks = [];
  21462. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21463. tracks.push( this.tracks[ i ].clone() );
  21464. }
  21465. return new AnimationClip( this.name, this.duration, tracks );
  21466. }
  21467. } );
  21468. /**
  21469. * @author mrdoob / http://mrdoob.com/
  21470. */
  21471. var Cache = {
  21472. enabled: false,
  21473. files: {},
  21474. add: function ( key, file ) {
  21475. if ( this.enabled === false ) { return; }
  21476. // console.log( 'THREE.Cache', 'Adding key:', key );
  21477. this.files[ key ] = file;
  21478. },
  21479. get: function ( key ) {
  21480. if ( this.enabled === false ) { return; }
  21481. // console.log( 'THREE.Cache', 'Checking key:', key );
  21482. return this.files[ key ];
  21483. },
  21484. remove: function ( key ) {
  21485. delete this.files[ key ];
  21486. },
  21487. clear: function () {
  21488. this.files = {};
  21489. }
  21490. };
  21491. /**
  21492. * @author mrdoob / http://mrdoob.com/
  21493. */
  21494. function LoadingManager( onLoad, onProgress, onError ) {
  21495. var scope = this;
  21496. var isLoading = false;
  21497. var itemsLoaded = 0;
  21498. var itemsTotal = 0;
  21499. var urlModifier = undefined;
  21500. var handlers = [];
  21501. // Refer to #5689 for the reason why we don't set .onStart
  21502. // in the constructor
  21503. this.onStart = undefined;
  21504. this.onLoad = onLoad;
  21505. this.onProgress = onProgress;
  21506. this.onError = onError;
  21507. this.itemStart = function ( url ) {
  21508. itemsTotal ++;
  21509. if ( isLoading === false ) {
  21510. if ( scope.onStart !== undefined ) {
  21511. scope.onStart( url, itemsLoaded, itemsTotal );
  21512. }
  21513. }
  21514. isLoading = true;
  21515. };
  21516. this.itemEnd = function ( url ) {
  21517. itemsLoaded ++;
  21518. if ( scope.onProgress !== undefined ) {
  21519. scope.onProgress( url, itemsLoaded, itemsTotal );
  21520. }
  21521. if ( itemsLoaded === itemsTotal ) {
  21522. isLoading = false;
  21523. if ( scope.onLoad !== undefined ) {
  21524. scope.onLoad();
  21525. }
  21526. }
  21527. };
  21528. this.itemError = function ( url ) {
  21529. if ( scope.onError !== undefined ) {
  21530. scope.onError( url );
  21531. }
  21532. };
  21533. this.resolveURL = function ( url ) {
  21534. if ( urlModifier ) {
  21535. return urlModifier( url );
  21536. }
  21537. return url;
  21538. };
  21539. this.setURLModifier = function ( transform ) {
  21540. urlModifier = transform;
  21541. return this;
  21542. };
  21543. this.addHandler = function ( regex, loader ) {
  21544. handlers.push( regex, loader );
  21545. return this;
  21546. };
  21547. this.removeHandler = function ( regex ) {
  21548. var index = handlers.indexOf( regex );
  21549. if ( index !== - 1 ) {
  21550. handlers.splice( index, 2 );
  21551. }
  21552. return this;
  21553. };
  21554. this.getHandler = function ( file ) {
  21555. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21556. var regex = handlers[ i ];
  21557. var loader = handlers[ i + 1 ];
  21558. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21559. if ( regex.test( file ) ) {
  21560. return loader;
  21561. }
  21562. }
  21563. return null;
  21564. };
  21565. }
  21566. var DefaultLoadingManager = new LoadingManager();
  21567. /**
  21568. * @author alteredq / http://alteredqualia.com/
  21569. */
  21570. function Loader( manager ) {
  21571. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21572. this.crossOrigin = 'anonymous';
  21573. this.path = '';
  21574. this.resourcePath = '';
  21575. }
  21576. Object.assign( Loader.prototype, {
  21577. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21578. parse: function ( /* data */ ) {},
  21579. setCrossOrigin: function ( crossOrigin ) {
  21580. this.crossOrigin = crossOrigin;
  21581. return this;
  21582. },
  21583. setPath: function ( path ) {
  21584. this.path = path;
  21585. return this;
  21586. },
  21587. setResourcePath: function ( resourcePath ) {
  21588. this.resourcePath = resourcePath;
  21589. return this;
  21590. }
  21591. } );
  21592. /**
  21593. * @author mrdoob / http://mrdoob.com/
  21594. */
  21595. var loading = {};
  21596. function FileLoader( manager ) {
  21597. Loader.call( this, manager );
  21598. }
  21599. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21600. constructor: FileLoader,
  21601. load: function ( url, onLoad, onProgress, onError ) {
  21602. if ( url === undefined ) { url = ''; }
  21603. if ( this.path !== undefined ) { url = this.path + url; }
  21604. url = this.manager.resolveURL( url );
  21605. var scope = this;
  21606. var cached = Cache.get( url );
  21607. if ( cached !== undefined ) {
  21608. scope.manager.itemStart( url );
  21609. setTimeout( function () {
  21610. if ( onLoad ) { onLoad( cached ); }
  21611. scope.manager.itemEnd( url );
  21612. }, 0 );
  21613. return cached;
  21614. }
  21615. // Check if request is duplicate
  21616. if ( loading[ url ] !== undefined ) {
  21617. loading[ url ].push( {
  21618. onLoad: onLoad,
  21619. onProgress: onProgress,
  21620. onError: onError
  21621. } );
  21622. return;
  21623. }
  21624. // Check for data: URI
  21625. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21626. var dataUriRegexResult = url.match( dataUriRegex );
  21627. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21628. if ( dataUriRegexResult ) {
  21629. var mimeType = dataUriRegexResult[ 1 ];
  21630. var isBase64 = !! dataUriRegexResult[ 2 ];
  21631. var data = dataUriRegexResult[ 3 ];
  21632. data = decodeURIComponent( data );
  21633. if ( isBase64 ) { data = atob( data ); }
  21634. try {
  21635. var response;
  21636. var responseType = ( this.responseType || '' ).toLowerCase();
  21637. switch ( responseType ) {
  21638. case 'arraybuffer':
  21639. case 'blob':
  21640. var view = new Uint8Array( data.length );
  21641. for ( var i = 0; i < data.length; i ++ ) {
  21642. view[ i ] = data.charCodeAt( i );
  21643. }
  21644. if ( responseType === 'blob' ) {
  21645. response = new Blob( [ view.buffer ], { type: mimeType } );
  21646. } else {
  21647. response = view.buffer;
  21648. }
  21649. break;
  21650. case 'document':
  21651. var parser = new DOMParser();
  21652. response = parser.parseFromString( data, mimeType );
  21653. break;
  21654. case 'json':
  21655. response = JSON.parse( data );
  21656. break;
  21657. default: // 'text' or other
  21658. response = data;
  21659. break;
  21660. }
  21661. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21662. setTimeout( function () {
  21663. if ( onLoad ) { onLoad( response ); }
  21664. scope.manager.itemEnd( url );
  21665. }, 0 );
  21666. } catch ( error ) {
  21667. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21668. setTimeout( function () {
  21669. if ( onError ) { onError( error ); }
  21670. scope.manager.itemError( url );
  21671. scope.manager.itemEnd( url );
  21672. }, 0 );
  21673. }
  21674. } else {
  21675. // Initialise array for duplicate requests
  21676. loading[ url ] = [];
  21677. loading[ url ].push( {
  21678. onLoad: onLoad,
  21679. onProgress: onProgress,
  21680. onError: onError
  21681. } );
  21682. var request = new XMLHttpRequest();
  21683. request.open( 'GET', url, true );
  21684. request.addEventListener( 'load', function ( event ) {
  21685. var response = this.response;
  21686. var callbacks = loading[ url ];
  21687. delete loading[ url ];
  21688. if ( this.status === 200 || this.status === 0 ) {
  21689. // Some browsers return HTTP Status 0 when using non-http protocol
  21690. // e.g. 'file://' or 'data://'. Handle as success.
  21691. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21692. // Add to cache only on HTTP success, so that we do not cache
  21693. // error response bodies as proper responses to requests.
  21694. Cache.add( url, response );
  21695. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21696. var callback = callbacks[ i ];
  21697. if ( callback.onLoad ) { callback.onLoad( response ); }
  21698. }
  21699. scope.manager.itemEnd( url );
  21700. } else {
  21701. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21702. var callback = callbacks[ i ];
  21703. if ( callback.onError ) { callback.onError( event ); }
  21704. }
  21705. scope.manager.itemError( url );
  21706. scope.manager.itemEnd( url );
  21707. }
  21708. }, false );
  21709. request.addEventListener( 'progress', function ( event ) {
  21710. var callbacks = loading[ url ];
  21711. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21712. var callback = callbacks[ i ];
  21713. if ( callback.onProgress ) { callback.onProgress( event ); }
  21714. }
  21715. }, false );
  21716. request.addEventListener( 'error', function ( event ) {
  21717. var callbacks = loading[ url ];
  21718. delete loading[ url ];
  21719. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21720. var callback = callbacks[ i ];
  21721. if ( callback.onError ) { callback.onError( event ); }
  21722. }
  21723. scope.manager.itemError( url );
  21724. scope.manager.itemEnd( url );
  21725. }, false );
  21726. request.addEventListener( 'abort', function ( event ) {
  21727. var callbacks = loading[ url ];
  21728. delete loading[ url ];
  21729. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21730. var callback = callbacks[ i ];
  21731. if ( callback.onError ) { callback.onError( event ); }
  21732. }
  21733. scope.manager.itemError( url );
  21734. scope.manager.itemEnd( url );
  21735. }, false );
  21736. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21737. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21738. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21739. for ( var header in this.requestHeader ) {
  21740. request.setRequestHeader( header, this.requestHeader[ header ] );
  21741. }
  21742. request.send( null );
  21743. }
  21744. scope.manager.itemStart( url );
  21745. return request;
  21746. },
  21747. setResponseType: function ( value ) {
  21748. this.responseType = value;
  21749. return this;
  21750. },
  21751. setWithCredentials: function ( value ) {
  21752. this.withCredentials = value;
  21753. return this;
  21754. },
  21755. setMimeType: function ( value ) {
  21756. this.mimeType = value;
  21757. return this;
  21758. },
  21759. setRequestHeader: function ( value ) {
  21760. this.requestHeader = value;
  21761. return this;
  21762. }
  21763. } );
  21764. /**
  21765. * @author bhouston / http://clara.io/
  21766. */
  21767. function AnimationLoader( manager ) {
  21768. Loader.call( this, manager );
  21769. }
  21770. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21771. constructor: AnimationLoader,
  21772. load: function ( url, onLoad, onProgress, onError ) {
  21773. var scope = this;
  21774. var loader = new FileLoader( scope.manager );
  21775. loader.setPath( scope.path );
  21776. loader.load( url, function ( text ) {
  21777. onLoad( scope.parse( JSON.parse( text ) ) );
  21778. }, onProgress, onError );
  21779. },
  21780. parse: function ( json ) {
  21781. var animations = [];
  21782. for ( var i = 0; i < json.length; i ++ ) {
  21783. var clip = AnimationClip.parse( json[ i ] );
  21784. animations.push( clip );
  21785. }
  21786. return animations;
  21787. }
  21788. } );
  21789. /**
  21790. * @author mrdoob / http://mrdoob.com/
  21791. *
  21792. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21793. *
  21794. * Sub classes have to implement the parse() method which will be used in load().
  21795. */
  21796. function CompressedTextureLoader( manager ) {
  21797. Loader.call( this, manager );
  21798. }
  21799. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21800. constructor: CompressedTextureLoader,
  21801. load: function ( url, onLoad, onProgress, onError ) {
  21802. var scope = this;
  21803. var images = [];
  21804. var texture = new CompressedTexture();
  21805. texture.image = images;
  21806. var loader = new FileLoader( this.manager );
  21807. loader.setPath( this.path );
  21808. loader.setResponseType( 'arraybuffer' );
  21809. function loadTexture( i ) {
  21810. loader.load( url[ i ], function ( buffer ) {
  21811. var texDatas = scope.parse( buffer, true );
  21812. images[ i ] = {
  21813. width: texDatas.width,
  21814. height: texDatas.height,
  21815. format: texDatas.format,
  21816. mipmaps: texDatas.mipmaps
  21817. };
  21818. loaded += 1;
  21819. if ( loaded === 6 ) {
  21820. if ( texDatas.mipmapCount === 1 )
  21821. { texture.minFilter = LinearFilter; }
  21822. texture.format = texDatas.format;
  21823. texture.needsUpdate = true;
  21824. if ( onLoad ) { onLoad( texture ); }
  21825. }
  21826. }, onProgress, onError );
  21827. }
  21828. if ( Array.isArray( url ) ) {
  21829. var loaded = 0;
  21830. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21831. loadTexture( i );
  21832. }
  21833. } else {
  21834. // compressed cubemap texture stored in a single DDS file
  21835. loader.load( url, function ( buffer ) {
  21836. var texDatas = scope.parse( buffer, true );
  21837. if ( texDatas.isCubemap ) {
  21838. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21839. for ( var f = 0; f < faces; f ++ ) {
  21840. images[ f ] = { mipmaps: [] };
  21841. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21842. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21843. images[ f ].format = texDatas.format;
  21844. images[ f ].width = texDatas.width;
  21845. images[ f ].height = texDatas.height;
  21846. }
  21847. }
  21848. } else {
  21849. texture.image.width = texDatas.width;
  21850. texture.image.height = texDatas.height;
  21851. texture.mipmaps = texDatas.mipmaps;
  21852. }
  21853. if ( texDatas.mipmapCount === 1 ) {
  21854. texture.minFilter = LinearFilter;
  21855. }
  21856. texture.format = texDatas.format;
  21857. texture.needsUpdate = true;
  21858. if ( onLoad ) { onLoad( texture ); }
  21859. }, onProgress, onError );
  21860. }
  21861. return texture;
  21862. }
  21863. } );
  21864. /**
  21865. * @author Nikos M. / https://github.com/foo123/
  21866. *
  21867. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21868. *
  21869. * Sub classes have to implement the parse() method which will be used in load().
  21870. */
  21871. function DataTextureLoader( manager ) {
  21872. Loader.call( this, manager );
  21873. }
  21874. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21875. constructor: DataTextureLoader,
  21876. load: function ( url, onLoad, onProgress, onError ) {
  21877. var scope = this;
  21878. var texture = new DataTexture();
  21879. var loader = new FileLoader( this.manager );
  21880. loader.setResponseType( 'arraybuffer' );
  21881. loader.setPath( this.path );
  21882. loader.load( url, function ( buffer ) {
  21883. var texData = scope.parse( buffer );
  21884. if ( ! texData ) { return; }
  21885. if ( texData.image !== undefined ) {
  21886. texture.image = texData.image;
  21887. } else if ( texData.data !== undefined ) {
  21888. texture.image.width = texData.width;
  21889. texture.image.height = texData.height;
  21890. texture.image.data = texData.data;
  21891. }
  21892. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21893. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21894. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21895. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21896. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21897. if ( texData.format !== undefined ) {
  21898. texture.format = texData.format;
  21899. }
  21900. if ( texData.type !== undefined ) {
  21901. texture.type = texData.type;
  21902. }
  21903. if ( texData.mipmaps !== undefined ) {
  21904. texture.mipmaps = texData.mipmaps;
  21905. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21906. }
  21907. if ( texData.mipmapCount === 1 ) {
  21908. texture.minFilter = LinearFilter;
  21909. }
  21910. texture.needsUpdate = true;
  21911. if ( onLoad ) { onLoad( texture, texData ); }
  21912. }, onProgress, onError );
  21913. return texture;
  21914. }
  21915. } );
  21916. /**
  21917. * @author mrdoob / http://mrdoob.com/
  21918. */
  21919. function ImageLoader( manager ) {
  21920. Loader.call( this, manager );
  21921. }
  21922. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21923. constructor: ImageLoader,
  21924. load: function ( url, onLoad, onProgress, onError ) {
  21925. if ( this.path !== undefined ) { url = this.path + url; }
  21926. url = this.manager.resolveURL( url );
  21927. var scope = this;
  21928. var cached = Cache.get( url );
  21929. if ( cached !== undefined ) {
  21930. scope.manager.itemStart( url );
  21931. setTimeout( function () {
  21932. if ( onLoad ) { onLoad( cached ); }
  21933. scope.manager.itemEnd( url );
  21934. }, 0 );
  21935. return cached;
  21936. }
  21937. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21938. function onImageLoad() {
  21939. image.removeEventListener( 'load', onImageLoad, false );
  21940. image.removeEventListener( 'error', onImageError, false );
  21941. Cache.add( url, this );
  21942. if ( onLoad ) { onLoad( this ); }
  21943. scope.manager.itemEnd( url );
  21944. }
  21945. function onImageError( event ) {
  21946. image.removeEventListener( 'load', onImageLoad, false );
  21947. image.removeEventListener( 'error', onImageError, false );
  21948. if ( onError ) { onError( event ); }
  21949. scope.manager.itemError( url );
  21950. scope.manager.itemEnd( url );
  21951. }
  21952. image.addEventListener( 'load', onImageLoad, false );
  21953. image.addEventListener( 'error', onImageError, false );
  21954. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21955. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21956. }
  21957. scope.manager.itemStart( url );
  21958. image.src = url;
  21959. return image;
  21960. }
  21961. } );
  21962. /**
  21963. * @author mrdoob / http://mrdoob.com/
  21964. */
  21965. function CubeTextureLoader( manager ) {
  21966. Loader.call( this, manager );
  21967. }
  21968. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21969. constructor: CubeTextureLoader,
  21970. load: function ( urls, onLoad, onProgress, onError ) {
  21971. var texture = new CubeTexture();
  21972. var loader = new ImageLoader( this.manager );
  21973. loader.setCrossOrigin( this.crossOrigin );
  21974. loader.setPath( this.path );
  21975. var loaded = 0;
  21976. function loadTexture( i ) {
  21977. loader.load( urls[ i ], function ( image ) {
  21978. texture.images[ i ] = image;
  21979. loaded ++;
  21980. if ( loaded === 6 ) {
  21981. texture.needsUpdate = true;
  21982. if ( onLoad ) { onLoad( texture ); }
  21983. }
  21984. }, undefined, onError );
  21985. }
  21986. for ( var i = 0; i < urls.length; ++ i ) {
  21987. loadTexture( i );
  21988. }
  21989. return texture;
  21990. }
  21991. } );
  21992. /**
  21993. * @author mrdoob / http://mrdoob.com/
  21994. */
  21995. function TextureLoader( manager ) {
  21996. Loader.call( this, manager );
  21997. }
  21998. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21999. constructor: TextureLoader,
  22000. load: function ( url, onLoad, onProgress, onError ) {
  22001. var texture = new Texture();
  22002. var loader = new ImageLoader( this.manager );
  22003. loader.setCrossOrigin( this.crossOrigin );
  22004. loader.setPath( this.path );
  22005. loader.load( url, function ( image ) {
  22006. texture.image = image;
  22007. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22008. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22009. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22010. texture.needsUpdate = true;
  22011. if ( onLoad !== undefined ) {
  22012. onLoad( texture );
  22013. }
  22014. }, onProgress, onError );
  22015. return texture;
  22016. }
  22017. } );
  22018. /**
  22019. * @author zz85 / http://www.lab4games.net/zz85/blog
  22020. * Extensible curve object
  22021. *
  22022. * Some common of curve methods:
  22023. * .getPoint( t, optionalTarget ), .getTangent( t )
  22024. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  22025. * .getPoints(), .getSpacedPoints()
  22026. * .getLength()
  22027. * .updateArcLengths()
  22028. *
  22029. * This following curves inherit from THREE.Curve:
  22030. *
  22031. * -- 2D curves --
  22032. * THREE.ArcCurve
  22033. * THREE.CubicBezierCurve
  22034. * THREE.EllipseCurve
  22035. * THREE.LineCurve
  22036. * THREE.QuadraticBezierCurve
  22037. * THREE.SplineCurve
  22038. *
  22039. * -- 3D curves --
  22040. * THREE.CatmullRomCurve3
  22041. * THREE.CubicBezierCurve3
  22042. * THREE.LineCurve3
  22043. * THREE.QuadraticBezierCurve3
  22044. *
  22045. * A series of curves can be represented as a THREE.CurvePath.
  22046. *
  22047. **/
  22048. /**************************************************************
  22049. * Abstract Curve base class
  22050. **************************************************************/
  22051. function Curve() {
  22052. this.type = 'Curve';
  22053. this.arcLengthDivisions = 200;
  22054. }
  22055. Object.assign( Curve.prototype, {
  22056. // Virtual base class method to overwrite and implement in subclasses
  22057. // - t [0 .. 1]
  22058. getPoint: function ( /* t, optionalTarget */ ) {
  22059. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22060. return null;
  22061. },
  22062. // Get point at relative position in curve according to arc length
  22063. // - u [0 .. 1]
  22064. getPointAt: function ( u, optionalTarget ) {
  22065. var t = this.getUtoTmapping( u );
  22066. return this.getPoint( t, optionalTarget );
  22067. },
  22068. // Get sequence of points using getPoint( t )
  22069. getPoints: function ( divisions ) {
  22070. if ( divisions === undefined ) { divisions = 5; }
  22071. var points = [];
  22072. for ( var d = 0; d <= divisions; d ++ ) {
  22073. points.push( this.getPoint( d / divisions ) );
  22074. }
  22075. return points;
  22076. },
  22077. // Get sequence of points using getPointAt( u )
  22078. getSpacedPoints: function ( divisions ) {
  22079. if ( divisions === undefined ) { divisions = 5; }
  22080. var points = [];
  22081. for ( var d = 0; d <= divisions; d ++ ) {
  22082. points.push( this.getPointAt( d / divisions ) );
  22083. }
  22084. return points;
  22085. },
  22086. // Get total curve arc length
  22087. getLength: function () {
  22088. var lengths = this.getLengths();
  22089. return lengths[ lengths.length - 1 ];
  22090. },
  22091. // Get list of cumulative segment lengths
  22092. getLengths: function ( divisions ) {
  22093. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22094. if ( this.cacheArcLengths &&
  22095. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22096. ! this.needsUpdate ) {
  22097. return this.cacheArcLengths;
  22098. }
  22099. this.needsUpdate = false;
  22100. var cache = [];
  22101. var current, last = this.getPoint( 0 );
  22102. var p, sum = 0;
  22103. cache.push( 0 );
  22104. for ( p = 1; p <= divisions; p ++ ) {
  22105. current = this.getPoint( p / divisions );
  22106. sum += current.distanceTo( last );
  22107. cache.push( sum );
  22108. last = current;
  22109. }
  22110. this.cacheArcLengths = cache;
  22111. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22112. },
  22113. updateArcLengths: function () {
  22114. this.needsUpdate = true;
  22115. this.getLengths();
  22116. },
  22117. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22118. getUtoTmapping: function ( u, distance ) {
  22119. var arcLengths = this.getLengths();
  22120. var i = 0, il = arcLengths.length;
  22121. var targetArcLength; // The targeted u distance value to get
  22122. if ( distance ) {
  22123. targetArcLength = distance;
  22124. } else {
  22125. targetArcLength = u * arcLengths[ il - 1 ];
  22126. }
  22127. // binary search for the index with largest value smaller than target u distance
  22128. var low = 0, high = il - 1, comparison;
  22129. while ( low <= high ) {
  22130. 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
  22131. comparison = arcLengths[ i ] - targetArcLength;
  22132. if ( comparison < 0 ) {
  22133. low = i + 1;
  22134. } else if ( comparison > 0 ) {
  22135. high = i - 1;
  22136. } else {
  22137. high = i;
  22138. break;
  22139. // DONE
  22140. }
  22141. }
  22142. i = high;
  22143. if ( arcLengths[ i ] === targetArcLength ) {
  22144. return i / ( il - 1 );
  22145. }
  22146. // we could get finer grain at lengths, or use simple interpolation between two points
  22147. var lengthBefore = arcLengths[ i ];
  22148. var lengthAfter = arcLengths[ i + 1 ];
  22149. var segmentLength = lengthAfter - lengthBefore;
  22150. // determine where we are between the 'before' and 'after' points
  22151. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22152. // add that fractional amount to t
  22153. var t = ( i + segmentFraction ) / ( il - 1 );
  22154. return t;
  22155. },
  22156. // Returns a unit vector tangent at t
  22157. // In case any sub curve does not implement its tangent derivation,
  22158. // 2 points a small delta apart will be used to find its gradient
  22159. // which seems to give a reasonable approximation
  22160. getTangent: function ( t ) {
  22161. var delta = 0.0001;
  22162. var t1 = t - delta;
  22163. var t2 = t + delta;
  22164. // Capping in case of danger
  22165. if ( t1 < 0 ) { t1 = 0; }
  22166. if ( t2 > 1 ) { t2 = 1; }
  22167. var pt1 = this.getPoint( t1 );
  22168. var pt2 = this.getPoint( t2 );
  22169. var vec = pt2.clone().sub( pt1 );
  22170. return vec.normalize();
  22171. },
  22172. getTangentAt: function ( u ) {
  22173. var t = this.getUtoTmapping( u );
  22174. return this.getTangent( t );
  22175. },
  22176. computeFrenetFrames: function ( segments, closed ) {
  22177. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22178. var normal = new Vector3();
  22179. var tangents = [];
  22180. var normals = [];
  22181. var binormals = [];
  22182. var vec = new Vector3();
  22183. var mat = new Matrix4();
  22184. var i, u, theta;
  22185. // compute the tangent vectors for each segment on the curve
  22186. for ( i = 0; i <= segments; i ++ ) {
  22187. u = i / segments;
  22188. tangents[ i ] = this.getTangentAt( u );
  22189. tangents[ i ].normalize();
  22190. }
  22191. // select an initial normal vector perpendicular to the first tangent vector,
  22192. // and in the direction of the minimum tangent xyz component
  22193. normals[ 0 ] = new Vector3();
  22194. binormals[ 0 ] = new Vector3();
  22195. var min = Number.MAX_VALUE;
  22196. var tx = Math.abs( tangents[ 0 ].x );
  22197. var ty = Math.abs( tangents[ 0 ].y );
  22198. var tz = Math.abs( tangents[ 0 ].z );
  22199. if ( tx <= min ) {
  22200. min = tx;
  22201. normal.set( 1, 0, 0 );
  22202. }
  22203. if ( ty <= min ) {
  22204. min = ty;
  22205. normal.set( 0, 1, 0 );
  22206. }
  22207. if ( tz <= min ) {
  22208. normal.set( 0, 0, 1 );
  22209. }
  22210. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22211. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22212. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22213. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22214. for ( i = 1; i <= segments; i ++ ) {
  22215. normals[ i ] = normals[ i - 1 ].clone();
  22216. binormals[ i ] = binormals[ i - 1 ].clone();
  22217. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22218. if ( vec.length() > Number.EPSILON ) {
  22219. vec.normalize();
  22220. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22221. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22222. }
  22223. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22224. }
  22225. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22226. if ( closed === true ) {
  22227. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22228. theta /= segments;
  22229. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22230. theta = - theta;
  22231. }
  22232. for ( i = 1; i <= segments; i ++ ) {
  22233. // twist a little...
  22234. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22235. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22236. }
  22237. }
  22238. return {
  22239. tangents: tangents,
  22240. normals: normals,
  22241. binormals: binormals
  22242. };
  22243. },
  22244. clone: function () {
  22245. return new this.constructor().copy( this );
  22246. },
  22247. copy: function ( source ) {
  22248. this.arcLengthDivisions = source.arcLengthDivisions;
  22249. return this;
  22250. },
  22251. toJSON: function () {
  22252. var data = {
  22253. metadata: {
  22254. version: 4.5,
  22255. type: 'Curve',
  22256. generator: 'Curve.toJSON'
  22257. }
  22258. };
  22259. data.arcLengthDivisions = this.arcLengthDivisions;
  22260. data.type = this.type;
  22261. return data;
  22262. },
  22263. fromJSON: function ( json ) {
  22264. this.arcLengthDivisions = json.arcLengthDivisions;
  22265. return this;
  22266. }
  22267. } );
  22268. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22269. Curve.call( this );
  22270. this.type = 'EllipseCurve';
  22271. this.aX = aX || 0;
  22272. this.aY = aY || 0;
  22273. this.xRadius = xRadius || 1;
  22274. this.yRadius = yRadius || 1;
  22275. this.aStartAngle = aStartAngle || 0;
  22276. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22277. this.aClockwise = aClockwise || false;
  22278. this.aRotation = aRotation || 0;
  22279. }
  22280. EllipseCurve.prototype = Object.create( Curve.prototype );
  22281. EllipseCurve.prototype.constructor = EllipseCurve;
  22282. EllipseCurve.prototype.isEllipseCurve = true;
  22283. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22284. var point = optionalTarget || new Vector2();
  22285. var twoPi = Math.PI * 2;
  22286. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22287. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22288. // ensures that deltaAngle is 0 .. 2 PI
  22289. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22290. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22291. if ( deltaAngle < Number.EPSILON ) {
  22292. if ( samePoints ) {
  22293. deltaAngle = 0;
  22294. } else {
  22295. deltaAngle = twoPi;
  22296. }
  22297. }
  22298. if ( this.aClockwise === true && ! samePoints ) {
  22299. if ( deltaAngle === twoPi ) {
  22300. deltaAngle = - twoPi;
  22301. } else {
  22302. deltaAngle = deltaAngle - twoPi;
  22303. }
  22304. }
  22305. var angle = this.aStartAngle + t * deltaAngle;
  22306. var x = this.aX + this.xRadius * Math.cos( angle );
  22307. var y = this.aY + this.yRadius * Math.sin( angle );
  22308. if ( this.aRotation !== 0 ) {
  22309. var cos = Math.cos( this.aRotation );
  22310. var sin = Math.sin( this.aRotation );
  22311. var tx = x - this.aX;
  22312. var ty = y - this.aY;
  22313. // Rotate the point about the center of the ellipse.
  22314. x = tx * cos - ty * sin + this.aX;
  22315. y = tx * sin + ty * cos + this.aY;
  22316. }
  22317. return point.set( x, y );
  22318. };
  22319. EllipseCurve.prototype.copy = function ( source ) {
  22320. Curve.prototype.copy.call( this, source );
  22321. this.aX = source.aX;
  22322. this.aY = source.aY;
  22323. this.xRadius = source.xRadius;
  22324. this.yRadius = source.yRadius;
  22325. this.aStartAngle = source.aStartAngle;
  22326. this.aEndAngle = source.aEndAngle;
  22327. this.aClockwise = source.aClockwise;
  22328. this.aRotation = source.aRotation;
  22329. return this;
  22330. };
  22331. EllipseCurve.prototype.toJSON = function () {
  22332. var data = Curve.prototype.toJSON.call( this );
  22333. data.aX = this.aX;
  22334. data.aY = this.aY;
  22335. data.xRadius = this.xRadius;
  22336. data.yRadius = this.yRadius;
  22337. data.aStartAngle = this.aStartAngle;
  22338. data.aEndAngle = this.aEndAngle;
  22339. data.aClockwise = this.aClockwise;
  22340. data.aRotation = this.aRotation;
  22341. return data;
  22342. };
  22343. EllipseCurve.prototype.fromJSON = function ( json ) {
  22344. Curve.prototype.fromJSON.call( this, json );
  22345. this.aX = json.aX;
  22346. this.aY = json.aY;
  22347. this.xRadius = json.xRadius;
  22348. this.yRadius = json.yRadius;
  22349. this.aStartAngle = json.aStartAngle;
  22350. this.aEndAngle = json.aEndAngle;
  22351. this.aClockwise = json.aClockwise;
  22352. this.aRotation = json.aRotation;
  22353. return this;
  22354. };
  22355. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22356. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22357. this.type = 'ArcCurve';
  22358. }
  22359. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22360. ArcCurve.prototype.constructor = ArcCurve;
  22361. ArcCurve.prototype.isArcCurve = true;
  22362. /**
  22363. * @author zz85 https://github.com/zz85
  22364. *
  22365. * Centripetal CatmullRom Curve - which is useful for avoiding
  22366. * cusps and self-intersections in non-uniform catmull rom curves.
  22367. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22368. *
  22369. * curve.type accepts centripetal(default), chordal and catmullrom
  22370. * curve.tension is used for catmullrom which defaults to 0.5
  22371. */
  22372. /*
  22373. Based on an optimized c++ solution in
  22374. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22375. - http://ideone.com/NoEbVM
  22376. This CubicPoly class could be used for reusing some variables and calculations,
  22377. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22378. which can be placed in CurveUtils.
  22379. */
  22380. function CubicPoly() {
  22381. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22382. /*
  22383. * Compute coefficients for a cubic polynomial
  22384. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22385. * such that
  22386. * p(0) = x0, p(1) = x1
  22387. * and
  22388. * p'(0) = t0, p'(1) = t1.
  22389. */
  22390. function init( x0, x1, t0, t1 ) {
  22391. c0 = x0;
  22392. c1 = t0;
  22393. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22394. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22395. }
  22396. return {
  22397. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22398. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22399. },
  22400. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22401. // compute tangents when parameterized in [t1,t2]
  22402. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22403. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22404. // rescale tangents for parametrization in [0,1]
  22405. t1 *= dt1;
  22406. t2 *= dt1;
  22407. init( x1, x2, t1, t2 );
  22408. },
  22409. calc: function ( t ) {
  22410. var t2 = t * t;
  22411. var t3 = t2 * t;
  22412. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22413. }
  22414. };
  22415. }
  22416. //
  22417. var tmp = new Vector3();
  22418. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22419. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22420. Curve.call( this );
  22421. this.type = 'CatmullRomCurve3';
  22422. this.points = points || [];
  22423. this.closed = closed || false;
  22424. this.curveType = curveType || 'centripetal';
  22425. this.tension = tension || 0.5;
  22426. }
  22427. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22428. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22429. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22430. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22431. var point = optionalTarget || new Vector3();
  22432. var points = this.points;
  22433. var l = points.length;
  22434. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22435. var intPoint = Math.floor( p );
  22436. var weight = p - intPoint;
  22437. if ( this.closed ) {
  22438. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22439. } else if ( weight === 0 && intPoint === l - 1 ) {
  22440. intPoint = l - 2;
  22441. weight = 1;
  22442. }
  22443. var p0, p1, p2, p3; // 4 points
  22444. if ( this.closed || intPoint > 0 ) {
  22445. p0 = points[ ( intPoint - 1 ) % l ];
  22446. } else {
  22447. // extrapolate first point
  22448. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22449. p0 = tmp;
  22450. }
  22451. p1 = points[ intPoint % l ];
  22452. p2 = points[ ( intPoint + 1 ) % l ];
  22453. if ( this.closed || intPoint + 2 < l ) {
  22454. p3 = points[ ( intPoint + 2 ) % l ];
  22455. } else {
  22456. // extrapolate last point
  22457. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22458. p3 = tmp;
  22459. }
  22460. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22461. // init Centripetal / Chordal Catmull-Rom
  22462. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22463. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22464. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22465. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22466. // safety check for repeated points
  22467. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22468. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22469. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22470. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22471. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22472. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22473. } else if ( this.curveType === 'catmullrom' ) {
  22474. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22475. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22476. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22477. }
  22478. point.set(
  22479. px.calc( weight ),
  22480. py.calc( weight ),
  22481. pz.calc( weight )
  22482. );
  22483. return point;
  22484. };
  22485. CatmullRomCurve3.prototype.copy = function ( source ) {
  22486. Curve.prototype.copy.call( this, source );
  22487. this.points = [];
  22488. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22489. var point = source.points[ i ];
  22490. this.points.push( point.clone() );
  22491. }
  22492. this.closed = source.closed;
  22493. this.curveType = source.curveType;
  22494. this.tension = source.tension;
  22495. return this;
  22496. };
  22497. CatmullRomCurve3.prototype.toJSON = function () {
  22498. var data = Curve.prototype.toJSON.call( this );
  22499. data.points = [];
  22500. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22501. var point = this.points[ i ];
  22502. data.points.push( point.toArray() );
  22503. }
  22504. data.closed = this.closed;
  22505. data.curveType = this.curveType;
  22506. data.tension = this.tension;
  22507. return data;
  22508. };
  22509. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22510. Curve.prototype.fromJSON.call( this, json );
  22511. this.points = [];
  22512. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22513. var point = json.points[ i ];
  22514. this.points.push( new Vector3().fromArray( point ) );
  22515. }
  22516. this.closed = json.closed;
  22517. this.curveType = json.curveType;
  22518. this.tension = json.tension;
  22519. return this;
  22520. };
  22521. /**
  22522. * @author zz85 / http://www.lab4games.net/zz85/blog
  22523. *
  22524. * Bezier Curves formulas obtained from
  22525. * http://en.wikipedia.org/wiki/Bézier_curve
  22526. */
  22527. function CatmullRom( t, p0, p1, p2, p3 ) {
  22528. var v0 = ( p2 - p0 ) * 0.5;
  22529. var v1 = ( p3 - p1 ) * 0.5;
  22530. var t2 = t * t;
  22531. var t3 = t * t2;
  22532. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22533. }
  22534. //
  22535. function QuadraticBezierP0( t, p ) {
  22536. var k = 1 - t;
  22537. return k * k * p;
  22538. }
  22539. function QuadraticBezierP1( t, p ) {
  22540. return 2 * ( 1 - t ) * t * p;
  22541. }
  22542. function QuadraticBezierP2( t, p ) {
  22543. return t * t * p;
  22544. }
  22545. function QuadraticBezier( t, p0, p1, p2 ) {
  22546. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22547. QuadraticBezierP2( t, p2 );
  22548. }
  22549. //
  22550. function CubicBezierP0( t, p ) {
  22551. var k = 1 - t;
  22552. return k * k * k * p;
  22553. }
  22554. function CubicBezierP1( t, p ) {
  22555. var k = 1 - t;
  22556. return 3 * k * k * t * p;
  22557. }
  22558. function CubicBezierP2( t, p ) {
  22559. return 3 * ( 1 - t ) * t * t * p;
  22560. }
  22561. function CubicBezierP3( t, p ) {
  22562. return t * t * t * p;
  22563. }
  22564. function CubicBezier( t, p0, p1, p2, p3 ) {
  22565. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22566. CubicBezierP3( t, p3 );
  22567. }
  22568. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22569. Curve.call( this );
  22570. this.type = 'CubicBezierCurve';
  22571. this.v0 = v0 || new Vector2();
  22572. this.v1 = v1 || new Vector2();
  22573. this.v2 = v2 || new Vector2();
  22574. this.v3 = v3 || new Vector2();
  22575. }
  22576. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22577. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22578. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22579. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22580. var point = optionalTarget || new Vector2();
  22581. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22582. point.set(
  22583. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22584. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22585. );
  22586. return point;
  22587. };
  22588. CubicBezierCurve.prototype.copy = function ( source ) {
  22589. Curve.prototype.copy.call( this, source );
  22590. this.v0.copy( source.v0 );
  22591. this.v1.copy( source.v1 );
  22592. this.v2.copy( source.v2 );
  22593. this.v3.copy( source.v3 );
  22594. return this;
  22595. };
  22596. CubicBezierCurve.prototype.toJSON = function () {
  22597. var data = Curve.prototype.toJSON.call( this );
  22598. data.v0 = this.v0.toArray();
  22599. data.v1 = this.v1.toArray();
  22600. data.v2 = this.v2.toArray();
  22601. data.v3 = this.v3.toArray();
  22602. return data;
  22603. };
  22604. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22605. Curve.prototype.fromJSON.call( this, json );
  22606. this.v0.fromArray( json.v0 );
  22607. this.v1.fromArray( json.v1 );
  22608. this.v2.fromArray( json.v2 );
  22609. this.v3.fromArray( json.v3 );
  22610. return this;
  22611. };
  22612. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22613. Curve.call( this );
  22614. this.type = 'CubicBezierCurve3';
  22615. this.v0 = v0 || new Vector3();
  22616. this.v1 = v1 || new Vector3();
  22617. this.v2 = v2 || new Vector3();
  22618. this.v3 = v3 || new Vector3();
  22619. }
  22620. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22621. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22622. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22623. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22624. var point = optionalTarget || new Vector3();
  22625. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22626. point.set(
  22627. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22628. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22629. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22630. );
  22631. return point;
  22632. };
  22633. CubicBezierCurve3.prototype.copy = function ( source ) {
  22634. Curve.prototype.copy.call( this, source );
  22635. this.v0.copy( source.v0 );
  22636. this.v1.copy( source.v1 );
  22637. this.v2.copy( source.v2 );
  22638. this.v3.copy( source.v3 );
  22639. return this;
  22640. };
  22641. CubicBezierCurve3.prototype.toJSON = function () {
  22642. var data = Curve.prototype.toJSON.call( this );
  22643. data.v0 = this.v0.toArray();
  22644. data.v1 = this.v1.toArray();
  22645. data.v2 = this.v2.toArray();
  22646. data.v3 = this.v3.toArray();
  22647. return data;
  22648. };
  22649. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22650. Curve.prototype.fromJSON.call( this, json );
  22651. this.v0.fromArray( json.v0 );
  22652. this.v1.fromArray( json.v1 );
  22653. this.v2.fromArray( json.v2 );
  22654. this.v3.fromArray( json.v3 );
  22655. return this;
  22656. };
  22657. function LineCurve( v1, v2 ) {
  22658. Curve.call( this );
  22659. this.type = 'LineCurve';
  22660. this.v1 = v1 || new Vector2();
  22661. this.v2 = v2 || new Vector2();
  22662. }
  22663. LineCurve.prototype = Object.create( Curve.prototype );
  22664. LineCurve.prototype.constructor = LineCurve;
  22665. LineCurve.prototype.isLineCurve = true;
  22666. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22667. var point = optionalTarget || new Vector2();
  22668. if ( t === 1 ) {
  22669. point.copy( this.v2 );
  22670. } else {
  22671. point.copy( this.v2 ).sub( this.v1 );
  22672. point.multiplyScalar( t ).add( this.v1 );
  22673. }
  22674. return point;
  22675. };
  22676. // Line curve is linear, so we can overwrite default getPointAt
  22677. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22678. return this.getPoint( u, optionalTarget );
  22679. };
  22680. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22681. var tangent = this.v2.clone().sub( this.v1 );
  22682. return tangent.normalize();
  22683. };
  22684. LineCurve.prototype.copy = function ( source ) {
  22685. Curve.prototype.copy.call( this, source );
  22686. this.v1.copy( source.v1 );
  22687. this.v2.copy( source.v2 );
  22688. return this;
  22689. };
  22690. LineCurve.prototype.toJSON = function () {
  22691. var data = Curve.prototype.toJSON.call( this );
  22692. data.v1 = this.v1.toArray();
  22693. data.v2 = this.v2.toArray();
  22694. return data;
  22695. };
  22696. LineCurve.prototype.fromJSON = function ( json ) {
  22697. Curve.prototype.fromJSON.call( this, json );
  22698. this.v1.fromArray( json.v1 );
  22699. this.v2.fromArray( json.v2 );
  22700. return this;
  22701. };
  22702. function LineCurve3( v1, v2 ) {
  22703. Curve.call( this );
  22704. this.type = 'LineCurve3';
  22705. this.v1 = v1 || new Vector3();
  22706. this.v2 = v2 || new Vector3();
  22707. }
  22708. LineCurve3.prototype = Object.create( Curve.prototype );
  22709. LineCurve3.prototype.constructor = LineCurve3;
  22710. LineCurve3.prototype.isLineCurve3 = true;
  22711. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22712. var point = optionalTarget || new Vector3();
  22713. if ( t === 1 ) {
  22714. point.copy( this.v2 );
  22715. } else {
  22716. point.copy( this.v2 ).sub( this.v1 );
  22717. point.multiplyScalar( t ).add( this.v1 );
  22718. }
  22719. return point;
  22720. };
  22721. // Line curve is linear, so we can overwrite default getPointAt
  22722. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22723. return this.getPoint( u, optionalTarget );
  22724. };
  22725. LineCurve3.prototype.copy = function ( source ) {
  22726. Curve.prototype.copy.call( this, source );
  22727. this.v1.copy( source.v1 );
  22728. this.v2.copy( source.v2 );
  22729. return this;
  22730. };
  22731. LineCurve3.prototype.toJSON = function () {
  22732. var data = Curve.prototype.toJSON.call( this );
  22733. data.v1 = this.v1.toArray();
  22734. data.v2 = this.v2.toArray();
  22735. return data;
  22736. };
  22737. LineCurve3.prototype.fromJSON = function ( json ) {
  22738. Curve.prototype.fromJSON.call( this, json );
  22739. this.v1.fromArray( json.v1 );
  22740. this.v2.fromArray( json.v2 );
  22741. return this;
  22742. };
  22743. function QuadraticBezierCurve( v0, v1, v2 ) {
  22744. Curve.call( this );
  22745. this.type = 'QuadraticBezierCurve';
  22746. this.v0 = v0 || new Vector2();
  22747. this.v1 = v1 || new Vector2();
  22748. this.v2 = v2 || new Vector2();
  22749. }
  22750. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22751. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22752. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22753. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22754. var point = optionalTarget || new Vector2();
  22755. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22756. point.set(
  22757. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22758. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22759. );
  22760. return point;
  22761. };
  22762. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22763. Curve.prototype.copy.call( this, source );
  22764. this.v0.copy( source.v0 );
  22765. this.v1.copy( source.v1 );
  22766. this.v2.copy( source.v2 );
  22767. return this;
  22768. };
  22769. QuadraticBezierCurve.prototype.toJSON = function () {
  22770. var data = Curve.prototype.toJSON.call( this );
  22771. data.v0 = this.v0.toArray();
  22772. data.v1 = this.v1.toArray();
  22773. data.v2 = this.v2.toArray();
  22774. return data;
  22775. };
  22776. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22777. Curve.prototype.fromJSON.call( this, json );
  22778. this.v0.fromArray( json.v0 );
  22779. this.v1.fromArray( json.v1 );
  22780. this.v2.fromArray( json.v2 );
  22781. return this;
  22782. };
  22783. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22784. Curve.call( this );
  22785. this.type = 'QuadraticBezierCurve3';
  22786. this.v0 = v0 || new Vector3();
  22787. this.v1 = v1 || new Vector3();
  22788. this.v2 = v2 || new Vector3();
  22789. }
  22790. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22791. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22792. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22793. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22794. var point = optionalTarget || new Vector3();
  22795. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22796. point.set(
  22797. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22798. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22799. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22800. );
  22801. return point;
  22802. };
  22803. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22804. Curve.prototype.copy.call( this, source );
  22805. this.v0.copy( source.v0 );
  22806. this.v1.copy( source.v1 );
  22807. this.v2.copy( source.v2 );
  22808. return this;
  22809. };
  22810. QuadraticBezierCurve3.prototype.toJSON = function () {
  22811. var data = Curve.prototype.toJSON.call( this );
  22812. data.v0 = this.v0.toArray();
  22813. data.v1 = this.v1.toArray();
  22814. data.v2 = this.v2.toArray();
  22815. return data;
  22816. };
  22817. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22818. Curve.prototype.fromJSON.call( this, json );
  22819. this.v0.fromArray( json.v0 );
  22820. this.v1.fromArray( json.v1 );
  22821. this.v2.fromArray( json.v2 );
  22822. return this;
  22823. };
  22824. function SplineCurve( points /* array of Vector2 */ ) {
  22825. Curve.call( this );
  22826. this.type = 'SplineCurve';
  22827. this.points = points || [];
  22828. }
  22829. SplineCurve.prototype = Object.create( Curve.prototype );
  22830. SplineCurve.prototype.constructor = SplineCurve;
  22831. SplineCurve.prototype.isSplineCurve = true;
  22832. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22833. var point = optionalTarget || new Vector2();
  22834. var points = this.points;
  22835. var p = ( points.length - 1 ) * t;
  22836. var intPoint = Math.floor( p );
  22837. var weight = p - intPoint;
  22838. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22839. var p1 = points[ intPoint ];
  22840. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22841. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22842. point.set(
  22843. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22844. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22845. );
  22846. return point;
  22847. };
  22848. SplineCurve.prototype.copy = function ( source ) {
  22849. Curve.prototype.copy.call( this, source );
  22850. this.points = [];
  22851. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22852. var point = source.points[ i ];
  22853. this.points.push( point.clone() );
  22854. }
  22855. return this;
  22856. };
  22857. SplineCurve.prototype.toJSON = function () {
  22858. var data = Curve.prototype.toJSON.call( this );
  22859. data.points = [];
  22860. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22861. var point = this.points[ i ];
  22862. data.points.push( point.toArray() );
  22863. }
  22864. return data;
  22865. };
  22866. SplineCurve.prototype.fromJSON = function ( json ) {
  22867. Curve.prototype.fromJSON.call( this, json );
  22868. this.points = [];
  22869. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22870. var point = json.points[ i ];
  22871. this.points.push( new Vector2().fromArray( point ) );
  22872. }
  22873. return this;
  22874. };
  22875. var Curves = /*#__PURE__*/Object.freeze({
  22876. __proto__: null,
  22877. ArcCurve: ArcCurve,
  22878. CatmullRomCurve3: CatmullRomCurve3,
  22879. CubicBezierCurve: CubicBezierCurve,
  22880. CubicBezierCurve3: CubicBezierCurve3,
  22881. EllipseCurve: EllipseCurve,
  22882. LineCurve: LineCurve,
  22883. LineCurve3: LineCurve3,
  22884. QuadraticBezierCurve: QuadraticBezierCurve,
  22885. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22886. SplineCurve: SplineCurve
  22887. });
  22888. /**
  22889. * @author zz85 / http://www.lab4games.net/zz85/blog
  22890. *
  22891. **/
  22892. /**************************************************************
  22893. * Curved Path - a curve path is simply a array of connected
  22894. * curves, but retains the api of a curve
  22895. **************************************************************/
  22896. function CurvePath() {
  22897. Curve.call( this );
  22898. this.type = 'CurvePath';
  22899. this.curves = [];
  22900. this.autoClose = false; // Automatically closes the path
  22901. }
  22902. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22903. constructor: CurvePath,
  22904. add: function ( curve ) {
  22905. this.curves.push( curve );
  22906. },
  22907. closePath: function () {
  22908. // Add a line curve if start and end of lines are not connected
  22909. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22910. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22911. if ( ! startPoint.equals( endPoint ) ) {
  22912. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22913. }
  22914. },
  22915. // To get accurate point with reference to
  22916. // entire path distance at time t,
  22917. // following has to be done:
  22918. // 1. Length of each sub path have to be known
  22919. // 2. Locate and identify type of curve
  22920. // 3. Get t for the curve
  22921. // 4. Return curve.getPointAt(t')
  22922. getPoint: function ( t ) {
  22923. var d = t * this.getLength();
  22924. var curveLengths = this.getCurveLengths();
  22925. var i = 0;
  22926. // To think about boundaries points.
  22927. while ( i < curveLengths.length ) {
  22928. if ( curveLengths[ i ] >= d ) {
  22929. var diff = curveLengths[ i ] - d;
  22930. var curve = this.curves[ i ];
  22931. var segmentLength = curve.getLength();
  22932. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22933. return curve.getPointAt( u );
  22934. }
  22935. i ++;
  22936. }
  22937. return null;
  22938. // loop where sum != 0, sum > d , sum+1 <d
  22939. },
  22940. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22941. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22942. // getPoint() depends on getLength
  22943. getLength: function () {
  22944. var lens = this.getCurveLengths();
  22945. return lens[ lens.length - 1 ];
  22946. },
  22947. // cacheLengths must be recalculated.
  22948. updateArcLengths: function () {
  22949. this.needsUpdate = true;
  22950. this.cacheLengths = null;
  22951. this.getCurveLengths();
  22952. },
  22953. // Compute lengths and cache them
  22954. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22955. getCurveLengths: function () {
  22956. // We use cache values if curves and cache array are same length
  22957. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22958. return this.cacheLengths;
  22959. }
  22960. // Get length of sub-curve
  22961. // Push sums into cached array
  22962. var lengths = [], sums = 0;
  22963. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22964. sums += this.curves[ i ].getLength();
  22965. lengths.push( sums );
  22966. }
  22967. this.cacheLengths = lengths;
  22968. return lengths;
  22969. },
  22970. getSpacedPoints: function ( divisions ) {
  22971. if ( divisions === undefined ) { divisions = 40; }
  22972. var points = [];
  22973. for ( var i = 0; i <= divisions; i ++ ) {
  22974. points.push( this.getPoint( i / divisions ) );
  22975. }
  22976. if ( this.autoClose ) {
  22977. points.push( points[ 0 ] );
  22978. }
  22979. return points;
  22980. },
  22981. getPoints: function ( divisions ) {
  22982. divisions = divisions || 12;
  22983. var points = [], last;
  22984. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22985. var curve = curves[ i ];
  22986. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22987. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22988. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22989. : divisions;
  22990. var pts = curve.getPoints( resolution );
  22991. for ( var j = 0; j < pts.length; j ++ ) {
  22992. var point = pts[ j ];
  22993. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22994. points.push( point );
  22995. last = point;
  22996. }
  22997. }
  22998. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22999. points.push( points[ 0 ] );
  23000. }
  23001. return points;
  23002. },
  23003. copy: function ( source ) {
  23004. Curve.prototype.copy.call( this, source );
  23005. this.curves = [];
  23006. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23007. var curve = source.curves[ i ];
  23008. this.curves.push( curve.clone() );
  23009. }
  23010. this.autoClose = source.autoClose;
  23011. return this;
  23012. },
  23013. toJSON: function () {
  23014. var data = Curve.prototype.toJSON.call( this );
  23015. data.autoClose = this.autoClose;
  23016. data.curves = [];
  23017. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23018. var curve = this.curves[ i ];
  23019. data.curves.push( curve.toJSON() );
  23020. }
  23021. return data;
  23022. },
  23023. fromJSON: function ( json ) {
  23024. Curve.prototype.fromJSON.call( this, json );
  23025. this.autoClose = json.autoClose;
  23026. this.curves = [];
  23027. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23028. var curve = json.curves[ i ];
  23029. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23030. }
  23031. return this;
  23032. }
  23033. } );
  23034. /**
  23035. * @author zz85 / http://www.lab4games.net/zz85/blog
  23036. * Creates free form 2d path using series of points, lines or curves.
  23037. **/
  23038. function Path( points ) {
  23039. CurvePath.call( this );
  23040. this.type = 'Path';
  23041. this.currentPoint = new Vector2();
  23042. if ( points ) {
  23043. this.setFromPoints( points );
  23044. }
  23045. }
  23046. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23047. constructor: Path,
  23048. setFromPoints: function ( points ) {
  23049. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23050. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23051. this.lineTo( points[ i ].x, points[ i ].y );
  23052. }
  23053. return this;
  23054. },
  23055. moveTo: function ( x, y ) {
  23056. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23057. return this;
  23058. },
  23059. lineTo: function ( x, y ) {
  23060. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23061. this.curves.push( curve );
  23062. this.currentPoint.set( x, y );
  23063. return this;
  23064. },
  23065. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23066. var curve = new QuadraticBezierCurve(
  23067. this.currentPoint.clone(),
  23068. new Vector2( aCPx, aCPy ),
  23069. new Vector2( aX, aY )
  23070. );
  23071. this.curves.push( curve );
  23072. this.currentPoint.set( aX, aY );
  23073. return this;
  23074. },
  23075. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23076. var curve = new CubicBezierCurve(
  23077. this.currentPoint.clone(),
  23078. new Vector2( aCP1x, aCP1y ),
  23079. new Vector2( aCP2x, aCP2y ),
  23080. new Vector2( aX, aY )
  23081. );
  23082. this.curves.push( curve );
  23083. this.currentPoint.set( aX, aY );
  23084. return this;
  23085. },
  23086. splineThru: function ( pts /*Array of Vector*/ ) {
  23087. var npts = [ this.currentPoint.clone() ].concat( pts );
  23088. var curve = new SplineCurve( npts );
  23089. this.curves.push( curve );
  23090. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23091. return this;
  23092. },
  23093. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23094. var x0 = this.currentPoint.x;
  23095. var y0 = this.currentPoint.y;
  23096. this.absarc( aX + x0, aY + y0, aRadius,
  23097. aStartAngle, aEndAngle, aClockwise );
  23098. return this;
  23099. },
  23100. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23101. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23102. return this;
  23103. },
  23104. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23105. var x0 = this.currentPoint.x;
  23106. var y0 = this.currentPoint.y;
  23107. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23108. return this;
  23109. },
  23110. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23111. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23112. if ( this.curves.length > 0 ) {
  23113. // if a previous curve is present, attempt to join
  23114. var firstPoint = curve.getPoint( 0 );
  23115. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23116. this.lineTo( firstPoint.x, firstPoint.y );
  23117. }
  23118. }
  23119. this.curves.push( curve );
  23120. var lastPoint = curve.getPoint( 1 );
  23121. this.currentPoint.copy( lastPoint );
  23122. return this;
  23123. },
  23124. copy: function ( source ) {
  23125. CurvePath.prototype.copy.call( this, source );
  23126. this.currentPoint.copy( source.currentPoint );
  23127. return this;
  23128. },
  23129. toJSON: function () {
  23130. var data = CurvePath.prototype.toJSON.call( this );
  23131. data.currentPoint = this.currentPoint.toArray();
  23132. return data;
  23133. },
  23134. fromJSON: function ( json ) {
  23135. CurvePath.prototype.fromJSON.call( this, json );
  23136. this.currentPoint.fromArray( json.currentPoint );
  23137. return this;
  23138. }
  23139. } );
  23140. /**
  23141. * @author zz85 / http://www.lab4games.net/zz85/blog
  23142. * Defines a 2d shape plane using paths.
  23143. **/
  23144. // STEP 1 Create a path.
  23145. // STEP 2 Turn path into shape.
  23146. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23147. // STEP 3a - Extract points from each shape, turn to vertices
  23148. // STEP 3b - Triangulate each shape, add faces.
  23149. function Shape( points ) {
  23150. Path.call( this, points );
  23151. this.uuid = MathUtils.generateUUID();
  23152. this.type = 'Shape';
  23153. this.holes = [];
  23154. }
  23155. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23156. constructor: Shape,
  23157. getPointsHoles: function ( divisions ) {
  23158. var holesPts = [];
  23159. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23160. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23161. }
  23162. return holesPts;
  23163. },
  23164. // get points of shape and holes (keypoints based on segments parameter)
  23165. extractPoints: function ( divisions ) {
  23166. return {
  23167. shape: this.getPoints( divisions ),
  23168. holes: this.getPointsHoles( divisions )
  23169. };
  23170. },
  23171. copy: function ( source ) {
  23172. Path.prototype.copy.call( this, source );
  23173. this.holes = [];
  23174. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23175. var hole = source.holes[ i ];
  23176. this.holes.push( hole.clone() );
  23177. }
  23178. return this;
  23179. },
  23180. toJSON: function () {
  23181. var data = Path.prototype.toJSON.call( this );
  23182. data.uuid = this.uuid;
  23183. data.holes = [];
  23184. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23185. var hole = this.holes[ i ];
  23186. data.holes.push( hole.toJSON() );
  23187. }
  23188. return data;
  23189. },
  23190. fromJSON: function ( json ) {
  23191. Path.prototype.fromJSON.call( this, json );
  23192. this.uuid = json.uuid;
  23193. this.holes = [];
  23194. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23195. var hole = json.holes[ i ];
  23196. this.holes.push( new Path().fromJSON( hole ) );
  23197. }
  23198. return this;
  23199. }
  23200. } );
  23201. /**
  23202. * @author mrdoob / http://mrdoob.com/
  23203. * @author alteredq / http://alteredqualia.com/
  23204. */
  23205. function Light( color, intensity ) {
  23206. Object3D.call( this );
  23207. this.type = 'Light';
  23208. this.color = new Color( color );
  23209. this.intensity = intensity !== undefined ? intensity : 1;
  23210. this.receiveShadow = undefined;
  23211. }
  23212. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23213. constructor: Light,
  23214. isLight: true,
  23215. copy: function ( source ) {
  23216. Object3D.prototype.copy.call( this, source );
  23217. this.color.copy( source.color );
  23218. this.intensity = source.intensity;
  23219. return this;
  23220. },
  23221. toJSON: function ( meta ) {
  23222. var data = Object3D.prototype.toJSON.call( this, meta );
  23223. data.object.color = this.color.getHex();
  23224. data.object.intensity = this.intensity;
  23225. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23226. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23227. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23228. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23229. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23230. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23231. return data;
  23232. }
  23233. } );
  23234. /**
  23235. * @author alteredq / http://alteredqualia.com/
  23236. */
  23237. function HemisphereLight( skyColor, groundColor, intensity ) {
  23238. Light.call( this, skyColor, intensity );
  23239. this.type = 'HemisphereLight';
  23240. this.castShadow = undefined;
  23241. this.position.copy( Object3D.DefaultUp );
  23242. this.updateMatrix();
  23243. this.groundColor = new Color( groundColor );
  23244. }
  23245. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23246. constructor: HemisphereLight,
  23247. isHemisphereLight: true,
  23248. copy: function ( source ) {
  23249. Light.prototype.copy.call( this, source );
  23250. this.groundColor.copy( source.groundColor );
  23251. return this;
  23252. }
  23253. } );
  23254. /**
  23255. * @author mrdoob / http://mrdoob.com/
  23256. */
  23257. function LightShadow( camera ) {
  23258. this.camera = camera;
  23259. this.bias = 0;
  23260. this.radius = 1;
  23261. this.mapSize = new Vector2( 512, 512 );
  23262. this.map = null;
  23263. this.mapPass = null;
  23264. this.matrix = new Matrix4();
  23265. this._frustum = new Frustum();
  23266. this._frameExtents = new Vector2( 1, 1 );
  23267. this._viewportCount = 1;
  23268. this._viewports = [
  23269. new Vector4( 0, 0, 1, 1 )
  23270. ];
  23271. }
  23272. Object.assign( LightShadow.prototype, {
  23273. _projScreenMatrix: new Matrix4(),
  23274. _lightPositionWorld: new Vector3(),
  23275. _lookTarget: new Vector3(),
  23276. getViewportCount: function () {
  23277. return this._viewportCount;
  23278. },
  23279. getFrustum: function () {
  23280. return this._frustum;
  23281. },
  23282. updateMatrices: function ( light ) {
  23283. var shadowCamera = this.camera,
  23284. shadowMatrix = this.matrix,
  23285. projScreenMatrix = this._projScreenMatrix,
  23286. lookTarget = this._lookTarget,
  23287. lightPositionWorld = this._lightPositionWorld;
  23288. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23289. shadowCamera.position.copy( lightPositionWorld );
  23290. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23291. shadowCamera.lookAt( lookTarget );
  23292. shadowCamera.updateMatrixWorld();
  23293. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23294. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23295. shadowMatrix.set(
  23296. 0.5, 0.0, 0.0, 0.5,
  23297. 0.0, 0.5, 0.0, 0.5,
  23298. 0.0, 0.0, 0.5, 0.5,
  23299. 0.0, 0.0, 0.0, 1.0
  23300. );
  23301. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23302. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23303. },
  23304. getViewport: function ( viewportIndex ) {
  23305. return this._viewports[ viewportIndex ];
  23306. },
  23307. getFrameExtents: function () {
  23308. return this._frameExtents;
  23309. },
  23310. copy: function ( source ) {
  23311. this.camera = source.camera.clone();
  23312. this.bias = source.bias;
  23313. this.radius = source.radius;
  23314. this.mapSize.copy( source.mapSize );
  23315. return this;
  23316. },
  23317. clone: function () {
  23318. return new this.constructor().copy( this );
  23319. },
  23320. toJSON: function () {
  23321. var object = {};
  23322. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23323. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23324. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23325. object.camera = this.camera.toJSON( false ).object;
  23326. delete object.camera.matrix;
  23327. return object;
  23328. }
  23329. } );
  23330. /**
  23331. * @author mrdoob / http://mrdoob.com/
  23332. */
  23333. function SpotLightShadow() {
  23334. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23335. }
  23336. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23337. constructor: SpotLightShadow,
  23338. isSpotLightShadow: true,
  23339. updateMatrices: function ( light ) {
  23340. var camera = this.camera;
  23341. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23342. var aspect = this.mapSize.width / this.mapSize.height;
  23343. var far = light.distance || camera.far;
  23344. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23345. camera.fov = fov;
  23346. camera.aspect = aspect;
  23347. camera.far = far;
  23348. camera.updateProjectionMatrix();
  23349. }
  23350. LightShadow.prototype.updateMatrices.call( this, light );
  23351. }
  23352. } );
  23353. /**
  23354. * @author alteredq / http://alteredqualia.com/
  23355. */
  23356. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23357. Light.call( this, color, intensity );
  23358. this.type = 'SpotLight';
  23359. this.position.copy( Object3D.DefaultUp );
  23360. this.updateMatrix();
  23361. this.target = new Object3D();
  23362. Object.defineProperty( this, 'power', {
  23363. get: function () {
  23364. // intensity = power per solid angle.
  23365. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23366. return this.intensity * Math.PI;
  23367. },
  23368. set: function ( power ) {
  23369. // intensity = power per solid angle.
  23370. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23371. this.intensity = power / Math.PI;
  23372. }
  23373. } );
  23374. this.distance = ( distance !== undefined ) ? distance : 0;
  23375. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23376. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23377. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23378. this.shadow = new SpotLightShadow();
  23379. }
  23380. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23381. constructor: SpotLight,
  23382. isSpotLight: true,
  23383. copy: function ( source ) {
  23384. Light.prototype.copy.call( this, source );
  23385. this.distance = source.distance;
  23386. this.angle = source.angle;
  23387. this.penumbra = source.penumbra;
  23388. this.decay = source.decay;
  23389. this.target = source.target.clone();
  23390. this.shadow = source.shadow.clone();
  23391. return this;
  23392. }
  23393. } );
  23394. function PointLightShadow() {
  23395. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23396. this._frameExtents = new Vector2( 4, 2 );
  23397. this._viewportCount = 6;
  23398. this._viewports = [
  23399. // These viewports map a cube-map onto a 2D texture with the
  23400. // following orientation:
  23401. //
  23402. // xzXZ
  23403. // y Y
  23404. //
  23405. // X - Positive x direction
  23406. // x - Negative x direction
  23407. // Y - Positive y direction
  23408. // y - Negative y direction
  23409. // Z - Positive z direction
  23410. // z - Negative z direction
  23411. // positive X
  23412. new Vector4( 2, 1, 1, 1 ),
  23413. // negative X
  23414. new Vector4( 0, 1, 1, 1 ),
  23415. // positive Z
  23416. new Vector4( 3, 1, 1, 1 ),
  23417. // negative Z
  23418. new Vector4( 1, 1, 1, 1 ),
  23419. // positive Y
  23420. new Vector4( 3, 0, 1, 1 ),
  23421. // negative Y
  23422. new Vector4( 1, 0, 1, 1 )
  23423. ];
  23424. this._cubeDirections = [
  23425. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23426. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23427. ];
  23428. this._cubeUps = [
  23429. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23430. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23431. ];
  23432. }
  23433. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23434. constructor: PointLightShadow,
  23435. isPointLightShadow: true,
  23436. updateMatrices: function ( light, viewportIndex ) {
  23437. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23438. var camera = this.camera,
  23439. shadowMatrix = this.matrix,
  23440. lightPositionWorld = this._lightPositionWorld,
  23441. lookTarget = this._lookTarget,
  23442. projScreenMatrix = this._projScreenMatrix;
  23443. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23444. camera.position.copy( lightPositionWorld );
  23445. lookTarget.copy( camera.position );
  23446. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23447. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23448. camera.lookAt( lookTarget );
  23449. camera.updateMatrixWorld();
  23450. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23451. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23452. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23453. }
  23454. } );
  23455. /**
  23456. * @author mrdoob / http://mrdoob.com/
  23457. */
  23458. function PointLight( color, intensity, distance, decay ) {
  23459. Light.call( this, color, intensity );
  23460. this.type = 'PointLight';
  23461. Object.defineProperty( this, 'power', {
  23462. get: function () {
  23463. // intensity = power per solid angle.
  23464. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23465. return this.intensity * 4 * Math.PI;
  23466. },
  23467. set: function ( power ) {
  23468. // intensity = power per solid angle.
  23469. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23470. this.intensity = power / ( 4 * Math.PI );
  23471. }
  23472. } );
  23473. this.distance = ( distance !== undefined ) ? distance : 0;
  23474. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23475. this.shadow = new PointLightShadow();
  23476. }
  23477. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23478. constructor: PointLight,
  23479. isPointLight: true,
  23480. copy: function ( source ) {
  23481. Light.prototype.copy.call( this, source );
  23482. this.distance = source.distance;
  23483. this.decay = source.decay;
  23484. this.shadow = source.shadow.clone();
  23485. return this;
  23486. }
  23487. } );
  23488. /**
  23489. * @author alteredq / http://alteredqualia.com/
  23490. * @author arose / http://github.com/arose
  23491. */
  23492. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23493. Camera.call( this );
  23494. this.type = 'OrthographicCamera';
  23495. this.zoom = 1;
  23496. this.view = null;
  23497. this.left = ( left !== undefined ) ? left : - 1;
  23498. this.right = ( right !== undefined ) ? right : 1;
  23499. this.top = ( top !== undefined ) ? top : 1;
  23500. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23501. this.near = ( near !== undefined ) ? near : 0.1;
  23502. this.far = ( far !== undefined ) ? far : 2000;
  23503. this.updateProjectionMatrix();
  23504. }
  23505. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23506. constructor: OrthographicCamera,
  23507. isOrthographicCamera: true,
  23508. copy: function ( source, recursive ) {
  23509. Camera.prototype.copy.call( this, source, recursive );
  23510. this.left = source.left;
  23511. this.right = source.right;
  23512. this.top = source.top;
  23513. this.bottom = source.bottom;
  23514. this.near = source.near;
  23515. this.far = source.far;
  23516. this.zoom = source.zoom;
  23517. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23518. return this;
  23519. },
  23520. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23521. if ( this.view === null ) {
  23522. this.view = {
  23523. enabled: true,
  23524. fullWidth: 1,
  23525. fullHeight: 1,
  23526. offsetX: 0,
  23527. offsetY: 0,
  23528. width: 1,
  23529. height: 1
  23530. };
  23531. }
  23532. this.view.enabled = true;
  23533. this.view.fullWidth = fullWidth;
  23534. this.view.fullHeight = fullHeight;
  23535. this.view.offsetX = x;
  23536. this.view.offsetY = y;
  23537. this.view.width = width;
  23538. this.view.height = height;
  23539. this.updateProjectionMatrix();
  23540. },
  23541. clearViewOffset: function () {
  23542. if ( this.view !== null ) {
  23543. this.view.enabled = false;
  23544. }
  23545. this.updateProjectionMatrix();
  23546. },
  23547. updateProjectionMatrix: function () {
  23548. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23549. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23550. var cx = ( this.right + this.left ) / 2;
  23551. var cy = ( this.top + this.bottom ) / 2;
  23552. var left = cx - dx;
  23553. var right = cx + dx;
  23554. var top = cy + dy;
  23555. var bottom = cy - dy;
  23556. if ( this.view !== null && this.view.enabled ) {
  23557. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23558. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23559. left += scaleW * this.view.offsetX;
  23560. right = left + scaleW * this.view.width;
  23561. top -= scaleH * this.view.offsetY;
  23562. bottom = top - scaleH * this.view.height;
  23563. }
  23564. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23565. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23566. },
  23567. toJSON: function ( meta ) {
  23568. var data = Object3D.prototype.toJSON.call( this, meta );
  23569. data.object.zoom = this.zoom;
  23570. data.object.left = this.left;
  23571. data.object.right = this.right;
  23572. data.object.top = this.top;
  23573. data.object.bottom = this.bottom;
  23574. data.object.near = this.near;
  23575. data.object.far = this.far;
  23576. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23577. return data;
  23578. }
  23579. } );
  23580. /**
  23581. * @author mrdoob / http://mrdoob.com/
  23582. */
  23583. function DirectionalLightShadow() {
  23584. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23585. }
  23586. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23587. constructor: DirectionalLightShadow,
  23588. isDirectionalLightShadow: true,
  23589. updateMatrices: function ( light ) {
  23590. LightShadow.prototype.updateMatrices.call( this, light );
  23591. }
  23592. } );
  23593. /**
  23594. * @author mrdoob / http://mrdoob.com/
  23595. * @author alteredq / http://alteredqualia.com/
  23596. */
  23597. function DirectionalLight( color, intensity ) {
  23598. Light.call( this, color, intensity );
  23599. this.type = 'DirectionalLight';
  23600. this.position.copy( Object3D.DefaultUp );
  23601. this.updateMatrix();
  23602. this.target = new Object3D();
  23603. this.shadow = new DirectionalLightShadow();
  23604. }
  23605. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23606. constructor: DirectionalLight,
  23607. isDirectionalLight: true,
  23608. copy: function ( source ) {
  23609. Light.prototype.copy.call( this, source );
  23610. this.target = source.target.clone();
  23611. this.shadow = source.shadow.clone();
  23612. return this;
  23613. }
  23614. } );
  23615. /**
  23616. * @author mrdoob / http://mrdoob.com/
  23617. */
  23618. function AmbientLight( color, intensity ) {
  23619. Light.call( this, color, intensity );
  23620. this.type = 'AmbientLight';
  23621. this.castShadow = undefined;
  23622. }
  23623. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23624. constructor: AmbientLight,
  23625. isAmbientLight: true
  23626. } );
  23627. /**
  23628. * @author abelnation / http://github.com/abelnation
  23629. */
  23630. function RectAreaLight( color, intensity, width, height ) {
  23631. Light.call( this, color, intensity );
  23632. this.type = 'RectAreaLight';
  23633. this.width = ( width !== undefined ) ? width : 10;
  23634. this.height = ( height !== undefined ) ? height : 10;
  23635. }
  23636. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23637. constructor: RectAreaLight,
  23638. isRectAreaLight: true,
  23639. copy: function ( source ) {
  23640. Light.prototype.copy.call( this, source );
  23641. this.width = source.width;
  23642. this.height = source.height;
  23643. return this;
  23644. },
  23645. toJSON: function ( meta ) {
  23646. var data = Light.prototype.toJSON.call( this, meta );
  23647. data.object.width = this.width;
  23648. data.object.height = this.height;
  23649. return data;
  23650. }
  23651. } );
  23652. /**
  23653. * @author mrdoob / http://mrdoob.com/
  23654. */
  23655. function MaterialLoader( manager ) {
  23656. Loader.call( this, manager );
  23657. this.textures = {};
  23658. }
  23659. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23660. constructor: MaterialLoader,
  23661. load: function ( url, onLoad, onProgress, onError ) {
  23662. var scope = this;
  23663. var loader = new FileLoader( scope.manager );
  23664. loader.setPath( scope.path );
  23665. loader.load( url, function ( text ) {
  23666. onLoad( scope.parse( JSON.parse( text ) ) );
  23667. }, onProgress, onError );
  23668. },
  23669. parse: function ( json ) {
  23670. var textures = this.textures;
  23671. function getTexture( name ) {
  23672. if ( textures[ name ] === undefined ) {
  23673. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23674. }
  23675. return textures[ name ];
  23676. }
  23677. var material = new Materials[ json.type ]();
  23678. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23679. if ( json.name !== undefined ) { material.name = json.name; }
  23680. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23681. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23682. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23683. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23684. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23685. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23686. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23687. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23688. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23689. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23690. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23691. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23692. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23693. if ( json.side !== undefined ) { material.side = json.side; }
  23694. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23695. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23696. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23697. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23698. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23699. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23700. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23701. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23702. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23703. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23704. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23705. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23706. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23707. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23708. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23709. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23710. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23711. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23712. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23713. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23714. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23715. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23716. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23717. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23718. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23719. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23720. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23721. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23722. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23723. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23724. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  23725. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23726. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23727. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23728. if ( json.vertexColors !== undefined ) {
  23729. if ( typeof json.vertexColors === 'number' ) {
  23730. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  23731. } else {
  23732. material.vertexColors = json.vertexColors;
  23733. }
  23734. }
  23735. // Shader Material
  23736. if ( json.uniforms !== undefined ) {
  23737. for ( var name in json.uniforms ) {
  23738. var uniform = json.uniforms[ name ];
  23739. material.uniforms[ name ] = {};
  23740. switch ( uniform.type ) {
  23741. case 't':
  23742. material.uniforms[ name ].value = getTexture( uniform.value );
  23743. break;
  23744. case 'c':
  23745. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23746. break;
  23747. case 'v2':
  23748. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23749. break;
  23750. case 'v3':
  23751. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23752. break;
  23753. case 'v4':
  23754. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23755. break;
  23756. case 'm3':
  23757. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23758. case 'm4':
  23759. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23760. break;
  23761. default:
  23762. material.uniforms[ name ].value = uniform.value;
  23763. }
  23764. }
  23765. }
  23766. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23767. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23768. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23769. if ( json.extensions !== undefined ) {
  23770. for ( var key in json.extensions ) {
  23771. material.extensions[ key ] = json.extensions[ key ];
  23772. }
  23773. }
  23774. // Deprecated
  23775. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23776. // for PointsMaterial
  23777. if ( json.size !== undefined ) { material.size = json.size; }
  23778. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23779. // maps
  23780. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23781. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23782. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  23783. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23784. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23785. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23786. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23787. if ( json.normalScale !== undefined ) {
  23788. var normalScale = json.normalScale;
  23789. if ( Array.isArray( normalScale ) === false ) {
  23790. // Blender exporter used to export a scalar. See #7459
  23791. normalScale = [ normalScale, normalScale ];
  23792. }
  23793. material.normalScale = new Vector2().fromArray( normalScale );
  23794. }
  23795. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23796. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23797. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23798. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23799. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23800. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23801. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23802. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23803. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23804. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23805. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23806. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23807. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23808. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23809. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23810. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23811. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23812. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23813. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23814. return material;
  23815. },
  23816. setTextures: function ( value ) {
  23817. this.textures = value;
  23818. return this;
  23819. }
  23820. } );
  23821. /**
  23822. * @author Don McCurdy / https://www.donmccurdy.com
  23823. */
  23824. var LoaderUtils = {
  23825. decodeText: function ( array ) {
  23826. if ( typeof TextDecoder !== 'undefined' ) {
  23827. return new TextDecoder().decode( array );
  23828. }
  23829. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23830. // throws a "maximum call stack size exceeded" error for large arrays.
  23831. var s = '';
  23832. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23833. // Implicitly assumes little-endian.
  23834. s += String.fromCharCode( array[ i ] );
  23835. }
  23836. try {
  23837. // merges multi-byte utf-8 characters.
  23838. return decodeURIComponent( escape( s ) );
  23839. } catch ( e ) { // see #16358
  23840. return s;
  23841. }
  23842. },
  23843. extractUrlBase: function ( url ) {
  23844. var index = url.lastIndexOf( '/' );
  23845. if ( index === - 1 ) { return './'; }
  23846. return url.substr( 0, index + 1 );
  23847. }
  23848. };
  23849. /**
  23850. * @author benaadams / https://twitter.com/ben_a_adams
  23851. */
  23852. function InstancedBufferGeometry() {
  23853. BufferGeometry.call( this );
  23854. this.type = 'InstancedBufferGeometry';
  23855. this.maxInstancedCount = undefined;
  23856. }
  23857. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23858. constructor: InstancedBufferGeometry,
  23859. isInstancedBufferGeometry: true,
  23860. copy: function ( source ) {
  23861. BufferGeometry.prototype.copy.call( this, source );
  23862. this.maxInstancedCount = source.maxInstancedCount;
  23863. return this;
  23864. },
  23865. clone: function () {
  23866. return new this.constructor().copy( this );
  23867. },
  23868. toJSON: function () {
  23869. var data = BufferGeometry.prototype.toJSON.call( this );
  23870. data.maxInstancedCount = this.maxInstancedCount;
  23871. data.isInstancedBufferGeometry = true;
  23872. return data;
  23873. }
  23874. } );
  23875. /**
  23876. * @author benaadams / https://twitter.com/ben_a_adams
  23877. */
  23878. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23879. if ( typeof ( normalized ) === 'number' ) {
  23880. meshPerAttribute = normalized;
  23881. normalized = false;
  23882. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23883. }
  23884. BufferAttribute.call( this, array, itemSize, normalized );
  23885. this.meshPerAttribute = meshPerAttribute || 1;
  23886. }
  23887. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23888. constructor: InstancedBufferAttribute,
  23889. isInstancedBufferAttribute: true,
  23890. copy: function ( source ) {
  23891. BufferAttribute.prototype.copy.call( this, source );
  23892. this.meshPerAttribute = source.meshPerAttribute;
  23893. return this;
  23894. },
  23895. toJSON: function () {
  23896. var data = BufferAttribute.prototype.toJSON.call( this );
  23897. data.meshPerAttribute = this.meshPerAttribute;
  23898. data.isInstancedBufferAttribute = true;
  23899. return data;
  23900. }
  23901. } );
  23902. /**
  23903. * @author mrdoob / http://mrdoob.com/
  23904. */
  23905. function BufferGeometryLoader( manager ) {
  23906. Loader.call( this, manager );
  23907. }
  23908. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23909. constructor: BufferGeometryLoader,
  23910. load: function ( url, onLoad, onProgress, onError ) {
  23911. var scope = this;
  23912. var loader = new FileLoader( scope.manager );
  23913. loader.setPath( scope.path );
  23914. loader.load( url, function ( text ) {
  23915. onLoad( scope.parse( JSON.parse( text ) ) );
  23916. }, onProgress, onError );
  23917. },
  23918. parse: function ( json ) {
  23919. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23920. var index = json.data.index;
  23921. if ( index !== undefined ) {
  23922. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23923. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23924. }
  23925. var attributes = json.data.attributes;
  23926. for ( var key in attributes ) {
  23927. var attribute = attributes[ key ];
  23928. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23929. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23930. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23931. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23932. geometry.setAttribute( key, bufferAttribute );
  23933. }
  23934. var morphAttributes = json.data.morphAttributes;
  23935. if ( morphAttributes ) {
  23936. for ( var key in morphAttributes ) {
  23937. var attributeArray = morphAttributes[ key ];
  23938. var array = [];
  23939. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23940. var attribute = attributeArray[ i ];
  23941. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23942. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23943. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23944. array.push( bufferAttribute );
  23945. }
  23946. geometry.morphAttributes[ key ] = array;
  23947. }
  23948. }
  23949. var morphTargetsRelative = json.data.morphTargetsRelative;
  23950. if ( morphTargetsRelative ) {
  23951. geometry.morphTargetsRelative = true;
  23952. }
  23953. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23954. if ( groups !== undefined ) {
  23955. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23956. var group = groups[ i ];
  23957. geometry.addGroup( group.start, group.count, group.materialIndex );
  23958. }
  23959. }
  23960. var boundingSphere = json.data.boundingSphere;
  23961. if ( boundingSphere !== undefined ) {
  23962. var center = new Vector3();
  23963. if ( boundingSphere.center !== undefined ) {
  23964. center.fromArray( boundingSphere.center );
  23965. }
  23966. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23967. }
  23968. if ( json.name ) { geometry.name = json.name; }
  23969. if ( json.userData ) { geometry.userData = json.userData; }
  23970. return geometry;
  23971. }
  23972. } );
  23973. var TYPED_ARRAYS = {
  23974. Int8Array: Int8Array,
  23975. Uint8Array: Uint8Array,
  23976. // Workaround for IE11 pre KB2929437. See #11440
  23977. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23978. Int16Array: Int16Array,
  23979. Uint16Array: Uint16Array,
  23980. Int32Array: Int32Array,
  23981. Uint32Array: Uint32Array,
  23982. Float32Array: Float32Array,
  23983. Float64Array: Float64Array
  23984. };
  23985. /**
  23986. * @author mrdoob / http://mrdoob.com/
  23987. */
  23988. function ObjectLoader( manager ) {
  23989. Loader.call( this, manager );
  23990. }
  23991. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23992. constructor: ObjectLoader,
  23993. load: function ( url, onLoad, onProgress, onError ) {
  23994. var scope = this;
  23995. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23996. this.resourcePath = this.resourcePath || path;
  23997. var loader = new FileLoader( scope.manager );
  23998. loader.setPath( this.path );
  23999. loader.load( url, function ( text ) {
  24000. var json = null;
  24001. try {
  24002. json = JSON.parse( text );
  24003. } catch ( error ) {
  24004. if ( onError !== undefined ) { onError( error ); }
  24005. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24006. return;
  24007. }
  24008. var metadata = json.metadata;
  24009. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24010. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24011. return;
  24012. }
  24013. scope.parse( json, onLoad );
  24014. }, onProgress, onError );
  24015. },
  24016. parse: function ( json, onLoad ) {
  24017. var shapes = this.parseShape( json.shapes );
  24018. var geometries = this.parseGeometries( json.geometries, shapes );
  24019. var images = this.parseImages( json.images, function () {
  24020. if ( onLoad !== undefined ) { onLoad( object ); }
  24021. } );
  24022. var textures = this.parseTextures( json.textures, images );
  24023. var materials = this.parseMaterials( json.materials, textures );
  24024. var object = this.parseObject( json.object, geometries, materials );
  24025. if ( json.animations ) {
  24026. object.animations = this.parseAnimations( json.animations );
  24027. }
  24028. if ( json.images === undefined || json.images.length === 0 ) {
  24029. if ( onLoad !== undefined ) { onLoad( object ); }
  24030. }
  24031. return object;
  24032. },
  24033. parseShape: function ( json ) {
  24034. var shapes = {};
  24035. if ( json !== undefined ) {
  24036. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24037. var shape = new Shape().fromJSON( json[ i ] );
  24038. shapes[ shape.uuid ] = shape;
  24039. }
  24040. }
  24041. return shapes;
  24042. },
  24043. parseGeometries: function ( json, shapes ) {
  24044. var geometries = {};
  24045. if ( json !== undefined ) {
  24046. var bufferGeometryLoader = new BufferGeometryLoader();
  24047. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24048. var geometry;
  24049. var data = json[ i ];
  24050. switch ( data.type ) {
  24051. case 'PlaneGeometry':
  24052. case 'PlaneBufferGeometry':
  24053. geometry = new Geometries[ data.type ](
  24054. data.width,
  24055. data.height,
  24056. data.widthSegments,
  24057. data.heightSegments
  24058. );
  24059. break;
  24060. case 'BoxGeometry':
  24061. case 'BoxBufferGeometry':
  24062. case 'CubeGeometry': // backwards compatible
  24063. geometry = new Geometries[ data.type ](
  24064. data.width,
  24065. data.height,
  24066. data.depth,
  24067. data.widthSegments,
  24068. data.heightSegments,
  24069. data.depthSegments
  24070. );
  24071. break;
  24072. case 'CircleGeometry':
  24073. case 'CircleBufferGeometry':
  24074. geometry = new Geometries[ data.type ](
  24075. data.radius,
  24076. data.segments,
  24077. data.thetaStart,
  24078. data.thetaLength
  24079. );
  24080. break;
  24081. case 'CylinderGeometry':
  24082. case 'CylinderBufferGeometry':
  24083. geometry = new Geometries[ data.type ](
  24084. data.radiusTop,
  24085. data.radiusBottom,
  24086. data.height,
  24087. data.radialSegments,
  24088. data.heightSegments,
  24089. data.openEnded,
  24090. data.thetaStart,
  24091. data.thetaLength
  24092. );
  24093. break;
  24094. case 'ConeGeometry':
  24095. case 'ConeBufferGeometry':
  24096. geometry = new Geometries[ data.type ](
  24097. data.radius,
  24098. data.height,
  24099. data.radialSegments,
  24100. data.heightSegments,
  24101. data.openEnded,
  24102. data.thetaStart,
  24103. data.thetaLength
  24104. );
  24105. break;
  24106. case 'SphereGeometry':
  24107. case 'SphereBufferGeometry':
  24108. geometry = new Geometries[ data.type ](
  24109. data.radius,
  24110. data.widthSegments,
  24111. data.heightSegments,
  24112. data.phiStart,
  24113. data.phiLength,
  24114. data.thetaStart,
  24115. data.thetaLength
  24116. );
  24117. break;
  24118. case 'DodecahedronGeometry':
  24119. case 'DodecahedronBufferGeometry':
  24120. case 'IcosahedronGeometry':
  24121. case 'IcosahedronBufferGeometry':
  24122. case 'OctahedronGeometry':
  24123. case 'OctahedronBufferGeometry':
  24124. case 'TetrahedronGeometry':
  24125. case 'TetrahedronBufferGeometry':
  24126. geometry = new Geometries[ data.type ](
  24127. data.radius,
  24128. data.detail
  24129. );
  24130. break;
  24131. case 'RingGeometry':
  24132. case 'RingBufferGeometry':
  24133. geometry = new Geometries[ data.type ](
  24134. data.innerRadius,
  24135. data.outerRadius,
  24136. data.thetaSegments,
  24137. data.phiSegments,
  24138. data.thetaStart,
  24139. data.thetaLength
  24140. );
  24141. break;
  24142. case 'TorusGeometry':
  24143. case 'TorusBufferGeometry':
  24144. geometry = new Geometries[ data.type ](
  24145. data.radius,
  24146. data.tube,
  24147. data.radialSegments,
  24148. data.tubularSegments,
  24149. data.arc
  24150. );
  24151. break;
  24152. case 'TorusKnotGeometry':
  24153. case 'TorusKnotBufferGeometry':
  24154. geometry = new Geometries[ data.type ](
  24155. data.radius,
  24156. data.tube,
  24157. data.tubularSegments,
  24158. data.radialSegments,
  24159. data.p,
  24160. data.q
  24161. );
  24162. break;
  24163. case 'TubeGeometry':
  24164. case 'TubeBufferGeometry':
  24165. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24166. // User defined curves or instances of CurvePath will not be deserialized.
  24167. geometry = new Geometries[ data.type ](
  24168. new Curves[ data.path.type ]().fromJSON( data.path ),
  24169. data.tubularSegments,
  24170. data.radius,
  24171. data.radialSegments,
  24172. data.closed
  24173. );
  24174. break;
  24175. case 'LatheGeometry':
  24176. case 'LatheBufferGeometry':
  24177. geometry = new Geometries[ data.type ](
  24178. data.points,
  24179. data.segments,
  24180. data.phiStart,
  24181. data.phiLength
  24182. );
  24183. break;
  24184. case 'PolyhedronGeometry':
  24185. case 'PolyhedronBufferGeometry':
  24186. geometry = new Geometries[ data.type ](
  24187. data.vertices,
  24188. data.indices,
  24189. data.radius,
  24190. data.details
  24191. );
  24192. break;
  24193. case 'ShapeGeometry':
  24194. case 'ShapeBufferGeometry':
  24195. var geometryShapes = [];
  24196. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24197. var shape = shapes[ data.shapes[ j ] ];
  24198. geometryShapes.push( shape );
  24199. }
  24200. geometry = new Geometries[ data.type ](
  24201. geometryShapes,
  24202. data.curveSegments
  24203. );
  24204. break;
  24205. case 'ExtrudeGeometry':
  24206. case 'ExtrudeBufferGeometry':
  24207. var geometryShapes = [];
  24208. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24209. var shape = shapes[ data.shapes[ j ] ];
  24210. geometryShapes.push( shape );
  24211. }
  24212. var extrudePath = data.options.extrudePath;
  24213. if ( extrudePath !== undefined ) {
  24214. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24215. }
  24216. geometry = new Geometries[ data.type ](
  24217. geometryShapes,
  24218. data.options
  24219. );
  24220. break;
  24221. case 'BufferGeometry':
  24222. case 'InstancedBufferGeometry':
  24223. geometry = bufferGeometryLoader.parse( data );
  24224. break;
  24225. case 'Geometry':
  24226. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24227. break;
  24228. default:
  24229. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24230. continue;
  24231. }
  24232. geometry.uuid = data.uuid;
  24233. if ( data.name !== undefined ) { geometry.name = data.name; }
  24234. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24235. geometries[ data.uuid ] = geometry;
  24236. }
  24237. }
  24238. return geometries;
  24239. },
  24240. parseMaterials: function ( json, textures ) {
  24241. var cache = {}; // MultiMaterial
  24242. var materials = {};
  24243. if ( json !== undefined ) {
  24244. var loader = new MaterialLoader();
  24245. loader.setTextures( textures );
  24246. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24247. var data = json[ i ];
  24248. if ( data.type === 'MultiMaterial' ) {
  24249. // Deprecated
  24250. var array = [];
  24251. for ( var j = 0; j < data.materials.length; j ++ ) {
  24252. var material = data.materials[ j ];
  24253. if ( cache[ material.uuid ] === undefined ) {
  24254. cache[ material.uuid ] = loader.parse( material );
  24255. }
  24256. array.push( cache[ material.uuid ] );
  24257. }
  24258. materials[ data.uuid ] = array;
  24259. } else {
  24260. if ( cache[ data.uuid ] === undefined ) {
  24261. cache[ data.uuid ] = loader.parse( data );
  24262. }
  24263. materials[ data.uuid ] = cache[ data.uuid ];
  24264. }
  24265. }
  24266. }
  24267. return materials;
  24268. },
  24269. parseAnimations: function ( json ) {
  24270. var animations = [];
  24271. for ( var i = 0; i < json.length; i ++ ) {
  24272. var data = json[ i ];
  24273. var clip = AnimationClip.parse( data );
  24274. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24275. animations.push( clip );
  24276. }
  24277. return animations;
  24278. },
  24279. parseImages: function ( json, onLoad ) {
  24280. var scope = this;
  24281. var images = {};
  24282. function loadImage( url ) {
  24283. scope.manager.itemStart( url );
  24284. return loader.load( url, function () {
  24285. scope.manager.itemEnd( url );
  24286. }, undefined, function () {
  24287. scope.manager.itemError( url );
  24288. scope.manager.itemEnd( url );
  24289. } );
  24290. }
  24291. if ( json !== undefined && json.length > 0 ) {
  24292. var manager = new LoadingManager( onLoad );
  24293. var loader = new ImageLoader( manager );
  24294. loader.setCrossOrigin( this.crossOrigin );
  24295. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24296. var image = json[ i ];
  24297. var url = image.url;
  24298. if ( Array.isArray( url ) ) {
  24299. // load array of images e.g CubeTexture
  24300. images[ image.uuid ] = [];
  24301. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24302. var currentUrl = url[ j ];
  24303. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24304. images[ image.uuid ].push( loadImage( path ) );
  24305. }
  24306. } else {
  24307. // load single image
  24308. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24309. images[ image.uuid ] = loadImage( path );
  24310. }
  24311. }
  24312. }
  24313. return images;
  24314. },
  24315. parseTextures: function ( json, images ) {
  24316. function parseConstant( value, type ) {
  24317. if ( typeof value === 'number' ) { return value; }
  24318. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24319. return type[ value ];
  24320. }
  24321. var textures = {};
  24322. if ( json !== undefined ) {
  24323. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24324. var data = json[ i ];
  24325. if ( data.image === undefined ) {
  24326. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24327. }
  24328. if ( images[ data.image ] === undefined ) {
  24329. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24330. }
  24331. var texture;
  24332. if ( Array.isArray( images[ data.image ] ) ) {
  24333. texture = new CubeTexture( images[ data.image ] );
  24334. } else {
  24335. texture = new Texture( images[ data.image ] );
  24336. }
  24337. texture.needsUpdate = true;
  24338. texture.uuid = data.uuid;
  24339. if ( data.name !== undefined ) { texture.name = data.name; }
  24340. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24341. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24342. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24343. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24344. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24345. if ( data.wrap !== undefined ) {
  24346. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24347. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24348. }
  24349. if ( data.format !== undefined ) { texture.format = data.format; }
  24350. if ( data.type !== undefined ) { texture.type = data.type; }
  24351. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24352. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24353. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24354. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24355. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24356. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24357. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24358. textures[ data.uuid ] = texture;
  24359. }
  24360. }
  24361. return textures;
  24362. },
  24363. parseObject: function ( data, geometries, materials ) {
  24364. var object;
  24365. function getGeometry( name ) {
  24366. if ( geometries[ name ] === undefined ) {
  24367. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24368. }
  24369. return geometries[ name ];
  24370. }
  24371. function getMaterial( name ) {
  24372. if ( name === undefined ) { return undefined; }
  24373. if ( Array.isArray( name ) ) {
  24374. var array = [];
  24375. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24376. var uuid = name[ i ];
  24377. if ( materials[ uuid ] === undefined ) {
  24378. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24379. }
  24380. array.push( materials[ uuid ] );
  24381. }
  24382. return array;
  24383. }
  24384. if ( materials[ name ] === undefined ) {
  24385. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24386. }
  24387. return materials[ name ];
  24388. }
  24389. switch ( data.type ) {
  24390. case 'Scene':
  24391. object = new Scene();
  24392. if ( data.background !== undefined ) {
  24393. if ( Number.isInteger( data.background ) ) {
  24394. object.background = new Color( data.background );
  24395. }
  24396. }
  24397. if ( data.fog !== undefined ) {
  24398. if ( data.fog.type === 'Fog' ) {
  24399. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24400. } else if ( data.fog.type === 'FogExp2' ) {
  24401. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24402. }
  24403. }
  24404. break;
  24405. case 'PerspectiveCamera':
  24406. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24407. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24408. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24409. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24410. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24411. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24412. break;
  24413. case 'OrthographicCamera':
  24414. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24415. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24416. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24417. break;
  24418. case 'AmbientLight':
  24419. object = new AmbientLight( data.color, data.intensity );
  24420. break;
  24421. case 'DirectionalLight':
  24422. object = new DirectionalLight( data.color, data.intensity );
  24423. break;
  24424. case 'PointLight':
  24425. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24426. break;
  24427. case 'RectAreaLight':
  24428. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24429. break;
  24430. case 'SpotLight':
  24431. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24432. break;
  24433. case 'HemisphereLight':
  24434. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24435. break;
  24436. case 'SkinnedMesh':
  24437. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24438. case 'Mesh':
  24439. var geometry = getGeometry( data.geometry );
  24440. var material = getMaterial( data.material );
  24441. if ( geometry.bones && geometry.bones.length > 0 ) {
  24442. object = new SkinnedMesh( geometry, material );
  24443. } else {
  24444. object = new Mesh( geometry, material );
  24445. }
  24446. break;
  24447. case 'InstancedMesh':
  24448. var geometry = getGeometry( data.geometry );
  24449. var material = getMaterial( data.material );
  24450. var count = data.count;
  24451. var instanceMatrix = data.instanceMatrix;
  24452. object = new InstancedMesh( geometry, material, count );
  24453. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24454. break;
  24455. case 'LOD':
  24456. object = new LOD();
  24457. break;
  24458. case 'Line':
  24459. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24460. break;
  24461. case 'LineLoop':
  24462. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24463. break;
  24464. case 'LineSegments':
  24465. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24466. break;
  24467. case 'PointCloud':
  24468. case 'Points':
  24469. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24470. break;
  24471. case 'Sprite':
  24472. object = new Sprite( getMaterial( data.material ) );
  24473. break;
  24474. case 'Group':
  24475. object = new Group();
  24476. break;
  24477. default:
  24478. object = new Object3D();
  24479. }
  24480. object.uuid = data.uuid;
  24481. if ( data.name !== undefined ) { object.name = data.name; }
  24482. if ( data.matrix !== undefined ) {
  24483. object.matrix.fromArray( data.matrix );
  24484. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24485. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24486. } else {
  24487. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24488. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24489. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24490. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24491. }
  24492. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24493. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24494. if ( data.shadow ) {
  24495. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24496. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24497. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24498. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24499. }
  24500. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24501. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24502. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24503. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24504. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24505. if ( data.children !== undefined ) {
  24506. var children = data.children;
  24507. for ( var i = 0; i < children.length; i ++ ) {
  24508. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24509. }
  24510. }
  24511. if ( data.type === 'LOD' ) {
  24512. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24513. var levels = data.levels;
  24514. for ( var l = 0; l < levels.length; l ++ ) {
  24515. var level = levels[ l ];
  24516. var child = object.getObjectByProperty( 'uuid', level.object );
  24517. if ( child !== undefined ) {
  24518. object.addLevel( child, level.distance );
  24519. }
  24520. }
  24521. }
  24522. return object;
  24523. }
  24524. } );
  24525. var TEXTURE_MAPPING = {
  24526. UVMapping: UVMapping,
  24527. CubeReflectionMapping: CubeReflectionMapping,
  24528. CubeRefractionMapping: CubeRefractionMapping,
  24529. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24530. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24531. SphericalReflectionMapping: SphericalReflectionMapping,
  24532. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24533. CubeUVRefractionMapping: CubeUVRefractionMapping
  24534. };
  24535. var TEXTURE_WRAPPING = {
  24536. RepeatWrapping: RepeatWrapping,
  24537. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24538. MirroredRepeatWrapping: MirroredRepeatWrapping
  24539. };
  24540. var TEXTURE_FILTER = {
  24541. NearestFilter: NearestFilter,
  24542. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24543. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24544. LinearFilter: LinearFilter,
  24545. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24546. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24547. };
  24548. /**
  24549. * @author thespite / http://clicktorelease.com/
  24550. */
  24551. function ImageBitmapLoader( manager ) {
  24552. if ( typeof createImageBitmap === 'undefined' ) {
  24553. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24554. }
  24555. if ( typeof fetch === 'undefined' ) {
  24556. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24557. }
  24558. Loader.call( this, manager );
  24559. this.options = undefined;
  24560. }
  24561. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24562. constructor: ImageBitmapLoader,
  24563. setOptions: function setOptions( options ) {
  24564. this.options = options;
  24565. return this;
  24566. },
  24567. load: function ( url, onLoad, onProgress, onError ) {
  24568. if ( url === undefined ) { url = ''; }
  24569. if ( this.path !== undefined ) { url = this.path + url; }
  24570. url = this.manager.resolveURL( url );
  24571. var scope = this;
  24572. var cached = Cache.get( url );
  24573. if ( cached !== undefined ) {
  24574. scope.manager.itemStart( url );
  24575. setTimeout( function () {
  24576. if ( onLoad ) { onLoad( cached ); }
  24577. scope.manager.itemEnd( url );
  24578. }, 0 );
  24579. return cached;
  24580. }
  24581. fetch( url ).then( function ( res ) {
  24582. return res.blob();
  24583. } ).then( function ( blob ) {
  24584. if ( scope.options === undefined ) {
  24585. // Workaround for FireFox. It causes an error if you pass options.
  24586. return createImageBitmap( blob );
  24587. } else {
  24588. return createImageBitmap( blob, scope.options );
  24589. }
  24590. } ).then( function ( imageBitmap ) {
  24591. Cache.add( url, imageBitmap );
  24592. if ( onLoad ) { onLoad( imageBitmap ); }
  24593. scope.manager.itemEnd( url );
  24594. } ).catch( function ( e ) {
  24595. if ( onError ) { onError( e ); }
  24596. scope.manager.itemError( url );
  24597. scope.manager.itemEnd( url );
  24598. } );
  24599. scope.manager.itemStart( url );
  24600. }
  24601. } );
  24602. /**
  24603. * @author zz85 / http://www.lab4games.net/zz85/blog
  24604. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24605. **/
  24606. function ShapePath() {
  24607. this.type = 'ShapePath';
  24608. this.color = new Color();
  24609. this.subPaths = [];
  24610. this.currentPath = null;
  24611. }
  24612. Object.assign( ShapePath.prototype, {
  24613. moveTo: function ( x, y ) {
  24614. this.currentPath = new Path();
  24615. this.subPaths.push( this.currentPath );
  24616. this.currentPath.moveTo( x, y );
  24617. return this;
  24618. },
  24619. lineTo: function ( x, y ) {
  24620. this.currentPath.lineTo( x, y );
  24621. return this;
  24622. },
  24623. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24624. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24625. return this;
  24626. },
  24627. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24628. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24629. return this;
  24630. },
  24631. splineThru: function ( pts ) {
  24632. this.currentPath.splineThru( pts );
  24633. return this;
  24634. },
  24635. toShapes: function ( isCCW, noHoles ) {
  24636. function toShapesNoHoles( inSubpaths ) {
  24637. var shapes = [];
  24638. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24639. var tmpPath = inSubpaths[ i ];
  24640. var tmpShape = new Shape();
  24641. tmpShape.curves = tmpPath.curves;
  24642. shapes.push( tmpShape );
  24643. }
  24644. return shapes;
  24645. }
  24646. function isPointInsidePolygon( inPt, inPolygon ) {
  24647. var polyLen = inPolygon.length;
  24648. // inPt on polygon contour => immediate success or
  24649. // toggling of inside/outside at every single! intersection point of an edge
  24650. // with the horizontal line through inPt, left of inPt
  24651. // not counting lowerY endpoints of edges and whole edges on that line
  24652. var inside = false;
  24653. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24654. var edgeLowPt = inPolygon[ p ];
  24655. var edgeHighPt = inPolygon[ q ];
  24656. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24657. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24658. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24659. // not parallel
  24660. if ( edgeDy < 0 ) {
  24661. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24662. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24663. }
  24664. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24665. if ( inPt.y === edgeLowPt.y ) {
  24666. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24667. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24668. } else {
  24669. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24670. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24671. if ( perpEdge < 0 ) { continue; }
  24672. inside = ! inside; // true intersection left of inPt
  24673. }
  24674. } else {
  24675. // parallel or collinear
  24676. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24677. // edge lies on the same horizontal line as inPt
  24678. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24679. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24680. // continue;
  24681. }
  24682. }
  24683. return inside;
  24684. }
  24685. var isClockWise = ShapeUtils.isClockWise;
  24686. var subPaths = this.subPaths;
  24687. if ( subPaths.length === 0 ) { return []; }
  24688. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24689. var solid, tmpPath, tmpShape, shapes = [];
  24690. if ( subPaths.length === 1 ) {
  24691. tmpPath = subPaths[ 0 ];
  24692. tmpShape = new Shape();
  24693. tmpShape.curves = tmpPath.curves;
  24694. shapes.push( tmpShape );
  24695. return shapes;
  24696. }
  24697. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24698. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24699. // console.log("Holes first", holesFirst);
  24700. var betterShapeHoles = [];
  24701. var newShapes = [];
  24702. var newShapeHoles = [];
  24703. var mainIdx = 0;
  24704. var tmpPoints;
  24705. newShapes[ mainIdx ] = undefined;
  24706. newShapeHoles[ mainIdx ] = [];
  24707. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24708. tmpPath = subPaths[ i ];
  24709. tmpPoints = tmpPath.getPoints();
  24710. solid = isClockWise( tmpPoints );
  24711. solid = isCCW ? ! solid : solid;
  24712. if ( solid ) {
  24713. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24714. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24715. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24716. if ( holesFirst ) { mainIdx ++; }
  24717. newShapeHoles[ mainIdx ] = [];
  24718. //console.log('cw', i);
  24719. } else {
  24720. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24721. //console.log('ccw', i);
  24722. }
  24723. }
  24724. // only Holes? -> probably all Shapes with wrong orientation
  24725. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24726. if ( newShapes.length > 1 ) {
  24727. var ambiguous = false;
  24728. var toChange = [];
  24729. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24730. betterShapeHoles[ sIdx ] = [];
  24731. }
  24732. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24733. var sho = newShapeHoles[ sIdx ];
  24734. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24735. var ho = sho[ hIdx ];
  24736. var hole_unassigned = true;
  24737. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24738. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24739. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24740. if ( hole_unassigned ) {
  24741. hole_unassigned = false;
  24742. betterShapeHoles[ s2Idx ].push( ho );
  24743. } else {
  24744. ambiguous = true;
  24745. }
  24746. }
  24747. }
  24748. if ( hole_unassigned ) {
  24749. betterShapeHoles[ sIdx ].push( ho );
  24750. }
  24751. }
  24752. }
  24753. // console.log("ambiguous: ", ambiguous);
  24754. if ( toChange.length > 0 ) {
  24755. // console.log("to change: ", toChange);
  24756. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24757. }
  24758. }
  24759. var tmpHoles;
  24760. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24761. tmpShape = newShapes[ i ].s;
  24762. shapes.push( tmpShape );
  24763. tmpHoles = newShapeHoles[ i ];
  24764. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24765. tmpShape.holes.push( tmpHoles[ j ].h );
  24766. }
  24767. }
  24768. //console.log("shape", shapes);
  24769. return shapes;
  24770. }
  24771. } );
  24772. /**
  24773. * @author zz85 / http://www.lab4games.net/zz85/blog
  24774. * @author mrdoob / http://mrdoob.com/
  24775. */
  24776. function Font( data ) {
  24777. this.type = 'Font';
  24778. this.data = data;
  24779. }
  24780. Object.assign( Font.prototype, {
  24781. isFont: true,
  24782. generateShapes: function ( text, size ) {
  24783. if ( size === undefined ) { size = 100; }
  24784. var shapes = [];
  24785. var paths = createPaths( text, size, this.data );
  24786. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24787. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24788. }
  24789. return shapes;
  24790. }
  24791. } );
  24792. function createPaths( text, size, data ) {
  24793. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24794. var scale = size / data.resolution;
  24795. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24796. var paths = [];
  24797. var offsetX = 0, offsetY = 0;
  24798. for ( var i = 0; i < chars.length; i ++ ) {
  24799. var char = chars[ i ];
  24800. if ( char === '\n' ) {
  24801. offsetX = 0;
  24802. offsetY -= line_height;
  24803. } else {
  24804. var ret = createPath( char, scale, offsetX, offsetY, data );
  24805. offsetX += ret.offsetX;
  24806. paths.push( ret.path );
  24807. }
  24808. }
  24809. return paths;
  24810. }
  24811. function createPath( char, scale, offsetX, offsetY, data ) {
  24812. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24813. if ( ! glyph ) {
  24814. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24815. return;
  24816. }
  24817. var path = new ShapePath();
  24818. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24819. if ( glyph.o ) {
  24820. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24821. for ( var i = 0, l = outline.length; i < l; ) {
  24822. var action = outline[ i ++ ];
  24823. switch ( action ) {
  24824. case 'm': // moveTo
  24825. x = outline[ i ++ ] * scale + offsetX;
  24826. y = outline[ i ++ ] * scale + offsetY;
  24827. path.moveTo( x, y );
  24828. break;
  24829. case 'l': // lineTo
  24830. x = outline[ i ++ ] * scale + offsetX;
  24831. y = outline[ i ++ ] * scale + offsetY;
  24832. path.lineTo( x, y );
  24833. break;
  24834. case 'q': // quadraticCurveTo
  24835. cpx = outline[ i ++ ] * scale + offsetX;
  24836. cpy = outline[ i ++ ] * scale + offsetY;
  24837. cpx1 = outline[ i ++ ] * scale + offsetX;
  24838. cpy1 = outline[ i ++ ] * scale + offsetY;
  24839. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24840. break;
  24841. case 'b': // bezierCurveTo
  24842. cpx = outline[ i ++ ] * scale + offsetX;
  24843. cpy = outline[ i ++ ] * scale + offsetY;
  24844. cpx1 = outline[ i ++ ] * scale + offsetX;
  24845. cpy1 = outline[ i ++ ] * scale + offsetY;
  24846. cpx2 = outline[ i ++ ] * scale + offsetX;
  24847. cpy2 = outline[ i ++ ] * scale + offsetY;
  24848. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24849. break;
  24850. }
  24851. }
  24852. }
  24853. return { offsetX: glyph.ha * scale, path: path };
  24854. }
  24855. /**
  24856. * @author mrdoob / http://mrdoob.com/
  24857. */
  24858. function FontLoader( manager ) {
  24859. Loader.call( this, manager );
  24860. }
  24861. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24862. constructor: FontLoader,
  24863. load: function ( url, onLoad, onProgress, onError ) {
  24864. var scope = this;
  24865. var loader = new FileLoader( this.manager );
  24866. loader.setPath( this.path );
  24867. loader.load( url, function ( text ) {
  24868. var json;
  24869. try {
  24870. json = JSON.parse( text );
  24871. } catch ( e ) {
  24872. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24873. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24874. }
  24875. var font = scope.parse( json );
  24876. if ( onLoad ) { onLoad( font ); }
  24877. }, onProgress, onError );
  24878. },
  24879. parse: function ( json ) {
  24880. return new Font( json );
  24881. }
  24882. } );
  24883. /**
  24884. * @author mrdoob / http://mrdoob.com/
  24885. */
  24886. var _context;
  24887. var AudioContext = {
  24888. getContext: function () {
  24889. if ( _context === undefined ) {
  24890. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24891. }
  24892. return _context;
  24893. },
  24894. setContext: function ( value ) {
  24895. _context = value;
  24896. }
  24897. };
  24898. /**
  24899. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24900. */
  24901. function AudioLoader( manager ) {
  24902. Loader.call( this, manager );
  24903. }
  24904. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24905. constructor: AudioLoader,
  24906. load: function ( url, onLoad, onProgress, onError ) {
  24907. var loader = new FileLoader( this.manager );
  24908. loader.setResponseType( 'arraybuffer' );
  24909. loader.setPath( this.path );
  24910. loader.load( url, function ( buffer ) {
  24911. // Create a copy of the buffer. The `decodeAudioData` method
  24912. // detaches the buffer when complete, preventing reuse.
  24913. var bufferCopy = buffer.slice( 0 );
  24914. var context = AudioContext.getContext();
  24915. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24916. onLoad( audioBuffer );
  24917. } );
  24918. }, onProgress, onError );
  24919. }
  24920. } );
  24921. /**
  24922. * @author bhouston / http://clara.io
  24923. * @author WestLangley / http://github.com/WestLangley
  24924. *
  24925. * Primary reference:
  24926. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24927. *
  24928. * Secondary reference:
  24929. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24930. */
  24931. // 3-band SH defined by 9 coefficients
  24932. function SphericalHarmonics3() {
  24933. this.coefficients = [];
  24934. for ( var i = 0; i < 9; i ++ ) {
  24935. this.coefficients.push( new Vector3() );
  24936. }
  24937. }
  24938. Object.assign( SphericalHarmonics3.prototype, {
  24939. isSphericalHarmonics3: true,
  24940. set: function ( coefficients ) {
  24941. for ( var i = 0; i < 9; i ++ ) {
  24942. this.coefficients[ i ].copy( coefficients[ i ] );
  24943. }
  24944. return this;
  24945. },
  24946. zero: function () {
  24947. for ( var i = 0; i < 9; i ++ ) {
  24948. this.coefficients[ i ].set( 0, 0, 0 );
  24949. }
  24950. return this;
  24951. },
  24952. // get the radiance in the direction of the normal
  24953. // target is a Vector3
  24954. getAt: function ( normal, target ) {
  24955. // normal is assumed to be unit length
  24956. var x = normal.x, y = normal.y, z = normal.z;
  24957. var coeff = this.coefficients;
  24958. // band 0
  24959. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24960. // band 1
  24961. target.addScale( coeff[ 1 ], 0.488603 * y );
  24962. target.addScale( coeff[ 2 ], 0.488603 * z );
  24963. target.addScale( coeff[ 3 ], 0.488603 * x );
  24964. // band 2
  24965. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24966. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24967. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24968. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24969. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24970. return target;
  24971. },
  24972. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24973. // target is a Vector3
  24974. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24975. getIrradianceAt: function ( normal, target ) {
  24976. // normal is assumed to be unit length
  24977. var x = normal.x, y = normal.y, z = normal.z;
  24978. var coeff = this.coefficients;
  24979. // band 0
  24980. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24981. // band 1
  24982. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24983. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24984. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24985. // band 2
  24986. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24987. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24988. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24989. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24990. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24991. return target;
  24992. },
  24993. add: function ( sh ) {
  24994. for ( var i = 0; i < 9; i ++ ) {
  24995. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24996. }
  24997. return this;
  24998. },
  24999. scale: function ( s ) {
  25000. for ( var i = 0; i < 9; i ++ ) {
  25001. this.coefficients[ i ].multiplyScalar( s );
  25002. }
  25003. return this;
  25004. },
  25005. lerp: function ( sh, alpha ) {
  25006. for ( var i = 0; i < 9; i ++ ) {
  25007. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  25008. }
  25009. return this;
  25010. },
  25011. equals: function ( sh ) {
  25012. for ( var i = 0; i < 9; i ++ ) {
  25013. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  25014. return false;
  25015. }
  25016. }
  25017. return true;
  25018. },
  25019. copy: function ( sh ) {
  25020. return this.set( sh.coefficients );
  25021. },
  25022. clone: function () {
  25023. return new this.constructor().copy( this );
  25024. },
  25025. fromArray: function ( array, offset ) {
  25026. if ( offset === undefined ) { offset = 0; }
  25027. var coefficients = this.coefficients;
  25028. for ( var i = 0; i < 9; i ++ ) {
  25029. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  25030. }
  25031. return this;
  25032. },
  25033. toArray: function ( array, offset ) {
  25034. if ( array === undefined ) { array = []; }
  25035. if ( offset === undefined ) { offset = 0; }
  25036. var coefficients = this.coefficients;
  25037. for ( var i = 0; i < 9; i ++ ) {
  25038. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  25039. }
  25040. return array;
  25041. }
  25042. } );
  25043. Object.assign( SphericalHarmonics3, {
  25044. // evaluate the basis functions
  25045. // shBasis is an Array[ 9 ]
  25046. getBasisAt: function ( normal, shBasis ) {
  25047. // normal is assumed to be unit length
  25048. var x = normal.x, y = normal.y, z = normal.z;
  25049. // band 0
  25050. shBasis[ 0 ] = 0.282095;
  25051. // band 1
  25052. shBasis[ 1 ] = 0.488603 * y;
  25053. shBasis[ 2 ] = 0.488603 * z;
  25054. shBasis[ 3 ] = 0.488603 * x;
  25055. // band 2
  25056. shBasis[ 4 ] = 1.092548 * x * y;
  25057. shBasis[ 5 ] = 1.092548 * y * z;
  25058. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  25059. shBasis[ 7 ] = 1.092548 * x * z;
  25060. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  25061. }
  25062. } );
  25063. /**
  25064. * @author WestLangley / http://github.com/WestLangley
  25065. *
  25066. * A LightProbe is a source of indirect-diffuse light
  25067. */
  25068. function LightProbe( sh, intensity ) {
  25069. Light.call( this, undefined, intensity );
  25070. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  25071. }
  25072. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  25073. constructor: LightProbe,
  25074. isLightProbe: true,
  25075. copy: function ( source ) {
  25076. Light.prototype.copy.call( this, source );
  25077. this.sh.copy( source.sh );
  25078. this.intensity = source.intensity;
  25079. return this;
  25080. },
  25081. toJSON: function ( meta ) {
  25082. var data = Light.prototype.toJSON.call( this, meta );
  25083. // data.sh = this.sh.toArray(); // todo
  25084. return data;
  25085. }
  25086. } );
  25087. /**
  25088. * @author WestLangley / http://github.com/WestLangley
  25089. */
  25090. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25091. LightProbe.call( this, undefined, intensity );
  25092. var color1 = new Color().set( skyColor );
  25093. var color2 = new Color().set( groundColor );
  25094. var sky = new Vector3( color1.r, color1.g, color1.b );
  25095. var ground = new Vector3( color2.r, color2.g, color2.b );
  25096. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25097. var c0 = Math.sqrt( Math.PI );
  25098. var c1 = c0 * Math.sqrt( 0.75 );
  25099. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25100. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25101. }
  25102. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25103. constructor: HemisphereLightProbe,
  25104. isHemisphereLightProbe: true,
  25105. copy: function ( source ) { // modifying colors not currently supported
  25106. LightProbe.prototype.copy.call( this, source );
  25107. return this;
  25108. },
  25109. toJSON: function ( meta ) {
  25110. var data = LightProbe.prototype.toJSON.call( this, meta );
  25111. // data.sh = this.sh.toArray(); // todo
  25112. return data;
  25113. }
  25114. } );
  25115. /**
  25116. * @author WestLangley / http://github.com/WestLangley
  25117. */
  25118. function AmbientLightProbe( color, intensity ) {
  25119. LightProbe.call( this, undefined, intensity );
  25120. var color1 = new Color().set( color );
  25121. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25122. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25123. }
  25124. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25125. constructor: AmbientLightProbe,
  25126. isAmbientLightProbe: true,
  25127. copy: function ( source ) { // modifying color not currently supported
  25128. LightProbe.prototype.copy.call( this, source );
  25129. return this;
  25130. },
  25131. toJSON: function ( meta ) {
  25132. var data = LightProbe.prototype.toJSON.call( this, meta );
  25133. // data.sh = this.sh.toArray(); // todo
  25134. return data;
  25135. }
  25136. } );
  25137. var _eyeRight = new Matrix4();
  25138. var _eyeLeft = new Matrix4();
  25139. /**
  25140. * @author mrdoob / http://mrdoob.com/
  25141. */
  25142. function StereoCamera() {
  25143. this.type = 'StereoCamera';
  25144. this.aspect = 1;
  25145. this.eyeSep = 0.064;
  25146. this.cameraL = new PerspectiveCamera();
  25147. this.cameraL.layers.enable( 1 );
  25148. this.cameraL.matrixAutoUpdate = false;
  25149. this.cameraR = new PerspectiveCamera();
  25150. this.cameraR.layers.enable( 2 );
  25151. this.cameraR.matrixAutoUpdate = false;
  25152. this._cache = {
  25153. focus: null,
  25154. fov: null,
  25155. aspect: null,
  25156. near: null,
  25157. far: null,
  25158. zoom: null,
  25159. eyeSep: null
  25160. };
  25161. }
  25162. Object.assign( StereoCamera.prototype, {
  25163. update: function ( camera ) {
  25164. var cache = this._cache;
  25165. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25166. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25167. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25168. if ( needsUpdate ) {
  25169. cache.focus = camera.focus;
  25170. cache.fov = camera.fov;
  25171. cache.aspect = camera.aspect * this.aspect;
  25172. cache.near = camera.near;
  25173. cache.far = camera.far;
  25174. cache.zoom = camera.zoom;
  25175. cache.eyeSep = this.eyeSep;
  25176. // Off-axis stereoscopic effect based on
  25177. // http://paulbourke.net/stereographics/stereorender/
  25178. var projectionMatrix = camera.projectionMatrix.clone();
  25179. var eyeSepHalf = cache.eyeSep / 2;
  25180. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25181. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25182. var xmin, xmax;
  25183. // translate xOffset
  25184. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25185. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25186. // for left eye
  25187. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25188. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25189. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25190. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25191. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25192. // for right eye
  25193. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25194. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25195. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25196. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25197. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25198. }
  25199. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25200. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25201. }
  25202. } );
  25203. /**
  25204. * @author alteredq / http://alteredqualia.com/
  25205. */
  25206. function Clock( autoStart ) {
  25207. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25208. this.startTime = 0;
  25209. this.oldTime = 0;
  25210. this.elapsedTime = 0;
  25211. this.running = false;
  25212. }
  25213. Object.assign( Clock.prototype, {
  25214. start: function () {
  25215. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25216. this.oldTime = this.startTime;
  25217. this.elapsedTime = 0;
  25218. this.running = true;
  25219. },
  25220. stop: function () {
  25221. this.getElapsedTime();
  25222. this.running = false;
  25223. this.autoStart = false;
  25224. },
  25225. getElapsedTime: function () {
  25226. this.getDelta();
  25227. return this.elapsedTime;
  25228. },
  25229. getDelta: function () {
  25230. var diff = 0;
  25231. if ( this.autoStart && ! this.running ) {
  25232. this.start();
  25233. return 0;
  25234. }
  25235. if ( this.running ) {
  25236. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25237. diff = ( newTime - this.oldTime ) / 1000;
  25238. this.oldTime = newTime;
  25239. this.elapsedTime += diff;
  25240. }
  25241. return diff;
  25242. }
  25243. } );
  25244. /**
  25245. * @author mrdoob / http://mrdoob.com/
  25246. */
  25247. var _position$2 = new Vector3();
  25248. var _quaternion$3 = new Quaternion();
  25249. var _scale$1 = new Vector3();
  25250. var _orientation = new Vector3();
  25251. function AudioListener() {
  25252. Object3D.call( this );
  25253. this.type = 'AudioListener';
  25254. this.context = AudioContext.getContext();
  25255. this.gain = this.context.createGain();
  25256. this.gain.connect( this.context.destination );
  25257. this.filter = null;
  25258. this.timeDelta = 0;
  25259. // private
  25260. this._clock = new Clock();
  25261. }
  25262. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25263. constructor: AudioListener,
  25264. getInput: function () {
  25265. return this.gain;
  25266. },
  25267. removeFilter: function ( ) {
  25268. if ( this.filter !== null ) {
  25269. this.gain.disconnect( this.filter );
  25270. this.filter.disconnect( this.context.destination );
  25271. this.gain.connect( this.context.destination );
  25272. this.filter = null;
  25273. }
  25274. return this;
  25275. },
  25276. getFilter: function () {
  25277. return this.filter;
  25278. },
  25279. setFilter: function ( value ) {
  25280. if ( this.filter !== null ) {
  25281. this.gain.disconnect( this.filter );
  25282. this.filter.disconnect( this.context.destination );
  25283. } else {
  25284. this.gain.disconnect( this.context.destination );
  25285. }
  25286. this.filter = value;
  25287. this.gain.connect( this.filter );
  25288. this.filter.connect( this.context.destination );
  25289. return this;
  25290. },
  25291. getMasterVolume: function () {
  25292. return this.gain.gain.value;
  25293. },
  25294. setMasterVolume: function ( value ) {
  25295. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25296. return this;
  25297. },
  25298. updateMatrixWorld: function ( force ) {
  25299. Object3D.prototype.updateMatrixWorld.call( this, force );
  25300. var listener = this.context.listener;
  25301. var up = this.up;
  25302. this.timeDelta = this._clock.getDelta();
  25303. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25304. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25305. if ( listener.positionX ) {
  25306. // code path for Chrome (see #14393)
  25307. var endTime = this.context.currentTime + this.timeDelta;
  25308. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25309. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25310. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25311. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25312. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25313. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25314. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25315. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25316. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25317. } else {
  25318. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25319. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25320. }
  25321. }
  25322. } );
  25323. /**
  25324. * @author mrdoob / http://mrdoob.com/
  25325. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25326. */
  25327. function Audio( listener ) {
  25328. Object3D.call( this );
  25329. this.type = 'Audio';
  25330. this.listener = listener;
  25331. this.context = listener.context;
  25332. this.gain = this.context.createGain();
  25333. this.gain.connect( listener.getInput() );
  25334. this.autoplay = false;
  25335. this.buffer = null;
  25336. this.detune = 0;
  25337. this.loop = false;
  25338. this.loopStart = 0;
  25339. this.loopEnd = 0;
  25340. this.offset = 0;
  25341. this.duration = undefined;
  25342. this.playbackRate = 1;
  25343. this.isPlaying = false;
  25344. this.hasPlaybackControl = true;
  25345. this.sourceType = 'empty';
  25346. this._startedAt = 0;
  25347. this._pausedAt = 0;
  25348. this.filters = [];
  25349. }
  25350. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25351. constructor: Audio,
  25352. getOutput: function () {
  25353. return this.gain;
  25354. },
  25355. setNodeSource: function ( audioNode ) {
  25356. this.hasPlaybackControl = false;
  25357. this.sourceType = 'audioNode';
  25358. this.source = audioNode;
  25359. this.connect();
  25360. return this;
  25361. },
  25362. setMediaElementSource: function ( mediaElement ) {
  25363. this.hasPlaybackControl = false;
  25364. this.sourceType = 'mediaNode';
  25365. this.source = this.context.createMediaElementSource( mediaElement );
  25366. this.connect();
  25367. return this;
  25368. },
  25369. setMediaStreamSource: function ( mediaStream ) {
  25370. this.hasPlaybackControl = false;
  25371. this.sourceType = 'mediaStreamNode';
  25372. this.source = this.context.createMediaStreamSource( mediaStream );
  25373. this.connect();
  25374. return this;
  25375. },
  25376. setBuffer: function ( audioBuffer ) {
  25377. this.buffer = audioBuffer;
  25378. this.sourceType = 'buffer';
  25379. if ( this.autoplay ) { this.play(); }
  25380. return this;
  25381. },
  25382. play: function ( delay ) {
  25383. if ( delay === undefined ) { delay = 0; }
  25384. if ( this.isPlaying === true ) {
  25385. console.warn( 'THREE.Audio: Audio is already playing.' );
  25386. return;
  25387. }
  25388. if ( this.hasPlaybackControl === false ) {
  25389. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25390. return;
  25391. }
  25392. this._startedAt = this.context.currentTime + delay;
  25393. var source = this.context.createBufferSource();
  25394. source.buffer = this.buffer;
  25395. source.loop = this.loop;
  25396. source.loopStart = this.loopStart;
  25397. source.loopEnd = this.loopEnd;
  25398. source.onended = this.onEnded.bind( this );
  25399. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25400. this.isPlaying = true;
  25401. this.source = source;
  25402. this.setDetune( this.detune );
  25403. this.setPlaybackRate( this.playbackRate );
  25404. return this.connect();
  25405. },
  25406. pause: function () {
  25407. if ( this.hasPlaybackControl === false ) {
  25408. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25409. return;
  25410. }
  25411. if ( this.isPlaying === true ) {
  25412. this._pausedAt += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25413. this.source.stop();
  25414. this.source.onended = null;
  25415. this.isPlaying = false;
  25416. }
  25417. return this;
  25418. },
  25419. stop: function () {
  25420. if ( this.hasPlaybackControl === false ) {
  25421. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25422. return;
  25423. }
  25424. this._pausedAt = 0;
  25425. this.source.stop();
  25426. this.source.onended = null;
  25427. this.isPlaying = false;
  25428. return this;
  25429. },
  25430. connect: function () {
  25431. if ( this.filters.length > 0 ) {
  25432. this.source.connect( this.filters[ 0 ] );
  25433. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25434. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25435. }
  25436. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25437. } else {
  25438. this.source.connect( this.getOutput() );
  25439. }
  25440. return this;
  25441. },
  25442. disconnect: function () {
  25443. if ( this.filters.length > 0 ) {
  25444. this.source.disconnect( this.filters[ 0 ] );
  25445. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25446. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25447. }
  25448. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25449. } else {
  25450. this.source.disconnect( this.getOutput() );
  25451. }
  25452. return this;
  25453. },
  25454. getFilters: function () {
  25455. return this.filters;
  25456. },
  25457. setFilters: function ( value ) {
  25458. if ( ! value ) { value = []; }
  25459. if ( this.isPlaying === true ) {
  25460. this.disconnect();
  25461. this.filters = value;
  25462. this.connect();
  25463. } else {
  25464. this.filters = value;
  25465. }
  25466. return this;
  25467. },
  25468. setDetune: function ( value ) {
  25469. this.detune = value;
  25470. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25471. if ( this.isPlaying === true ) {
  25472. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25473. }
  25474. return this;
  25475. },
  25476. getDetune: function () {
  25477. return this.detune;
  25478. },
  25479. getFilter: function () {
  25480. return this.getFilters()[ 0 ];
  25481. },
  25482. setFilter: function ( filter ) {
  25483. return this.setFilters( filter ? [ filter ] : [] );
  25484. },
  25485. setPlaybackRate: function ( value ) {
  25486. if ( this.hasPlaybackControl === false ) {
  25487. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25488. return;
  25489. }
  25490. this.playbackRate = value;
  25491. if ( this.isPlaying === true ) {
  25492. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25493. }
  25494. return this;
  25495. },
  25496. getPlaybackRate: function () {
  25497. return this.playbackRate;
  25498. },
  25499. onEnded: function () {
  25500. this.isPlaying = false;
  25501. },
  25502. getLoop: function () {
  25503. if ( this.hasPlaybackControl === false ) {
  25504. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25505. return false;
  25506. }
  25507. return this.loop;
  25508. },
  25509. setLoop: function ( value ) {
  25510. if ( this.hasPlaybackControl === false ) {
  25511. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25512. return;
  25513. }
  25514. this.loop = value;
  25515. if ( this.isPlaying === true ) {
  25516. this.source.loop = this.loop;
  25517. }
  25518. return this;
  25519. },
  25520. setLoopStart: function ( value ) {
  25521. this.loopStart = value;
  25522. return this;
  25523. },
  25524. setLoopEnd: function ( value ) {
  25525. this.loopEnd = value;
  25526. return this;
  25527. },
  25528. getVolume: function () {
  25529. return this.gain.gain.value;
  25530. },
  25531. setVolume: function ( value ) {
  25532. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25533. return this;
  25534. }
  25535. } );
  25536. /**
  25537. * @author mrdoob / http://mrdoob.com/
  25538. */
  25539. var _position$3 = new Vector3();
  25540. var _quaternion$4 = new Quaternion();
  25541. var _scale$2 = new Vector3();
  25542. var _orientation$1 = new Vector3();
  25543. function PositionalAudio( listener ) {
  25544. Audio.call( this, listener );
  25545. this.panner = this.context.createPanner();
  25546. this.panner.panningModel = 'HRTF';
  25547. this.panner.connect( this.gain );
  25548. }
  25549. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25550. constructor: PositionalAudio,
  25551. getOutput: function () {
  25552. return this.panner;
  25553. },
  25554. getRefDistance: function () {
  25555. return this.panner.refDistance;
  25556. },
  25557. setRefDistance: function ( value ) {
  25558. this.panner.refDistance = value;
  25559. return this;
  25560. },
  25561. getRolloffFactor: function () {
  25562. return this.panner.rolloffFactor;
  25563. },
  25564. setRolloffFactor: function ( value ) {
  25565. this.panner.rolloffFactor = value;
  25566. return this;
  25567. },
  25568. getDistanceModel: function () {
  25569. return this.panner.distanceModel;
  25570. },
  25571. setDistanceModel: function ( value ) {
  25572. this.panner.distanceModel = value;
  25573. return this;
  25574. },
  25575. getMaxDistance: function () {
  25576. return this.panner.maxDistance;
  25577. },
  25578. setMaxDistance: function ( value ) {
  25579. this.panner.maxDistance = value;
  25580. return this;
  25581. },
  25582. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25583. this.panner.coneInnerAngle = coneInnerAngle;
  25584. this.panner.coneOuterAngle = coneOuterAngle;
  25585. this.panner.coneOuterGain = coneOuterGain;
  25586. return this;
  25587. },
  25588. updateMatrixWorld: function ( force ) {
  25589. Object3D.prototype.updateMatrixWorld.call( this, force );
  25590. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25591. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25592. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25593. var panner = this.panner;
  25594. if ( panner.positionX ) {
  25595. // code path for Chrome and Firefox (see #14393)
  25596. var endTime = this.context.currentTime + this.listener.timeDelta;
  25597. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25598. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25599. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25600. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25601. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25602. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25603. } else {
  25604. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25605. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25606. }
  25607. }
  25608. } );
  25609. /**
  25610. * @author mrdoob / http://mrdoob.com/
  25611. */
  25612. function AudioAnalyser( audio, fftSize ) {
  25613. this.analyser = audio.context.createAnalyser();
  25614. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25615. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25616. audio.getOutput().connect( this.analyser );
  25617. }
  25618. Object.assign( AudioAnalyser.prototype, {
  25619. getFrequencyData: function () {
  25620. this.analyser.getByteFrequencyData( this.data );
  25621. return this.data;
  25622. },
  25623. getAverageFrequency: function () {
  25624. var value = 0, data = this.getFrequencyData();
  25625. for ( var i = 0; i < data.length; i ++ ) {
  25626. value += data[ i ];
  25627. }
  25628. return value / data.length;
  25629. }
  25630. } );
  25631. /**
  25632. *
  25633. * Buffered scene graph property that allows weighted accumulation.
  25634. *
  25635. *
  25636. * @author Ben Houston / http://clara.io/
  25637. * @author David Sarno / http://lighthaus.us/
  25638. * @author tschw
  25639. */
  25640. function PropertyMixer( binding, typeName, valueSize ) {
  25641. this.binding = binding;
  25642. this.valueSize = valueSize;
  25643. var bufferType = Float64Array,
  25644. mixFunction;
  25645. switch ( typeName ) {
  25646. case 'quaternion':
  25647. mixFunction = this._slerp;
  25648. break;
  25649. case 'string':
  25650. case 'bool':
  25651. bufferType = Array;
  25652. mixFunction = this._select;
  25653. break;
  25654. default:
  25655. mixFunction = this._lerp;
  25656. }
  25657. this.buffer = new bufferType( valueSize * 4 );
  25658. // layout: [ incoming | accu0 | accu1 | orig ]
  25659. //
  25660. // interpolators can use .buffer as their .result
  25661. // the data then goes to 'incoming'
  25662. //
  25663. // 'accu0' and 'accu1' are used frame-interleaved for
  25664. // the cumulative result and are compared to detect
  25665. // changes
  25666. //
  25667. // 'orig' stores the original state of the property
  25668. this._mixBufferRegion = mixFunction;
  25669. this.cumulativeWeight = 0;
  25670. this.useCount = 0;
  25671. this.referenceCount = 0;
  25672. }
  25673. Object.assign( PropertyMixer.prototype, {
  25674. // accumulate data in the 'incoming' region into 'accu<i>'
  25675. accumulate: function ( accuIndex, weight ) {
  25676. // note: happily accumulating nothing when weight = 0, the caller knows
  25677. // the weight and shouldn't have made the call in the first place
  25678. var buffer = this.buffer,
  25679. stride = this.valueSize,
  25680. offset = accuIndex * stride + stride,
  25681. currentWeight = this.cumulativeWeight;
  25682. if ( currentWeight === 0 ) {
  25683. // accuN := incoming * weight
  25684. for ( var i = 0; i !== stride; ++ i ) {
  25685. buffer[ offset + i ] = buffer[ i ];
  25686. }
  25687. currentWeight = weight;
  25688. } else {
  25689. // accuN := accuN + incoming * weight
  25690. currentWeight += weight;
  25691. var mix = weight / currentWeight;
  25692. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25693. }
  25694. this.cumulativeWeight = currentWeight;
  25695. },
  25696. // apply the state of 'accu<i>' to the binding when accus differ
  25697. apply: function ( accuIndex ) {
  25698. var stride = this.valueSize,
  25699. buffer = this.buffer,
  25700. offset = accuIndex * stride + stride,
  25701. weight = this.cumulativeWeight,
  25702. binding = this.binding;
  25703. this.cumulativeWeight = 0;
  25704. if ( weight < 1 ) {
  25705. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25706. var originalValueOffset = stride * 3;
  25707. this._mixBufferRegion(
  25708. buffer, offset, originalValueOffset, 1 - weight, stride );
  25709. }
  25710. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25711. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25712. // value has changed -> update scene graph
  25713. binding.setValue( buffer, offset );
  25714. break;
  25715. }
  25716. }
  25717. },
  25718. // remember the state of the bound property and copy it to both accus
  25719. saveOriginalState: function () {
  25720. var binding = this.binding;
  25721. var buffer = this.buffer,
  25722. stride = this.valueSize,
  25723. originalValueOffset = stride * 3;
  25724. binding.getValue( buffer, originalValueOffset );
  25725. // accu[0..1] := orig -- initially detect changes against the original
  25726. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25727. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25728. }
  25729. this.cumulativeWeight = 0;
  25730. },
  25731. // apply the state previously taken via 'saveOriginalState' to the binding
  25732. restoreOriginalState: function () {
  25733. var originalValueOffset = this.valueSize * 3;
  25734. this.binding.setValue( this.buffer, originalValueOffset );
  25735. },
  25736. // mix functions
  25737. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25738. if ( t >= 0.5 ) {
  25739. for ( var i = 0; i !== stride; ++ i ) {
  25740. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25741. }
  25742. }
  25743. },
  25744. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25745. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25746. },
  25747. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25748. var s = 1 - t;
  25749. for ( var i = 0; i !== stride; ++ i ) {
  25750. var j = dstOffset + i;
  25751. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25752. }
  25753. }
  25754. } );
  25755. /**
  25756. *
  25757. * A reference to a real property in the scene graph.
  25758. *
  25759. *
  25760. * @author Ben Houston / http://clara.io/
  25761. * @author David Sarno / http://lighthaus.us/
  25762. * @author tschw
  25763. */
  25764. // Characters [].:/ are reserved for track binding syntax.
  25765. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25766. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25767. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25768. // only latin characters, and the unicode \p{L} is not yet supported. So
  25769. // instead, we exclude reserved characters and match everything else.
  25770. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25771. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25772. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25773. // be matched to parse the rest of the track name.
  25774. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25775. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25776. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25777. // Object on target node, and accessor. May not contain reserved
  25778. // characters. Accessor may contain any character except closing bracket.
  25779. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25780. // Property and accessor. May not contain reserved characters. Accessor may
  25781. // contain any non-bracket characters.
  25782. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25783. var _trackRe = new RegExp( ''
  25784. + '^'
  25785. + _directoryRe
  25786. + _nodeRe
  25787. + _objectRe
  25788. + _propertyRe
  25789. + '$'
  25790. );
  25791. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25792. function Composite( targetGroup, path, optionalParsedPath ) {
  25793. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25794. this._targetGroup = targetGroup;
  25795. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25796. }
  25797. Object.assign( Composite.prototype, {
  25798. getValue: function ( array, offset ) {
  25799. this.bind(); // bind all binding
  25800. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25801. binding = this._bindings[ firstValidIndex ];
  25802. // and only call .getValue on the first
  25803. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25804. },
  25805. setValue: function ( array, offset ) {
  25806. var bindings = this._bindings;
  25807. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25808. bindings[ i ].setValue( array, offset );
  25809. }
  25810. },
  25811. bind: function () {
  25812. var bindings = this._bindings;
  25813. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25814. bindings[ i ].bind();
  25815. }
  25816. },
  25817. unbind: function () {
  25818. var bindings = this._bindings;
  25819. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25820. bindings[ i ].unbind();
  25821. }
  25822. }
  25823. } );
  25824. function PropertyBinding( rootNode, path, parsedPath ) {
  25825. this.path = path;
  25826. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25827. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25828. this.rootNode = rootNode;
  25829. }
  25830. Object.assign( PropertyBinding, {
  25831. Composite: Composite,
  25832. create: function ( root, path, parsedPath ) {
  25833. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25834. return new PropertyBinding( root, path, parsedPath );
  25835. } else {
  25836. return new PropertyBinding.Composite( root, path, parsedPath );
  25837. }
  25838. },
  25839. /**
  25840. * Replaces spaces with underscores and removes unsupported characters from
  25841. * node names, to ensure compatibility with parseTrackName().
  25842. *
  25843. * @param {string} name Node name to be sanitized.
  25844. * @return {string}
  25845. */
  25846. sanitizeNodeName: function ( name ) {
  25847. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25848. },
  25849. parseTrackName: function ( trackName ) {
  25850. var matches = _trackRe.exec( trackName );
  25851. if ( ! matches ) {
  25852. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25853. }
  25854. var results = {
  25855. // directoryName: matches[ 1 ], // (tschw) currently unused
  25856. nodeName: matches[ 2 ],
  25857. objectName: matches[ 3 ],
  25858. objectIndex: matches[ 4 ],
  25859. propertyName: matches[ 5 ], // required
  25860. propertyIndex: matches[ 6 ]
  25861. };
  25862. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25863. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25864. var objectName = results.nodeName.substring( lastDot + 1 );
  25865. // Object names must be checked against a whitelist. Otherwise, there
  25866. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25867. // 'bar' could be the objectName, or part of a nodeName (which can
  25868. // include '.' characters).
  25869. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25870. results.nodeName = results.nodeName.substring( 0, lastDot );
  25871. results.objectName = objectName;
  25872. }
  25873. }
  25874. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25875. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25876. }
  25877. return results;
  25878. },
  25879. findNode: function ( root, nodeName ) {
  25880. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25881. return root;
  25882. }
  25883. // search into skeleton bones.
  25884. if ( root.skeleton ) {
  25885. var bone = root.skeleton.getBoneByName( nodeName );
  25886. if ( bone !== undefined ) {
  25887. return bone;
  25888. }
  25889. }
  25890. // search into node subtree.
  25891. if ( root.children ) {
  25892. var searchNodeSubtree = function ( children ) {
  25893. for ( var i = 0; i < children.length; i ++ ) {
  25894. var childNode = children[ i ];
  25895. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25896. return childNode;
  25897. }
  25898. var result = searchNodeSubtree( childNode.children );
  25899. if ( result ) { return result; }
  25900. }
  25901. return null;
  25902. };
  25903. var subTreeNode = searchNodeSubtree( root.children );
  25904. if ( subTreeNode ) {
  25905. return subTreeNode;
  25906. }
  25907. }
  25908. return null;
  25909. }
  25910. } );
  25911. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25912. // these are used to "bind" a nonexistent property
  25913. _getValue_unavailable: function () {},
  25914. _setValue_unavailable: function () {},
  25915. BindingType: {
  25916. Direct: 0,
  25917. EntireArray: 1,
  25918. ArrayElement: 2,
  25919. HasFromToArray: 3
  25920. },
  25921. Versioning: {
  25922. None: 0,
  25923. NeedsUpdate: 1,
  25924. MatrixWorldNeedsUpdate: 2
  25925. },
  25926. GetterByBindingType: [
  25927. function getValue_direct( buffer, offset ) {
  25928. buffer[ offset ] = this.node[ this.propertyName ];
  25929. },
  25930. function getValue_array( buffer, offset ) {
  25931. var source = this.resolvedProperty;
  25932. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25933. buffer[ offset ++ ] = source[ i ];
  25934. }
  25935. },
  25936. function getValue_arrayElement( buffer, offset ) {
  25937. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25938. },
  25939. function getValue_toArray( buffer, offset ) {
  25940. this.resolvedProperty.toArray( buffer, offset );
  25941. }
  25942. ],
  25943. SetterByBindingTypeAndVersioning: [
  25944. [
  25945. // Direct
  25946. function setValue_direct( buffer, offset ) {
  25947. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25948. },
  25949. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25950. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25951. this.targetObject.needsUpdate = true;
  25952. },
  25953. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25954. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25955. this.targetObject.matrixWorldNeedsUpdate = true;
  25956. }
  25957. ], [
  25958. // EntireArray
  25959. function setValue_array( buffer, offset ) {
  25960. var dest = this.resolvedProperty;
  25961. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25962. dest[ i ] = buffer[ offset ++ ];
  25963. }
  25964. },
  25965. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25966. var dest = this.resolvedProperty;
  25967. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25968. dest[ i ] = buffer[ offset ++ ];
  25969. }
  25970. this.targetObject.needsUpdate = true;
  25971. },
  25972. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25973. var dest = this.resolvedProperty;
  25974. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25975. dest[ i ] = buffer[ offset ++ ];
  25976. }
  25977. this.targetObject.matrixWorldNeedsUpdate = true;
  25978. }
  25979. ], [
  25980. // ArrayElement
  25981. function setValue_arrayElement( buffer, offset ) {
  25982. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25983. },
  25984. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25985. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25986. this.targetObject.needsUpdate = true;
  25987. },
  25988. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25989. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25990. this.targetObject.matrixWorldNeedsUpdate = true;
  25991. }
  25992. ], [
  25993. // HasToFromArray
  25994. function setValue_fromArray( buffer, offset ) {
  25995. this.resolvedProperty.fromArray( buffer, offset );
  25996. },
  25997. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25998. this.resolvedProperty.fromArray( buffer, offset );
  25999. this.targetObject.needsUpdate = true;
  26000. },
  26001. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26002. this.resolvedProperty.fromArray( buffer, offset );
  26003. this.targetObject.matrixWorldNeedsUpdate = true;
  26004. }
  26005. ]
  26006. ],
  26007. getValue: function getValue_unbound( targetArray, offset ) {
  26008. this.bind();
  26009. this.getValue( targetArray, offset );
  26010. // Note: This class uses a State pattern on a per-method basis:
  26011. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26012. // prototype version of these methods with one that represents
  26013. // the bound state. When the property is not found, the methods
  26014. // become no-ops.
  26015. },
  26016. setValue: function getValue_unbound( sourceArray, offset ) {
  26017. this.bind();
  26018. this.setValue( sourceArray, offset );
  26019. },
  26020. // create getter / setter pair for a property in the scene graph
  26021. bind: function () {
  26022. var targetObject = this.node,
  26023. parsedPath = this.parsedPath,
  26024. objectName = parsedPath.objectName,
  26025. propertyName = parsedPath.propertyName,
  26026. propertyIndex = parsedPath.propertyIndex;
  26027. if ( ! targetObject ) {
  26028. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26029. this.node = targetObject;
  26030. }
  26031. // set fail state so we can just 'return' on error
  26032. this.getValue = this._getValue_unavailable;
  26033. this.setValue = this._setValue_unavailable;
  26034. // ensure there is a value node
  26035. if ( ! targetObject ) {
  26036. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26037. return;
  26038. }
  26039. if ( objectName ) {
  26040. var objectIndex = parsedPath.objectIndex;
  26041. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26042. switch ( objectName ) {
  26043. case 'materials':
  26044. if ( ! targetObject.material ) {
  26045. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26046. return;
  26047. }
  26048. if ( ! targetObject.material.materials ) {
  26049. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26050. return;
  26051. }
  26052. targetObject = targetObject.material.materials;
  26053. break;
  26054. case 'bones':
  26055. if ( ! targetObject.skeleton ) {
  26056. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26057. return;
  26058. }
  26059. // potential future optimization: skip this if propertyIndex is already an integer
  26060. // and convert the integer string to a true integer.
  26061. targetObject = targetObject.skeleton.bones;
  26062. // support resolving morphTarget names into indices.
  26063. for ( var i = 0; i < targetObject.length; i ++ ) {
  26064. if ( targetObject[ i ].name === objectIndex ) {
  26065. objectIndex = i;
  26066. break;
  26067. }
  26068. }
  26069. break;
  26070. default:
  26071. if ( targetObject[ objectName ] === undefined ) {
  26072. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26073. return;
  26074. }
  26075. targetObject = targetObject[ objectName ];
  26076. }
  26077. if ( objectIndex !== undefined ) {
  26078. if ( targetObject[ objectIndex ] === undefined ) {
  26079. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26080. return;
  26081. }
  26082. targetObject = targetObject[ objectIndex ];
  26083. }
  26084. }
  26085. // resolve property
  26086. var nodeProperty = targetObject[ propertyName ];
  26087. if ( nodeProperty === undefined ) {
  26088. var nodeName = parsedPath.nodeName;
  26089. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26090. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26091. return;
  26092. }
  26093. // determine versioning scheme
  26094. var versioning = this.Versioning.None;
  26095. this.targetObject = targetObject;
  26096. if ( targetObject.needsUpdate !== undefined ) { // material
  26097. versioning = this.Versioning.NeedsUpdate;
  26098. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26099. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26100. }
  26101. // determine how the property gets bound
  26102. var bindingType = this.BindingType.Direct;
  26103. if ( propertyIndex !== undefined ) {
  26104. // access a sub element of the property array (only primitives are supported right now)
  26105. if ( propertyName === "morphTargetInfluences" ) {
  26106. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26107. // support resolving morphTarget names into indices.
  26108. if ( ! targetObject.geometry ) {
  26109. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26110. return;
  26111. }
  26112. if ( targetObject.geometry.isBufferGeometry ) {
  26113. if ( ! targetObject.geometry.morphAttributes ) {
  26114. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26115. return;
  26116. }
  26117. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  26118. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  26119. propertyIndex = i;
  26120. break;
  26121. }
  26122. }
  26123. } else {
  26124. if ( ! targetObject.geometry.morphTargets ) {
  26125. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  26126. return;
  26127. }
  26128. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  26129. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  26130. propertyIndex = i;
  26131. break;
  26132. }
  26133. }
  26134. }
  26135. }
  26136. bindingType = this.BindingType.ArrayElement;
  26137. this.resolvedProperty = nodeProperty;
  26138. this.propertyIndex = propertyIndex;
  26139. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26140. // must use copy for Object3D.Euler/Quaternion
  26141. bindingType = this.BindingType.HasFromToArray;
  26142. this.resolvedProperty = nodeProperty;
  26143. } else if ( Array.isArray( nodeProperty ) ) {
  26144. bindingType = this.BindingType.EntireArray;
  26145. this.resolvedProperty = nodeProperty;
  26146. } else {
  26147. this.propertyName = propertyName;
  26148. }
  26149. // select getter / setter
  26150. this.getValue = this.GetterByBindingType[ bindingType ];
  26151. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26152. },
  26153. unbind: function () {
  26154. this.node = null;
  26155. // back to the prototype version of getValue / setValue
  26156. // note: avoiding to mutate the shape of 'this' via 'delete'
  26157. this.getValue = this._getValue_unbound;
  26158. this.setValue = this._setValue_unbound;
  26159. }
  26160. } );
  26161. //!\ DECLARE ALIAS AFTER assign prototype !
  26162. Object.assign( PropertyBinding.prototype, {
  26163. // initial state of these methods that calls 'bind'
  26164. _getValue_unbound: PropertyBinding.prototype.getValue,
  26165. _setValue_unbound: PropertyBinding.prototype.setValue,
  26166. } );
  26167. /**
  26168. *
  26169. * A group of objects that receives a shared animation state.
  26170. *
  26171. * Usage:
  26172. *
  26173. * - Add objects you would otherwise pass as 'root' to the
  26174. * constructor or the .clipAction method of AnimationMixer.
  26175. *
  26176. * - Instead pass this object as 'root'.
  26177. *
  26178. * - You can also add and remove objects later when the mixer
  26179. * is running.
  26180. *
  26181. * Note:
  26182. *
  26183. * Objects of this class appear as one object to the mixer,
  26184. * so cache control of the individual objects must be done
  26185. * on the group.
  26186. *
  26187. * Limitation:
  26188. *
  26189. * - The animated properties must be compatible among the
  26190. * all objects in the group.
  26191. *
  26192. * - A single property can either be controlled through a
  26193. * target group or directly, but not both.
  26194. *
  26195. * @author tschw
  26196. */
  26197. function AnimationObjectGroup() {
  26198. this.uuid = MathUtils.generateUUID();
  26199. // cached objects followed by the active ones
  26200. this._objects = Array.prototype.slice.call( arguments );
  26201. this.nCachedObjects_ = 0; // threshold
  26202. // note: read by PropertyBinding.Composite
  26203. var indices = {};
  26204. this._indicesByUUID = indices; // for bookkeeping
  26205. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26206. indices[ arguments[ i ].uuid ] = i;
  26207. }
  26208. this._paths = []; // inside: string
  26209. this._parsedPaths = []; // inside: { we don't care, here }
  26210. this._bindings = []; // inside: Array< PropertyBinding >
  26211. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26212. var scope = this;
  26213. this.stats = {
  26214. objects: {
  26215. get total() {
  26216. return scope._objects.length;
  26217. },
  26218. get inUse() {
  26219. return this.total - scope.nCachedObjects_;
  26220. }
  26221. },
  26222. get bindingsPerObject() {
  26223. return scope._bindings.length;
  26224. }
  26225. };
  26226. }
  26227. Object.assign( AnimationObjectGroup.prototype, {
  26228. isAnimationObjectGroup: true,
  26229. add: function () {
  26230. var objects = this._objects,
  26231. nObjects = objects.length,
  26232. nCachedObjects = this.nCachedObjects_,
  26233. indicesByUUID = this._indicesByUUID,
  26234. paths = this._paths,
  26235. parsedPaths = this._parsedPaths,
  26236. bindings = this._bindings,
  26237. nBindings = bindings.length,
  26238. knownObject = undefined;
  26239. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26240. var object = arguments[ i ],
  26241. uuid = object.uuid,
  26242. index = indicesByUUID[ uuid ];
  26243. if ( index === undefined ) {
  26244. // unknown object -> add it to the ACTIVE region
  26245. index = nObjects ++;
  26246. indicesByUUID[ uuid ] = index;
  26247. objects.push( object );
  26248. // accounting is done, now do the same for all bindings
  26249. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26250. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26251. }
  26252. } else if ( index < nCachedObjects ) {
  26253. knownObject = objects[ index ];
  26254. // move existing object to the ACTIVE region
  26255. var firstActiveIndex = -- nCachedObjects,
  26256. lastCachedObject = objects[ firstActiveIndex ];
  26257. indicesByUUID[ lastCachedObject.uuid ] = index;
  26258. objects[ index ] = lastCachedObject;
  26259. indicesByUUID[ uuid ] = firstActiveIndex;
  26260. objects[ firstActiveIndex ] = object;
  26261. // accounting is done, now do the same for all bindings
  26262. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26263. var bindingsForPath = bindings[ j ],
  26264. lastCached = bindingsForPath[ firstActiveIndex ],
  26265. binding = bindingsForPath[ index ];
  26266. bindingsForPath[ index ] = lastCached;
  26267. if ( binding === undefined ) {
  26268. // since we do not bother to create new bindings
  26269. // for objects that are cached, the binding may
  26270. // or may not exist
  26271. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26272. }
  26273. bindingsForPath[ firstActiveIndex ] = binding;
  26274. }
  26275. } else if ( objects[ index ] !== knownObject ) {
  26276. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26277. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26278. } // else the object is already where we want it to be
  26279. } // for arguments
  26280. this.nCachedObjects_ = nCachedObjects;
  26281. },
  26282. remove: function () {
  26283. var objects = this._objects,
  26284. nCachedObjects = this.nCachedObjects_,
  26285. indicesByUUID = this._indicesByUUID,
  26286. bindings = this._bindings,
  26287. nBindings = bindings.length;
  26288. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26289. var object = arguments[ i ],
  26290. uuid = object.uuid,
  26291. index = indicesByUUID[ uuid ];
  26292. if ( index !== undefined && index >= nCachedObjects ) {
  26293. // move existing object into the CACHED region
  26294. var lastCachedIndex = nCachedObjects ++,
  26295. firstActiveObject = objects[ lastCachedIndex ];
  26296. indicesByUUID[ firstActiveObject.uuid ] = index;
  26297. objects[ index ] = firstActiveObject;
  26298. indicesByUUID[ uuid ] = lastCachedIndex;
  26299. objects[ lastCachedIndex ] = object;
  26300. // accounting is done, now do the same for all bindings
  26301. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26302. var bindingsForPath = bindings[ j ],
  26303. firstActive = bindingsForPath[ lastCachedIndex ],
  26304. binding = bindingsForPath[ index ];
  26305. bindingsForPath[ index ] = firstActive;
  26306. bindingsForPath[ lastCachedIndex ] = binding;
  26307. }
  26308. }
  26309. } // for arguments
  26310. this.nCachedObjects_ = nCachedObjects;
  26311. },
  26312. // remove & forget
  26313. uncache: function () {
  26314. var objects = this._objects,
  26315. nObjects = objects.length,
  26316. nCachedObjects = this.nCachedObjects_,
  26317. indicesByUUID = this._indicesByUUID,
  26318. bindings = this._bindings,
  26319. nBindings = bindings.length;
  26320. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26321. var object = arguments[ i ],
  26322. uuid = object.uuid,
  26323. index = indicesByUUID[ uuid ];
  26324. if ( index !== undefined ) {
  26325. delete indicesByUUID[ uuid ];
  26326. if ( index < nCachedObjects ) {
  26327. // object is cached, shrink the CACHED region
  26328. var firstActiveIndex = -- nCachedObjects,
  26329. lastCachedObject = objects[ firstActiveIndex ],
  26330. lastIndex = -- nObjects,
  26331. lastObject = objects[ lastIndex ];
  26332. // last cached object takes this object's place
  26333. indicesByUUID[ lastCachedObject.uuid ] = index;
  26334. objects[ index ] = lastCachedObject;
  26335. // last object goes to the activated slot and pop
  26336. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26337. objects[ firstActiveIndex ] = lastObject;
  26338. objects.pop();
  26339. // accounting is done, now do the same for all bindings
  26340. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26341. var bindingsForPath = bindings[ j ],
  26342. lastCached = bindingsForPath[ firstActiveIndex ],
  26343. last = bindingsForPath[ lastIndex ];
  26344. bindingsForPath[ index ] = lastCached;
  26345. bindingsForPath[ firstActiveIndex ] = last;
  26346. bindingsForPath.pop();
  26347. }
  26348. } else {
  26349. // object is active, just swap with the last and pop
  26350. var lastIndex = -- nObjects,
  26351. lastObject = objects[ lastIndex ];
  26352. indicesByUUID[ lastObject.uuid ] = index;
  26353. objects[ index ] = lastObject;
  26354. objects.pop();
  26355. // accounting is done, now do the same for all bindings
  26356. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26357. var bindingsForPath = bindings[ j ];
  26358. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26359. bindingsForPath.pop();
  26360. }
  26361. } // cached or active
  26362. } // if object is known
  26363. } // for arguments
  26364. this.nCachedObjects_ = nCachedObjects;
  26365. },
  26366. // Internal interface used by befriended PropertyBinding.Composite:
  26367. subscribe_: function ( path, parsedPath ) {
  26368. // returns an array of bindings for the given path that is changed
  26369. // according to the contained objects in the group
  26370. var indicesByPath = this._bindingsIndicesByPath,
  26371. index = indicesByPath[ path ],
  26372. bindings = this._bindings;
  26373. if ( index !== undefined ) { return bindings[ index ]; }
  26374. var paths = this._paths,
  26375. parsedPaths = this._parsedPaths,
  26376. objects = this._objects,
  26377. nObjects = objects.length,
  26378. nCachedObjects = this.nCachedObjects_,
  26379. bindingsForPath = new Array( nObjects );
  26380. index = bindings.length;
  26381. indicesByPath[ path ] = index;
  26382. paths.push( path );
  26383. parsedPaths.push( parsedPath );
  26384. bindings.push( bindingsForPath );
  26385. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26386. var object = objects[ i ];
  26387. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26388. }
  26389. return bindingsForPath;
  26390. },
  26391. unsubscribe_: function ( path ) {
  26392. // tells the group to forget about a property path and no longer
  26393. // update the array previously obtained with 'subscribe_'
  26394. var indicesByPath = this._bindingsIndicesByPath,
  26395. index = indicesByPath[ path ];
  26396. if ( index !== undefined ) {
  26397. var paths = this._paths,
  26398. parsedPaths = this._parsedPaths,
  26399. bindings = this._bindings,
  26400. lastBindingsIndex = bindings.length - 1,
  26401. lastBindings = bindings[ lastBindingsIndex ],
  26402. lastBindingsPath = path[ lastBindingsIndex ];
  26403. indicesByPath[ lastBindingsPath ] = index;
  26404. bindings[ index ] = lastBindings;
  26405. bindings.pop();
  26406. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26407. parsedPaths.pop();
  26408. paths[ index ] = paths[ lastBindingsIndex ];
  26409. paths.pop();
  26410. }
  26411. }
  26412. } );
  26413. /**
  26414. *
  26415. * Action provided by AnimationMixer for scheduling clip playback on specific
  26416. * objects.
  26417. *
  26418. * @author Ben Houston / http://clara.io/
  26419. * @author David Sarno / http://lighthaus.us/
  26420. * @author tschw
  26421. *
  26422. */
  26423. function AnimationAction( mixer, clip, localRoot ) {
  26424. this._mixer = mixer;
  26425. this._clip = clip;
  26426. this._localRoot = localRoot || null;
  26427. var tracks = clip.tracks,
  26428. nTracks = tracks.length,
  26429. interpolants = new Array( nTracks );
  26430. var interpolantSettings = {
  26431. endingStart: ZeroCurvatureEnding,
  26432. endingEnd: ZeroCurvatureEnding
  26433. };
  26434. for ( var i = 0; i !== nTracks; ++ i ) {
  26435. var interpolant = tracks[ i ].createInterpolant( null );
  26436. interpolants[ i ] = interpolant;
  26437. interpolant.settings = interpolantSettings;
  26438. }
  26439. this._interpolantSettings = interpolantSettings;
  26440. this._interpolants = interpolants; // bound by the mixer
  26441. // inside: PropertyMixer (managed by the mixer)
  26442. this._propertyBindings = new Array( nTracks );
  26443. this._cacheIndex = null; // for the memory manager
  26444. this._byClipCacheIndex = null; // for the memory manager
  26445. this._timeScaleInterpolant = null;
  26446. this._weightInterpolant = null;
  26447. this.loop = LoopRepeat;
  26448. this._loopCount = - 1;
  26449. // global mixer time when the action is to be started
  26450. // it's set back to 'null' upon start of the action
  26451. this._startTime = null;
  26452. // scaled local time of the action
  26453. // gets clamped or wrapped to 0..clip.duration according to loop
  26454. this.time = 0;
  26455. this.timeScale = 1;
  26456. this._effectiveTimeScale = 1;
  26457. this.weight = 1;
  26458. this._effectiveWeight = 1;
  26459. this.repetitions = Infinity; // no. of repetitions when looping
  26460. this.paused = false; // true -> zero effective time scale
  26461. this.enabled = true; // false -> zero effective weight
  26462. this.clampWhenFinished = false;// keep feeding the last frame?
  26463. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26464. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26465. }
  26466. Object.assign( AnimationAction.prototype, {
  26467. // State & Scheduling
  26468. play: function () {
  26469. this._mixer._activateAction( this );
  26470. return this;
  26471. },
  26472. stop: function () {
  26473. this._mixer._deactivateAction( this );
  26474. return this.reset();
  26475. },
  26476. reset: function () {
  26477. this.paused = false;
  26478. this.enabled = true;
  26479. this.time = 0; // restart clip
  26480. this._loopCount = - 1;// forget previous loops
  26481. this._startTime = null;// forget scheduling
  26482. return this.stopFading().stopWarping();
  26483. },
  26484. isRunning: function () {
  26485. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26486. this._startTime === null && this._mixer._isActiveAction( this );
  26487. },
  26488. // return true when play has been called
  26489. isScheduled: function () {
  26490. return this._mixer._isActiveAction( this );
  26491. },
  26492. startAt: function ( time ) {
  26493. this._startTime = time;
  26494. return this;
  26495. },
  26496. setLoop: function ( mode, repetitions ) {
  26497. this.loop = mode;
  26498. this.repetitions = repetitions;
  26499. return this;
  26500. },
  26501. // Weight
  26502. // set the weight stopping any scheduled fading
  26503. // although .enabled = false yields an effective weight of zero, this
  26504. // method does *not* change .enabled, because it would be confusing
  26505. setEffectiveWeight: function ( weight ) {
  26506. this.weight = weight;
  26507. // note: same logic as when updated at runtime
  26508. this._effectiveWeight = this.enabled ? weight : 0;
  26509. return this.stopFading();
  26510. },
  26511. // return the weight considering fading and .enabled
  26512. getEffectiveWeight: function () {
  26513. return this._effectiveWeight;
  26514. },
  26515. fadeIn: function ( duration ) {
  26516. return this._scheduleFading( duration, 0, 1 );
  26517. },
  26518. fadeOut: function ( duration ) {
  26519. return this._scheduleFading( duration, 1, 0 );
  26520. },
  26521. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26522. fadeOutAction.fadeOut( duration );
  26523. this.fadeIn( duration );
  26524. if ( warp ) {
  26525. var fadeInDuration = this._clip.duration,
  26526. fadeOutDuration = fadeOutAction._clip.duration,
  26527. startEndRatio = fadeOutDuration / fadeInDuration,
  26528. endStartRatio = fadeInDuration / fadeOutDuration;
  26529. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26530. this.warp( endStartRatio, 1.0, duration );
  26531. }
  26532. return this;
  26533. },
  26534. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26535. return fadeInAction.crossFadeFrom( this, duration, warp );
  26536. },
  26537. stopFading: function () {
  26538. var weightInterpolant = this._weightInterpolant;
  26539. if ( weightInterpolant !== null ) {
  26540. this._weightInterpolant = null;
  26541. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26542. }
  26543. return this;
  26544. },
  26545. // Time Scale Control
  26546. // set the time scale stopping any scheduled warping
  26547. // although .paused = true yields an effective time scale of zero, this
  26548. // method does *not* change .paused, because it would be confusing
  26549. setEffectiveTimeScale: function ( timeScale ) {
  26550. this.timeScale = timeScale;
  26551. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26552. return this.stopWarping();
  26553. },
  26554. // return the time scale considering warping and .paused
  26555. getEffectiveTimeScale: function () {
  26556. return this._effectiveTimeScale;
  26557. },
  26558. setDuration: function ( duration ) {
  26559. this.timeScale = this._clip.duration / duration;
  26560. return this.stopWarping();
  26561. },
  26562. syncWith: function ( action ) {
  26563. this.time = action.time;
  26564. this.timeScale = action.timeScale;
  26565. return this.stopWarping();
  26566. },
  26567. halt: function ( duration ) {
  26568. return this.warp( this._effectiveTimeScale, 0, duration );
  26569. },
  26570. warp: function ( startTimeScale, endTimeScale, duration ) {
  26571. var mixer = this._mixer, now = mixer.time,
  26572. interpolant = this._timeScaleInterpolant,
  26573. timeScale = this.timeScale;
  26574. if ( interpolant === null ) {
  26575. interpolant = mixer._lendControlInterpolant();
  26576. this._timeScaleInterpolant = interpolant;
  26577. }
  26578. var times = interpolant.parameterPositions,
  26579. values = interpolant.sampleValues;
  26580. times[ 0 ] = now;
  26581. times[ 1 ] = now + duration;
  26582. values[ 0 ] = startTimeScale / timeScale;
  26583. values[ 1 ] = endTimeScale / timeScale;
  26584. return this;
  26585. },
  26586. stopWarping: function () {
  26587. var timeScaleInterpolant = this._timeScaleInterpolant;
  26588. if ( timeScaleInterpolant !== null ) {
  26589. this._timeScaleInterpolant = null;
  26590. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26591. }
  26592. return this;
  26593. },
  26594. // Object Accessors
  26595. getMixer: function () {
  26596. return this._mixer;
  26597. },
  26598. getClip: function () {
  26599. return this._clip;
  26600. },
  26601. getRoot: function () {
  26602. return this._localRoot || this._mixer._root;
  26603. },
  26604. // Interna
  26605. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26606. // called by the mixer
  26607. if ( ! this.enabled ) {
  26608. // call ._updateWeight() to update ._effectiveWeight
  26609. this._updateWeight( time );
  26610. return;
  26611. }
  26612. var startTime = this._startTime;
  26613. if ( startTime !== null ) {
  26614. // check for scheduled start of action
  26615. var timeRunning = ( time - startTime ) * timeDirection;
  26616. if ( timeRunning < 0 || timeDirection === 0 ) {
  26617. return; // yet to come / don't decide when delta = 0
  26618. }
  26619. // start
  26620. this._startTime = null; // unschedule
  26621. deltaTime = timeDirection * timeRunning;
  26622. }
  26623. // apply time scale and advance time
  26624. deltaTime *= this._updateTimeScale( time );
  26625. var clipTime = this._updateTime( deltaTime );
  26626. // note: _updateTime may disable the action resulting in
  26627. // an effective weight of 0
  26628. var weight = this._updateWeight( time );
  26629. if ( weight > 0 ) {
  26630. var interpolants = this._interpolants;
  26631. var propertyMixers = this._propertyBindings;
  26632. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26633. interpolants[ j ].evaluate( clipTime );
  26634. propertyMixers[ j ].accumulate( accuIndex, weight );
  26635. }
  26636. }
  26637. },
  26638. _updateWeight: function ( time ) {
  26639. var weight = 0;
  26640. if ( this.enabled ) {
  26641. weight = this.weight;
  26642. var interpolant = this._weightInterpolant;
  26643. if ( interpolant !== null ) {
  26644. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26645. weight *= interpolantValue;
  26646. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26647. this.stopFading();
  26648. if ( interpolantValue === 0 ) {
  26649. // faded out, disable
  26650. this.enabled = false;
  26651. }
  26652. }
  26653. }
  26654. }
  26655. this._effectiveWeight = weight;
  26656. return weight;
  26657. },
  26658. _updateTimeScale: function ( time ) {
  26659. var timeScale = 0;
  26660. if ( ! this.paused ) {
  26661. timeScale = this.timeScale;
  26662. var interpolant = this._timeScaleInterpolant;
  26663. if ( interpolant !== null ) {
  26664. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26665. timeScale *= interpolantValue;
  26666. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26667. this.stopWarping();
  26668. if ( timeScale === 0 ) {
  26669. // motion has halted, pause
  26670. this.paused = true;
  26671. } else {
  26672. // warp done - apply final time scale
  26673. this.timeScale = timeScale;
  26674. }
  26675. }
  26676. }
  26677. }
  26678. this._effectiveTimeScale = timeScale;
  26679. return timeScale;
  26680. },
  26681. _updateTime: function ( deltaTime ) {
  26682. var time = this.time + deltaTime;
  26683. var duration = this._clip.duration;
  26684. var loop = this.loop;
  26685. var loopCount = this._loopCount;
  26686. var pingPong = ( loop === LoopPingPong );
  26687. if ( deltaTime === 0 ) {
  26688. if ( loopCount === - 1 ) { return time; }
  26689. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26690. }
  26691. if ( loop === LoopOnce ) {
  26692. if ( loopCount === - 1 ) {
  26693. // just started
  26694. this._loopCount = 0;
  26695. this._setEndings( true, true, false );
  26696. }
  26697. handle_stop: {
  26698. if ( time >= duration ) {
  26699. time = duration;
  26700. } else if ( time < 0 ) {
  26701. time = 0;
  26702. } else {
  26703. this.time = time;
  26704. break handle_stop;
  26705. }
  26706. if ( this.clampWhenFinished ) { this.paused = true; }
  26707. else { this.enabled = false; }
  26708. this.time = time;
  26709. this._mixer.dispatchEvent( {
  26710. type: 'finished', action: this,
  26711. direction: deltaTime < 0 ? - 1 : 1
  26712. } );
  26713. }
  26714. } else { // repetitive Repeat or PingPong
  26715. if ( loopCount === - 1 ) {
  26716. // just started
  26717. if ( deltaTime >= 0 ) {
  26718. loopCount = 0;
  26719. this._setEndings( true, this.repetitions === 0, pingPong );
  26720. } else {
  26721. // when looping in reverse direction, the initial
  26722. // transition through zero counts as a repetition,
  26723. // so leave loopCount at -1
  26724. this._setEndings( this.repetitions === 0, true, pingPong );
  26725. }
  26726. }
  26727. if ( time >= duration || time < 0 ) {
  26728. // wrap around
  26729. var loopDelta = Math.floor( time / duration ); // signed
  26730. time -= duration * loopDelta;
  26731. loopCount += Math.abs( loopDelta );
  26732. var pending = this.repetitions - loopCount;
  26733. if ( pending <= 0 ) {
  26734. // have to stop (switch state, clamp time, fire event)
  26735. if ( this.clampWhenFinished ) { this.paused = true; }
  26736. else { this.enabled = false; }
  26737. time = deltaTime > 0 ? duration : 0;
  26738. this.time = time;
  26739. this._mixer.dispatchEvent( {
  26740. type: 'finished', action: this,
  26741. direction: deltaTime > 0 ? 1 : - 1
  26742. } );
  26743. } else {
  26744. // keep running
  26745. if ( pending === 1 ) {
  26746. // entering the last round
  26747. var atStart = deltaTime < 0;
  26748. this._setEndings( atStart, ! atStart, pingPong );
  26749. } else {
  26750. this._setEndings( false, false, pingPong );
  26751. }
  26752. this._loopCount = loopCount;
  26753. this.time = time;
  26754. this._mixer.dispatchEvent( {
  26755. type: 'loop', action: this, loopDelta: loopDelta
  26756. } );
  26757. }
  26758. } else {
  26759. this.time = time;
  26760. }
  26761. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26762. // invert time for the "pong round"
  26763. return duration - time;
  26764. }
  26765. }
  26766. return time;
  26767. },
  26768. _setEndings: function ( atStart, atEnd, pingPong ) {
  26769. var settings = this._interpolantSettings;
  26770. if ( pingPong ) {
  26771. settings.endingStart = ZeroSlopeEnding;
  26772. settings.endingEnd = ZeroSlopeEnding;
  26773. } else {
  26774. // assuming for LoopOnce atStart == atEnd == true
  26775. if ( atStart ) {
  26776. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26777. } else {
  26778. settings.endingStart = WrapAroundEnding;
  26779. }
  26780. if ( atEnd ) {
  26781. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26782. } else {
  26783. settings.endingEnd = WrapAroundEnding;
  26784. }
  26785. }
  26786. },
  26787. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26788. var mixer = this._mixer, now = mixer.time,
  26789. interpolant = this._weightInterpolant;
  26790. if ( interpolant === null ) {
  26791. interpolant = mixer._lendControlInterpolant();
  26792. this._weightInterpolant = interpolant;
  26793. }
  26794. var times = interpolant.parameterPositions,
  26795. values = interpolant.sampleValues;
  26796. times[ 0 ] = now;
  26797. values[ 0 ] = weightNow;
  26798. times[ 1 ] = now + duration;
  26799. values[ 1 ] = weightThen;
  26800. return this;
  26801. }
  26802. } );
  26803. /**
  26804. *
  26805. * Player for AnimationClips.
  26806. *
  26807. *
  26808. * @author Ben Houston / http://clara.io/
  26809. * @author David Sarno / http://lighthaus.us/
  26810. * @author tschw
  26811. */
  26812. function AnimationMixer( root ) {
  26813. this._root = root;
  26814. this._initMemoryManager();
  26815. this._accuIndex = 0;
  26816. this.time = 0;
  26817. this.timeScale = 1.0;
  26818. }
  26819. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26820. constructor: AnimationMixer,
  26821. _bindAction: function ( action, prototypeAction ) {
  26822. var root = action._localRoot || this._root,
  26823. tracks = action._clip.tracks,
  26824. nTracks = tracks.length,
  26825. bindings = action._propertyBindings,
  26826. interpolants = action._interpolants,
  26827. rootUuid = root.uuid,
  26828. bindingsByRoot = this._bindingsByRootAndName,
  26829. bindingsByName = bindingsByRoot[ rootUuid ];
  26830. if ( bindingsByName === undefined ) {
  26831. bindingsByName = {};
  26832. bindingsByRoot[ rootUuid ] = bindingsByName;
  26833. }
  26834. for ( var i = 0; i !== nTracks; ++ i ) {
  26835. var track = tracks[ i ],
  26836. trackName = track.name,
  26837. binding = bindingsByName[ trackName ];
  26838. if ( binding !== undefined ) {
  26839. bindings[ i ] = binding;
  26840. } else {
  26841. binding = bindings[ i ];
  26842. if ( binding !== undefined ) {
  26843. // existing binding, make sure the cache knows
  26844. if ( binding._cacheIndex === null ) {
  26845. ++ binding.referenceCount;
  26846. this._addInactiveBinding( binding, rootUuid, trackName );
  26847. }
  26848. continue;
  26849. }
  26850. var path = prototypeAction && prototypeAction.
  26851. _propertyBindings[ i ].binding.parsedPath;
  26852. binding = new PropertyMixer(
  26853. PropertyBinding.create( root, trackName, path ),
  26854. track.ValueTypeName, track.getValueSize() );
  26855. ++ binding.referenceCount;
  26856. this._addInactiveBinding( binding, rootUuid, trackName );
  26857. bindings[ i ] = binding;
  26858. }
  26859. interpolants[ i ].resultBuffer = binding.buffer;
  26860. }
  26861. },
  26862. _activateAction: function ( action ) {
  26863. if ( ! this._isActiveAction( action ) ) {
  26864. if ( action._cacheIndex === null ) {
  26865. // this action has been forgotten by the cache, but the user
  26866. // appears to be still using it -> rebind
  26867. var rootUuid = ( action._localRoot || this._root ).uuid,
  26868. clipUuid = action._clip.uuid,
  26869. actionsForClip = this._actionsByClip[ clipUuid ];
  26870. this._bindAction( action,
  26871. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26872. this._addInactiveAction( action, clipUuid, rootUuid );
  26873. }
  26874. var bindings = action._propertyBindings;
  26875. // increment reference counts / sort out state
  26876. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26877. var binding = bindings[ i ];
  26878. if ( binding.useCount ++ === 0 ) {
  26879. this._lendBinding( binding );
  26880. binding.saveOriginalState();
  26881. }
  26882. }
  26883. this._lendAction( action );
  26884. }
  26885. },
  26886. _deactivateAction: function ( action ) {
  26887. if ( this._isActiveAction( action ) ) {
  26888. var bindings = action._propertyBindings;
  26889. // decrement reference counts / sort out state
  26890. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26891. var binding = bindings[ i ];
  26892. if ( -- binding.useCount === 0 ) {
  26893. binding.restoreOriginalState();
  26894. this._takeBackBinding( binding );
  26895. }
  26896. }
  26897. this._takeBackAction( action );
  26898. }
  26899. },
  26900. // Memory manager
  26901. _initMemoryManager: function () {
  26902. this._actions = []; // 'nActiveActions' followed by inactive ones
  26903. this._nActiveActions = 0;
  26904. this._actionsByClip = {};
  26905. // inside:
  26906. // {
  26907. // knownActions: Array< AnimationAction > - used as prototypes
  26908. // actionByRoot: AnimationAction - lookup
  26909. // }
  26910. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26911. this._nActiveBindings = 0;
  26912. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26913. this._controlInterpolants = []; // same game as above
  26914. this._nActiveControlInterpolants = 0;
  26915. var scope = this;
  26916. this.stats = {
  26917. actions: {
  26918. get total() {
  26919. return scope._actions.length;
  26920. },
  26921. get inUse() {
  26922. return scope._nActiveActions;
  26923. }
  26924. },
  26925. bindings: {
  26926. get total() {
  26927. return scope._bindings.length;
  26928. },
  26929. get inUse() {
  26930. return scope._nActiveBindings;
  26931. }
  26932. },
  26933. controlInterpolants: {
  26934. get total() {
  26935. return scope._controlInterpolants.length;
  26936. },
  26937. get inUse() {
  26938. return scope._nActiveControlInterpolants;
  26939. }
  26940. }
  26941. };
  26942. },
  26943. // Memory management for AnimationAction objects
  26944. _isActiveAction: function ( action ) {
  26945. var index = action._cacheIndex;
  26946. return index !== null && index < this._nActiveActions;
  26947. },
  26948. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26949. var actions = this._actions,
  26950. actionsByClip = this._actionsByClip,
  26951. actionsForClip = actionsByClip[ clipUuid ];
  26952. if ( actionsForClip === undefined ) {
  26953. actionsForClip = {
  26954. knownActions: [ action ],
  26955. actionByRoot: {}
  26956. };
  26957. action._byClipCacheIndex = 0;
  26958. actionsByClip[ clipUuid ] = actionsForClip;
  26959. } else {
  26960. var knownActions = actionsForClip.knownActions;
  26961. action._byClipCacheIndex = knownActions.length;
  26962. knownActions.push( action );
  26963. }
  26964. action._cacheIndex = actions.length;
  26965. actions.push( action );
  26966. actionsForClip.actionByRoot[ rootUuid ] = action;
  26967. },
  26968. _removeInactiveAction: function ( action ) {
  26969. var actions = this._actions,
  26970. lastInactiveAction = actions[ actions.length - 1 ],
  26971. cacheIndex = action._cacheIndex;
  26972. lastInactiveAction._cacheIndex = cacheIndex;
  26973. actions[ cacheIndex ] = lastInactiveAction;
  26974. actions.pop();
  26975. action._cacheIndex = null;
  26976. var clipUuid = action._clip.uuid,
  26977. actionsByClip = this._actionsByClip,
  26978. actionsForClip = actionsByClip[ clipUuid ],
  26979. knownActionsForClip = actionsForClip.knownActions,
  26980. lastKnownAction =
  26981. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26982. byClipCacheIndex = action._byClipCacheIndex;
  26983. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26984. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26985. knownActionsForClip.pop();
  26986. action._byClipCacheIndex = null;
  26987. var actionByRoot = actionsForClip.actionByRoot,
  26988. rootUuid = ( action._localRoot || this._root ).uuid;
  26989. delete actionByRoot[ rootUuid ];
  26990. if ( knownActionsForClip.length === 0 ) {
  26991. delete actionsByClip[ clipUuid ];
  26992. }
  26993. this._removeInactiveBindingsForAction( action );
  26994. },
  26995. _removeInactiveBindingsForAction: function ( action ) {
  26996. var bindings = action._propertyBindings;
  26997. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26998. var binding = bindings[ i ];
  26999. if ( -- binding.referenceCount === 0 ) {
  27000. this._removeInactiveBinding( binding );
  27001. }
  27002. }
  27003. },
  27004. _lendAction: function ( action ) {
  27005. // [ active actions | inactive actions ]
  27006. // [ active actions >| inactive actions ]
  27007. // s a
  27008. // <-swap->
  27009. // a s
  27010. var actions = this._actions,
  27011. prevIndex = action._cacheIndex,
  27012. lastActiveIndex = this._nActiveActions ++,
  27013. firstInactiveAction = actions[ lastActiveIndex ];
  27014. action._cacheIndex = lastActiveIndex;
  27015. actions[ lastActiveIndex ] = action;
  27016. firstInactiveAction._cacheIndex = prevIndex;
  27017. actions[ prevIndex ] = firstInactiveAction;
  27018. },
  27019. _takeBackAction: function ( action ) {
  27020. // [ active actions | inactive actions ]
  27021. // [ active actions |< inactive actions ]
  27022. // a s
  27023. // <-swap->
  27024. // s a
  27025. var actions = this._actions,
  27026. prevIndex = action._cacheIndex,
  27027. firstInactiveIndex = -- this._nActiveActions,
  27028. lastActiveAction = actions[ firstInactiveIndex ];
  27029. action._cacheIndex = firstInactiveIndex;
  27030. actions[ firstInactiveIndex ] = action;
  27031. lastActiveAction._cacheIndex = prevIndex;
  27032. actions[ prevIndex ] = lastActiveAction;
  27033. },
  27034. // Memory management for PropertyMixer objects
  27035. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27036. var bindingsByRoot = this._bindingsByRootAndName,
  27037. bindingByName = bindingsByRoot[ rootUuid ],
  27038. bindings = this._bindings;
  27039. if ( bindingByName === undefined ) {
  27040. bindingByName = {};
  27041. bindingsByRoot[ rootUuid ] = bindingByName;
  27042. }
  27043. bindingByName[ trackName ] = binding;
  27044. binding._cacheIndex = bindings.length;
  27045. bindings.push( binding );
  27046. },
  27047. _removeInactiveBinding: function ( binding ) {
  27048. var bindings = this._bindings,
  27049. propBinding = binding.binding,
  27050. rootUuid = propBinding.rootNode.uuid,
  27051. trackName = propBinding.path,
  27052. bindingsByRoot = this._bindingsByRootAndName,
  27053. bindingByName = bindingsByRoot[ rootUuid ],
  27054. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27055. cacheIndex = binding._cacheIndex;
  27056. lastInactiveBinding._cacheIndex = cacheIndex;
  27057. bindings[ cacheIndex ] = lastInactiveBinding;
  27058. bindings.pop();
  27059. delete bindingByName[ trackName ];
  27060. if ( Object.keys( bindingByName ).length === 0 ) {
  27061. delete bindingsByRoot[ rootUuid ];
  27062. }
  27063. },
  27064. _lendBinding: function ( binding ) {
  27065. var bindings = this._bindings,
  27066. prevIndex = binding._cacheIndex,
  27067. lastActiveIndex = this._nActiveBindings ++,
  27068. firstInactiveBinding = bindings[ lastActiveIndex ];
  27069. binding._cacheIndex = lastActiveIndex;
  27070. bindings[ lastActiveIndex ] = binding;
  27071. firstInactiveBinding._cacheIndex = prevIndex;
  27072. bindings[ prevIndex ] = firstInactiveBinding;
  27073. },
  27074. _takeBackBinding: function ( binding ) {
  27075. var bindings = this._bindings,
  27076. prevIndex = binding._cacheIndex,
  27077. firstInactiveIndex = -- this._nActiveBindings,
  27078. lastActiveBinding = bindings[ firstInactiveIndex ];
  27079. binding._cacheIndex = firstInactiveIndex;
  27080. bindings[ firstInactiveIndex ] = binding;
  27081. lastActiveBinding._cacheIndex = prevIndex;
  27082. bindings[ prevIndex ] = lastActiveBinding;
  27083. },
  27084. // Memory management of Interpolants for weight and time scale
  27085. _lendControlInterpolant: function () {
  27086. var interpolants = this._controlInterpolants,
  27087. lastActiveIndex = this._nActiveControlInterpolants ++,
  27088. interpolant = interpolants[ lastActiveIndex ];
  27089. if ( interpolant === undefined ) {
  27090. interpolant = new LinearInterpolant(
  27091. new Float32Array( 2 ), new Float32Array( 2 ),
  27092. 1, this._controlInterpolantsResultBuffer );
  27093. interpolant.__cacheIndex = lastActiveIndex;
  27094. interpolants[ lastActiveIndex ] = interpolant;
  27095. }
  27096. return interpolant;
  27097. },
  27098. _takeBackControlInterpolant: function ( interpolant ) {
  27099. var interpolants = this._controlInterpolants,
  27100. prevIndex = interpolant.__cacheIndex,
  27101. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27102. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27103. interpolant.__cacheIndex = firstInactiveIndex;
  27104. interpolants[ firstInactiveIndex ] = interpolant;
  27105. lastActiveInterpolant.__cacheIndex = prevIndex;
  27106. interpolants[ prevIndex ] = lastActiveInterpolant;
  27107. },
  27108. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27109. // return an action for a clip optionally using a custom root target
  27110. // object (this method allocates a lot of dynamic memory in case a
  27111. // previously unknown clip/root combination is specified)
  27112. clipAction: function ( clip, optionalRoot ) {
  27113. var root = optionalRoot || this._root,
  27114. rootUuid = root.uuid,
  27115. clipObject = typeof clip === 'string' ?
  27116. AnimationClip.findByName( root, clip ) : clip,
  27117. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  27118. actionsForClip = this._actionsByClip[ clipUuid ],
  27119. prototypeAction = null;
  27120. if ( actionsForClip !== undefined ) {
  27121. var existingAction =
  27122. actionsForClip.actionByRoot[ rootUuid ];
  27123. if ( existingAction !== undefined ) {
  27124. return existingAction;
  27125. }
  27126. // we know the clip, so we don't have to parse all
  27127. // the bindings again but can just copy
  27128. prototypeAction = actionsForClip.knownActions[ 0 ];
  27129. // also, take the clip from the prototype action
  27130. if ( clipObject === null )
  27131. { clipObject = prototypeAction._clip; }
  27132. }
  27133. // clip must be known when specified via string
  27134. if ( clipObject === null ) { return null; }
  27135. // allocate all resources required to run it
  27136. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  27137. this._bindAction( newAction, prototypeAction );
  27138. // and make the action known to the memory manager
  27139. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27140. return newAction;
  27141. },
  27142. // get an existing action
  27143. existingAction: function ( clip, optionalRoot ) {
  27144. var root = optionalRoot || this._root,
  27145. rootUuid = root.uuid,
  27146. clipObject = typeof clip === 'string' ?
  27147. AnimationClip.findByName( root, clip ) : clip,
  27148. clipUuid = clipObject ? clipObject.uuid : clip,
  27149. actionsForClip = this._actionsByClip[ clipUuid ];
  27150. if ( actionsForClip !== undefined ) {
  27151. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27152. }
  27153. return null;
  27154. },
  27155. // deactivates all previously scheduled actions
  27156. stopAllAction: function () {
  27157. var actions = this._actions,
  27158. nActions = this._nActiveActions,
  27159. bindings = this._bindings,
  27160. nBindings = this._nActiveBindings;
  27161. this._nActiveActions = 0;
  27162. this._nActiveBindings = 0;
  27163. for ( var i = 0; i !== nActions; ++ i ) {
  27164. actions[ i ].reset();
  27165. }
  27166. for ( var i = 0; i !== nBindings; ++ i ) {
  27167. bindings[ i ].useCount = 0;
  27168. }
  27169. return this;
  27170. },
  27171. // advance the time and update apply the animation
  27172. update: function ( deltaTime ) {
  27173. deltaTime *= this.timeScale;
  27174. var actions = this._actions,
  27175. nActions = this._nActiveActions,
  27176. time = this.time += deltaTime,
  27177. timeDirection = Math.sign( deltaTime ),
  27178. accuIndex = this._accuIndex ^= 1;
  27179. // run active actions
  27180. for ( var i = 0; i !== nActions; ++ i ) {
  27181. var action = actions[ i ];
  27182. action._update( time, deltaTime, timeDirection, accuIndex );
  27183. }
  27184. // update scene graph
  27185. var bindings = this._bindings,
  27186. nBindings = this._nActiveBindings;
  27187. for ( var i = 0; i !== nBindings; ++ i ) {
  27188. bindings[ i ].apply( accuIndex );
  27189. }
  27190. return this;
  27191. },
  27192. // Allows you to seek to a specific time in an animation.
  27193. setTime: function ( timeInSeconds ) {
  27194. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27195. for ( var i = 0; i < this._actions.length; i ++ ) {
  27196. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27197. }
  27198. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27199. },
  27200. // return this mixer's root target object
  27201. getRoot: function () {
  27202. return this._root;
  27203. },
  27204. // free all resources specific to a particular clip
  27205. uncacheClip: function ( clip ) {
  27206. var actions = this._actions,
  27207. clipUuid = clip.uuid,
  27208. actionsByClip = this._actionsByClip,
  27209. actionsForClip = actionsByClip[ clipUuid ];
  27210. if ( actionsForClip !== undefined ) {
  27211. // note: just calling _removeInactiveAction would mess up the
  27212. // iteration state and also require updating the state we can
  27213. // just throw away
  27214. var actionsToRemove = actionsForClip.knownActions;
  27215. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27216. var action = actionsToRemove[ i ];
  27217. this._deactivateAction( action );
  27218. var cacheIndex = action._cacheIndex,
  27219. lastInactiveAction = actions[ actions.length - 1 ];
  27220. action._cacheIndex = null;
  27221. action._byClipCacheIndex = null;
  27222. lastInactiveAction._cacheIndex = cacheIndex;
  27223. actions[ cacheIndex ] = lastInactiveAction;
  27224. actions.pop();
  27225. this._removeInactiveBindingsForAction( action );
  27226. }
  27227. delete actionsByClip[ clipUuid ];
  27228. }
  27229. },
  27230. // free all resources specific to a particular root target object
  27231. uncacheRoot: function ( root ) {
  27232. var rootUuid = root.uuid,
  27233. actionsByClip = this._actionsByClip;
  27234. for ( var clipUuid in actionsByClip ) {
  27235. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27236. action = actionByRoot[ rootUuid ];
  27237. if ( action !== undefined ) {
  27238. this._deactivateAction( action );
  27239. this._removeInactiveAction( action );
  27240. }
  27241. }
  27242. var bindingsByRoot = this._bindingsByRootAndName,
  27243. bindingByName = bindingsByRoot[ rootUuid ];
  27244. if ( bindingByName !== undefined ) {
  27245. for ( var trackName in bindingByName ) {
  27246. var binding = bindingByName[ trackName ];
  27247. binding.restoreOriginalState();
  27248. this._removeInactiveBinding( binding );
  27249. }
  27250. }
  27251. },
  27252. // remove a targeted clip from the cache
  27253. uncacheAction: function ( clip, optionalRoot ) {
  27254. var action = this.existingAction( clip, optionalRoot );
  27255. if ( action !== null ) {
  27256. this._deactivateAction( action );
  27257. this._removeInactiveAction( action );
  27258. }
  27259. }
  27260. } );
  27261. /**
  27262. * @author mrdoob / http://mrdoob.com/
  27263. */
  27264. function Uniform( value ) {
  27265. if ( typeof value === 'string' ) {
  27266. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27267. value = arguments[ 1 ];
  27268. }
  27269. this.value = value;
  27270. }
  27271. Uniform.prototype.clone = function () {
  27272. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27273. };
  27274. /**
  27275. * @author benaadams / https://twitter.com/ben_a_adams
  27276. */
  27277. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27278. InterleavedBuffer.call( this, array, stride );
  27279. this.meshPerAttribute = meshPerAttribute || 1;
  27280. }
  27281. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27282. constructor: InstancedInterleavedBuffer,
  27283. isInstancedInterleavedBuffer: true,
  27284. copy: function ( source ) {
  27285. InterleavedBuffer.prototype.copy.call( this, source );
  27286. this.meshPerAttribute = source.meshPerAttribute;
  27287. return this;
  27288. }
  27289. } );
  27290. /**
  27291. * @author mrdoob / http://mrdoob.com/
  27292. * @author bhouston / http://clara.io/
  27293. * @author stephomi / http://stephaneginier.com/
  27294. */
  27295. function Raycaster( origin, direction, near, far ) {
  27296. this.ray = new Ray( origin, direction );
  27297. // direction is assumed to be normalized (for accurate distance calculations)
  27298. this.near = near || 0;
  27299. this.far = far || Infinity;
  27300. this.camera = null;
  27301. this.layers = new Layers();
  27302. this.params = {
  27303. Mesh: {},
  27304. Line: { threshold: 1 },
  27305. LOD: {},
  27306. Points: { threshold: 1 },
  27307. Sprite: {}
  27308. };
  27309. Object.defineProperties( this.params, {
  27310. PointCloud: {
  27311. get: function () {
  27312. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27313. return this.Points;
  27314. }
  27315. }
  27316. } );
  27317. }
  27318. function ascSort( a, b ) {
  27319. return a.distance - b.distance;
  27320. }
  27321. function intersectObject( object, raycaster, intersects, recursive ) {
  27322. if ( object.layers.test( raycaster.layers ) ) {
  27323. object.raycast( raycaster, intersects );
  27324. }
  27325. if ( recursive === true ) {
  27326. var children = object.children;
  27327. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27328. intersectObject( children[ i ], raycaster, intersects, true );
  27329. }
  27330. }
  27331. }
  27332. Object.assign( Raycaster.prototype, {
  27333. set: function ( origin, direction ) {
  27334. // direction is assumed to be normalized (for accurate distance calculations)
  27335. this.ray.set( origin, direction );
  27336. },
  27337. setFromCamera: function ( coords, camera ) {
  27338. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27339. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27340. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27341. this.camera = camera;
  27342. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27343. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27344. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27345. this.camera = camera;
  27346. } else {
  27347. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27348. }
  27349. },
  27350. intersectObject: function ( object, recursive, optionalTarget ) {
  27351. var intersects = optionalTarget || [];
  27352. intersectObject( object, this, intersects, recursive );
  27353. intersects.sort( ascSort );
  27354. return intersects;
  27355. },
  27356. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27357. var intersects = optionalTarget || [];
  27358. if ( Array.isArray( objects ) === false ) {
  27359. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27360. return intersects;
  27361. }
  27362. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27363. intersectObject( objects[ i ], this, intersects, recursive );
  27364. }
  27365. intersects.sort( ascSort );
  27366. return intersects;
  27367. }
  27368. } );
  27369. /**
  27370. * @author bhouston / http://clara.io
  27371. * @author WestLangley / http://github.com/WestLangley
  27372. *
  27373. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27374. *
  27375. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27376. * The azimuthal angle (theta) is measured from the positive z-axis.
  27377. */
  27378. function Spherical( radius, phi, theta ) {
  27379. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27380. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27381. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27382. return this;
  27383. }
  27384. Object.assign( Spherical.prototype, {
  27385. set: function ( radius, phi, theta ) {
  27386. this.radius = radius;
  27387. this.phi = phi;
  27388. this.theta = theta;
  27389. return this;
  27390. },
  27391. clone: function () {
  27392. return new this.constructor().copy( this );
  27393. },
  27394. copy: function ( other ) {
  27395. this.radius = other.radius;
  27396. this.phi = other.phi;
  27397. this.theta = other.theta;
  27398. return this;
  27399. },
  27400. // restrict phi to be betwee EPS and PI-EPS
  27401. makeSafe: function () {
  27402. var EPS = 0.000001;
  27403. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27404. return this;
  27405. },
  27406. setFromVector3: function ( v ) {
  27407. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27408. },
  27409. setFromCartesianCoords: function ( x, y, z ) {
  27410. this.radius = Math.sqrt( x * x + y * y + z * z );
  27411. if ( this.radius === 0 ) {
  27412. this.theta = 0;
  27413. this.phi = 0;
  27414. } else {
  27415. this.theta = Math.atan2( x, z );
  27416. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27417. }
  27418. return this;
  27419. }
  27420. } );
  27421. /**
  27422. * @author Mugen87 / https://github.com/Mugen87
  27423. *
  27424. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27425. *
  27426. */
  27427. function Cylindrical( radius, theta, y ) {
  27428. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27429. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27430. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27431. return this;
  27432. }
  27433. Object.assign( Cylindrical.prototype, {
  27434. set: function ( radius, theta, y ) {
  27435. this.radius = radius;
  27436. this.theta = theta;
  27437. this.y = y;
  27438. return this;
  27439. },
  27440. clone: function () {
  27441. return new this.constructor().copy( this );
  27442. },
  27443. copy: function ( other ) {
  27444. this.radius = other.radius;
  27445. this.theta = other.theta;
  27446. this.y = other.y;
  27447. return this;
  27448. },
  27449. setFromVector3: function ( v ) {
  27450. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27451. },
  27452. setFromCartesianCoords: function ( x, y, z ) {
  27453. this.radius = Math.sqrt( x * x + z * z );
  27454. this.theta = Math.atan2( x, z );
  27455. this.y = y;
  27456. return this;
  27457. }
  27458. } );
  27459. /**
  27460. * @author bhouston / http://clara.io
  27461. */
  27462. var _vector$7 = new Vector2();
  27463. function Box2( min, max ) {
  27464. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27465. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27466. }
  27467. Object.assign( Box2.prototype, {
  27468. set: function ( min, max ) {
  27469. this.min.copy( min );
  27470. this.max.copy( max );
  27471. return this;
  27472. },
  27473. setFromPoints: function ( points ) {
  27474. this.makeEmpty();
  27475. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27476. this.expandByPoint( points[ i ] );
  27477. }
  27478. return this;
  27479. },
  27480. setFromCenterAndSize: function ( center, size ) {
  27481. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27482. this.min.copy( center ).sub( halfSize );
  27483. this.max.copy( center ).add( halfSize );
  27484. return this;
  27485. },
  27486. clone: function () {
  27487. return new this.constructor().copy( this );
  27488. },
  27489. copy: function ( box ) {
  27490. this.min.copy( box.min );
  27491. this.max.copy( box.max );
  27492. return this;
  27493. },
  27494. makeEmpty: function () {
  27495. this.min.x = this.min.y = + Infinity;
  27496. this.max.x = this.max.y = - Infinity;
  27497. return this;
  27498. },
  27499. isEmpty: function () {
  27500. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27501. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27502. },
  27503. getCenter: function ( target ) {
  27504. if ( target === undefined ) {
  27505. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27506. target = new Vector2();
  27507. }
  27508. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27509. },
  27510. getSize: function ( target ) {
  27511. if ( target === undefined ) {
  27512. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27513. target = new Vector2();
  27514. }
  27515. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27516. },
  27517. expandByPoint: function ( point ) {
  27518. this.min.min( point );
  27519. this.max.max( point );
  27520. return this;
  27521. },
  27522. expandByVector: function ( vector ) {
  27523. this.min.sub( vector );
  27524. this.max.add( vector );
  27525. return this;
  27526. },
  27527. expandByScalar: function ( scalar ) {
  27528. this.min.addScalar( - scalar );
  27529. this.max.addScalar( scalar );
  27530. return this;
  27531. },
  27532. containsPoint: function ( point ) {
  27533. return point.x < this.min.x || point.x > this.max.x ||
  27534. point.y < this.min.y || point.y > this.max.y ? false : true;
  27535. },
  27536. containsBox: function ( box ) {
  27537. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27538. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27539. },
  27540. getParameter: function ( point, target ) {
  27541. // This can potentially have a divide by zero if the box
  27542. // has a size dimension of 0.
  27543. if ( target === undefined ) {
  27544. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27545. target = new Vector2();
  27546. }
  27547. return target.set(
  27548. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27549. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27550. );
  27551. },
  27552. intersectsBox: function ( box ) {
  27553. // using 4 splitting planes to rule out intersections
  27554. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27555. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27556. },
  27557. clampPoint: function ( point, target ) {
  27558. if ( target === undefined ) {
  27559. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27560. target = new Vector2();
  27561. }
  27562. return target.copy( point ).clamp( this.min, this.max );
  27563. },
  27564. distanceToPoint: function ( point ) {
  27565. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27566. return clampedPoint.sub( point ).length();
  27567. },
  27568. intersect: function ( box ) {
  27569. this.min.max( box.min );
  27570. this.max.min( box.max );
  27571. return this;
  27572. },
  27573. union: function ( box ) {
  27574. this.min.min( box.min );
  27575. this.max.max( box.max );
  27576. return this;
  27577. },
  27578. translate: function ( offset ) {
  27579. this.min.add( offset );
  27580. this.max.add( offset );
  27581. return this;
  27582. },
  27583. equals: function ( box ) {
  27584. return box.min.equals( this.min ) && box.max.equals( this.max );
  27585. }
  27586. } );
  27587. /**
  27588. * @author bhouston / http://clara.io
  27589. */
  27590. var _startP = new Vector3();
  27591. var _startEnd = new Vector3();
  27592. function Line3( start, end ) {
  27593. this.start = ( start !== undefined ) ? start : new Vector3();
  27594. this.end = ( end !== undefined ) ? end : new Vector3();
  27595. }
  27596. Object.assign( Line3.prototype, {
  27597. set: function ( start, end ) {
  27598. this.start.copy( start );
  27599. this.end.copy( end );
  27600. return this;
  27601. },
  27602. clone: function () {
  27603. return new this.constructor().copy( this );
  27604. },
  27605. copy: function ( line ) {
  27606. this.start.copy( line.start );
  27607. this.end.copy( line.end );
  27608. return this;
  27609. },
  27610. getCenter: function ( target ) {
  27611. if ( target === undefined ) {
  27612. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27613. target = new Vector3();
  27614. }
  27615. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27616. },
  27617. delta: function ( target ) {
  27618. if ( target === undefined ) {
  27619. console.warn( 'THREE.Line3: .delta() target is now required' );
  27620. target = new Vector3();
  27621. }
  27622. return target.subVectors( this.end, this.start );
  27623. },
  27624. distanceSq: function () {
  27625. return this.start.distanceToSquared( this.end );
  27626. },
  27627. distance: function () {
  27628. return this.start.distanceTo( this.end );
  27629. },
  27630. at: function ( t, target ) {
  27631. if ( target === undefined ) {
  27632. console.warn( 'THREE.Line3: .at() target is now required' );
  27633. target = new Vector3();
  27634. }
  27635. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27636. },
  27637. closestPointToPointParameter: function ( point, clampToLine ) {
  27638. _startP.subVectors( point, this.start );
  27639. _startEnd.subVectors( this.end, this.start );
  27640. var startEnd2 = _startEnd.dot( _startEnd );
  27641. var startEnd_startP = _startEnd.dot( _startP );
  27642. var t = startEnd_startP / startEnd2;
  27643. if ( clampToLine ) {
  27644. t = MathUtils.clamp( t, 0, 1 );
  27645. }
  27646. return t;
  27647. },
  27648. closestPointToPoint: function ( point, clampToLine, target ) {
  27649. var t = this.closestPointToPointParameter( point, clampToLine );
  27650. if ( target === undefined ) {
  27651. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27652. target = new Vector3();
  27653. }
  27654. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27655. },
  27656. applyMatrix4: function ( matrix ) {
  27657. this.start.applyMatrix4( matrix );
  27658. this.end.applyMatrix4( matrix );
  27659. return this;
  27660. },
  27661. equals: function ( line ) {
  27662. return line.start.equals( this.start ) && line.end.equals( this.end );
  27663. }
  27664. } );
  27665. /**
  27666. * @author alteredq / http://alteredqualia.com/
  27667. */
  27668. function ImmediateRenderObject( material ) {
  27669. Object3D.call( this );
  27670. this.material = material;
  27671. this.render = function ( /* renderCallback */ ) {};
  27672. }
  27673. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27674. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27675. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27676. /**
  27677. * @author alteredq / http://alteredqualia.com/
  27678. * @author mrdoob / http://mrdoob.com/
  27679. * @author WestLangley / http://github.com/WestLangley
  27680. */
  27681. var _vector$8 = new Vector3();
  27682. function SpotLightHelper( light, color ) {
  27683. Object3D.call( this );
  27684. this.light = light;
  27685. this.light.updateMatrixWorld();
  27686. this.matrix = light.matrixWorld;
  27687. this.matrixAutoUpdate = false;
  27688. this.color = color;
  27689. var geometry = new BufferGeometry();
  27690. var positions = [
  27691. 0, 0, 0, 0, 0, 1,
  27692. 0, 0, 0, 1, 0, 1,
  27693. 0, 0, 0, - 1, 0, 1,
  27694. 0, 0, 0, 0, 1, 1,
  27695. 0, 0, 0, 0, - 1, 1
  27696. ];
  27697. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27698. var p1 = ( i / l ) * Math.PI * 2;
  27699. var p2 = ( j / l ) * Math.PI * 2;
  27700. positions.push(
  27701. Math.cos( p1 ), Math.sin( p1 ), 1,
  27702. Math.cos( p2 ), Math.sin( p2 ), 1
  27703. );
  27704. }
  27705. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27706. var material = new LineBasicMaterial( { fog: false } );
  27707. this.cone = new LineSegments( geometry, material );
  27708. this.add( this.cone );
  27709. this.update();
  27710. }
  27711. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27712. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27713. SpotLightHelper.prototype.dispose = function () {
  27714. this.cone.geometry.dispose();
  27715. this.cone.material.dispose();
  27716. };
  27717. SpotLightHelper.prototype.update = function () {
  27718. this.light.updateMatrixWorld();
  27719. var coneLength = this.light.distance ? this.light.distance : 1000;
  27720. var coneWidth = coneLength * Math.tan( this.light.angle );
  27721. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27722. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27723. this.cone.lookAt( _vector$8 );
  27724. if ( this.color !== undefined ) {
  27725. this.cone.material.color.set( this.color );
  27726. } else {
  27727. this.cone.material.color.copy( this.light.color );
  27728. }
  27729. };
  27730. /**
  27731. * @author Sean Griffin / http://twitter.com/sgrif
  27732. * @author Michael Guerrero / http://realitymeltdown.com
  27733. * @author mrdoob / http://mrdoob.com/
  27734. * @author ikerr / http://verold.com
  27735. * @author Mugen87 / https://github.com/Mugen87
  27736. */
  27737. var _vector$9 = new Vector3();
  27738. var _boneMatrix = new Matrix4();
  27739. var _matrixWorldInv = new Matrix4();
  27740. function getBoneList( object ) {
  27741. var boneList = [];
  27742. if ( object && object.isBone ) {
  27743. boneList.push( object );
  27744. }
  27745. for ( var i = 0; i < object.children.length; i ++ ) {
  27746. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27747. }
  27748. return boneList;
  27749. }
  27750. function SkeletonHelper( object ) {
  27751. var bones = getBoneList( object );
  27752. var geometry = new BufferGeometry();
  27753. var vertices = [];
  27754. var colors = [];
  27755. var color1 = new Color( 0, 0, 1 );
  27756. var color2 = new Color( 0, 1, 0 );
  27757. for ( var i = 0; i < bones.length; i ++ ) {
  27758. var bone = bones[ i ];
  27759. if ( bone.parent && bone.parent.isBone ) {
  27760. vertices.push( 0, 0, 0 );
  27761. vertices.push( 0, 0, 0 );
  27762. colors.push( color1.r, color1.g, color1.b );
  27763. colors.push( color2.r, color2.g, color2.b );
  27764. }
  27765. }
  27766. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27767. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27768. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, transparent: true } );
  27769. LineSegments.call( this, geometry, material );
  27770. this.root = object;
  27771. this.bones = bones;
  27772. this.matrix = object.matrixWorld;
  27773. this.matrixAutoUpdate = false;
  27774. }
  27775. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27776. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27777. SkeletonHelper.prototype.isSkeletonHelper = true;
  27778. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27779. var bones = this.bones;
  27780. var geometry = this.geometry;
  27781. var position = geometry.getAttribute( 'position' );
  27782. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27783. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27784. var bone = bones[ i ];
  27785. if ( bone.parent && bone.parent.isBone ) {
  27786. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27787. _vector$9.setFromMatrixPosition( _boneMatrix );
  27788. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27789. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27790. _vector$9.setFromMatrixPosition( _boneMatrix );
  27791. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27792. j += 2;
  27793. }
  27794. }
  27795. geometry.getAttribute( 'position' ).needsUpdate = true;
  27796. Object3D.prototype.updateMatrixWorld.call( this, force );
  27797. };
  27798. /**
  27799. * @author alteredq / http://alteredqualia.com/
  27800. * @author mrdoob / http://mrdoob.com/
  27801. */
  27802. function PointLightHelper( light, sphereSize, color ) {
  27803. this.light = light;
  27804. this.light.updateMatrixWorld();
  27805. this.color = color;
  27806. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27807. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27808. Mesh.call( this, geometry, material );
  27809. this.matrix = this.light.matrixWorld;
  27810. this.matrixAutoUpdate = false;
  27811. this.update();
  27812. /*
  27813. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27814. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27815. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27816. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27817. var d = light.distance;
  27818. if ( d === 0.0 ) {
  27819. this.lightDistance.visible = false;
  27820. } else {
  27821. this.lightDistance.scale.set( d, d, d );
  27822. }
  27823. this.add( this.lightDistance );
  27824. */
  27825. }
  27826. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27827. PointLightHelper.prototype.constructor = PointLightHelper;
  27828. PointLightHelper.prototype.dispose = function () {
  27829. this.geometry.dispose();
  27830. this.material.dispose();
  27831. };
  27832. PointLightHelper.prototype.update = function () {
  27833. if ( this.color !== undefined ) {
  27834. this.material.color.set( this.color );
  27835. } else {
  27836. this.material.color.copy( this.light.color );
  27837. }
  27838. /*
  27839. var d = this.light.distance;
  27840. if ( d === 0.0 ) {
  27841. this.lightDistance.visible = false;
  27842. } else {
  27843. this.lightDistance.visible = true;
  27844. this.lightDistance.scale.set( d, d, d );
  27845. }
  27846. */
  27847. };
  27848. /**
  27849. * @author alteredq / http://alteredqualia.com/
  27850. * @author mrdoob / http://mrdoob.com/
  27851. * @author Mugen87 / https://github.com/Mugen87
  27852. */
  27853. var _vector$a = new Vector3();
  27854. var _color1 = new Color();
  27855. var _color2 = new Color();
  27856. function HemisphereLightHelper( light, size, color ) {
  27857. Object3D.call( this );
  27858. this.light = light;
  27859. this.light.updateMatrixWorld();
  27860. this.matrix = light.matrixWorld;
  27861. this.matrixAutoUpdate = false;
  27862. this.color = color;
  27863. var geometry = new OctahedronBufferGeometry( size );
  27864. geometry.rotateY( Math.PI * 0.5 );
  27865. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27866. if ( this.color === undefined ) { this.material.vertexColors = true; }
  27867. var position = geometry.getAttribute( 'position' );
  27868. var colors = new Float32Array( position.count * 3 );
  27869. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27870. this.add( new Mesh( geometry, this.material ) );
  27871. this.update();
  27872. }
  27873. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27874. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27875. HemisphereLightHelper.prototype.dispose = function () {
  27876. this.children[ 0 ].geometry.dispose();
  27877. this.children[ 0 ].material.dispose();
  27878. };
  27879. HemisphereLightHelper.prototype.update = function () {
  27880. var mesh = this.children[ 0 ];
  27881. if ( this.color !== undefined ) {
  27882. this.material.color.set( this.color );
  27883. } else {
  27884. var colors = mesh.geometry.getAttribute( 'color' );
  27885. _color1.copy( this.light.color );
  27886. _color2.copy( this.light.groundColor );
  27887. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27888. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27889. colors.setXYZ( i, color.r, color.g, color.b );
  27890. }
  27891. colors.needsUpdate = true;
  27892. }
  27893. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27894. };
  27895. /**
  27896. * @author mrdoob / http://mrdoob.com/
  27897. */
  27898. function GridHelper( size, divisions, color1, color2 ) {
  27899. size = size || 10;
  27900. divisions = divisions || 10;
  27901. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27902. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27903. var center = divisions / 2;
  27904. var step = size / divisions;
  27905. var halfSize = size / 2;
  27906. var vertices = [], colors = [];
  27907. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27908. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27909. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27910. var color = i === center ? color1 : color2;
  27911. color.toArray( colors, j ); j += 3;
  27912. color.toArray( colors, j ); j += 3;
  27913. color.toArray( colors, j ); j += 3;
  27914. color.toArray( colors, j ); j += 3;
  27915. }
  27916. var geometry = new BufferGeometry();
  27917. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27918. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27919. var material = new LineBasicMaterial( { vertexColors: true } );
  27920. LineSegments.call( this, geometry, material );
  27921. }
  27922. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27923. constructor: GridHelper,
  27924. copy: function ( source ) {
  27925. LineSegments.prototype.copy.call( this, source );
  27926. this.geometry.copy( source.geometry );
  27927. this.material.copy( source.material );
  27928. return this;
  27929. },
  27930. clone: function () {
  27931. return new this.constructor().copy( this );
  27932. }
  27933. } );
  27934. /**
  27935. * @author mrdoob / http://mrdoob.com/
  27936. * @author Mugen87 / http://github.com/Mugen87
  27937. * @author Hectate / http://www.github.com/Hectate
  27938. */
  27939. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27940. radius = radius || 10;
  27941. radials = radials || 16;
  27942. circles = circles || 8;
  27943. divisions = divisions || 64;
  27944. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27945. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27946. var vertices = [];
  27947. var colors = [];
  27948. var x, z;
  27949. var v, i, j, r, color;
  27950. // create the radials
  27951. for ( i = 0; i <= radials; i ++ ) {
  27952. v = ( i / radials ) * ( Math.PI * 2 );
  27953. x = Math.sin( v ) * radius;
  27954. z = Math.cos( v ) * radius;
  27955. vertices.push( 0, 0, 0 );
  27956. vertices.push( x, 0, z );
  27957. color = ( i & 1 ) ? color1 : color2;
  27958. colors.push( color.r, color.g, color.b );
  27959. colors.push( color.r, color.g, color.b );
  27960. }
  27961. // create the circles
  27962. for ( i = 0; i <= circles; i ++ ) {
  27963. color = ( i & 1 ) ? color1 : color2;
  27964. r = radius - ( radius / circles * i );
  27965. for ( j = 0; j < divisions; j ++ ) {
  27966. // first vertex
  27967. v = ( j / divisions ) * ( Math.PI * 2 );
  27968. x = Math.sin( v ) * r;
  27969. z = Math.cos( v ) * r;
  27970. vertices.push( x, 0, z );
  27971. colors.push( color.r, color.g, color.b );
  27972. // second vertex
  27973. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27974. x = Math.sin( v ) * r;
  27975. z = Math.cos( v ) * r;
  27976. vertices.push( x, 0, z );
  27977. colors.push( color.r, color.g, color.b );
  27978. }
  27979. }
  27980. var geometry = new BufferGeometry();
  27981. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27982. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27983. var material = new LineBasicMaterial( { vertexColors: true } );
  27984. LineSegments.call( this, geometry, material );
  27985. }
  27986. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27987. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27988. /**
  27989. * @author alteredq / http://alteredqualia.com/
  27990. * @author mrdoob / http://mrdoob.com/
  27991. * @author WestLangley / http://github.com/WestLangley
  27992. */
  27993. var _v1$5 = new Vector3();
  27994. var _v2$3 = new Vector3();
  27995. var _v3$1 = new Vector3();
  27996. function DirectionalLightHelper( light, size, color ) {
  27997. Object3D.call( this );
  27998. this.light = light;
  27999. this.light.updateMatrixWorld();
  28000. this.matrix = light.matrixWorld;
  28001. this.matrixAutoUpdate = false;
  28002. this.color = color;
  28003. if ( size === undefined ) { size = 1; }
  28004. var geometry = new BufferGeometry();
  28005. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28006. - size, size, 0,
  28007. size, size, 0,
  28008. size, - size, 0,
  28009. - size, - size, 0,
  28010. - size, size, 0
  28011. ], 3 ) );
  28012. var material = new LineBasicMaterial( { fog: false } );
  28013. this.lightPlane = new Line( geometry, material );
  28014. this.add( this.lightPlane );
  28015. geometry = new BufferGeometry();
  28016. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28017. this.targetLine = new Line( geometry, material );
  28018. this.add( this.targetLine );
  28019. this.update();
  28020. }
  28021. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28022. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28023. DirectionalLightHelper.prototype.dispose = function () {
  28024. this.lightPlane.geometry.dispose();
  28025. this.lightPlane.material.dispose();
  28026. this.targetLine.geometry.dispose();
  28027. this.targetLine.material.dispose();
  28028. };
  28029. DirectionalLightHelper.prototype.update = function () {
  28030. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28031. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28032. _v3$1.subVectors( _v2$3, _v1$5 );
  28033. this.lightPlane.lookAt( _v2$3 );
  28034. if ( this.color !== undefined ) {
  28035. this.lightPlane.material.color.set( this.color );
  28036. this.targetLine.material.color.set( this.color );
  28037. } else {
  28038. this.lightPlane.material.color.copy( this.light.color );
  28039. this.targetLine.material.color.copy( this.light.color );
  28040. }
  28041. this.targetLine.lookAt( _v2$3 );
  28042. this.targetLine.scale.z = _v3$1.length();
  28043. };
  28044. /**
  28045. * @author alteredq / http://alteredqualia.com/
  28046. * @author Mugen87 / https://github.com/Mugen87
  28047. *
  28048. * - shows frustum, line of sight and up of the camera
  28049. * - suitable for fast updates
  28050. * - based on frustum visualization in lightgl.js shadowmap example
  28051. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28052. */
  28053. var _vector$b = new Vector3();
  28054. var _camera = new Camera();
  28055. function CameraHelper( camera ) {
  28056. var geometry = new BufferGeometry();
  28057. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true } );
  28058. var vertices = [];
  28059. var colors = [];
  28060. var pointMap = {};
  28061. // colors
  28062. var colorFrustum = new Color( 0xffaa00 );
  28063. var colorCone = new Color( 0xff0000 );
  28064. var colorUp = new Color( 0x00aaff );
  28065. var colorTarget = new Color( 0xffffff );
  28066. var colorCross = new Color( 0x333333 );
  28067. // near
  28068. addLine( 'n1', 'n2', colorFrustum );
  28069. addLine( 'n2', 'n4', colorFrustum );
  28070. addLine( 'n4', 'n3', colorFrustum );
  28071. addLine( 'n3', 'n1', colorFrustum );
  28072. // far
  28073. addLine( 'f1', 'f2', colorFrustum );
  28074. addLine( 'f2', 'f4', colorFrustum );
  28075. addLine( 'f4', 'f3', colorFrustum );
  28076. addLine( 'f3', 'f1', colorFrustum );
  28077. // sides
  28078. addLine( 'n1', 'f1', colorFrustum );
  28079. addLine( 'n2', 'f2', colorFrustum );
  28080. addLine( 'n3', 'f3', colorFrustum );
  28081. addLine( 'n4', 'f4', colorFrustum );
  28082. // cone
  28083. addLine( 'p', 'n1', colorCone );
  28084. addLine( 'p', 'n2', colorCone );
  28085. addLine( 'p', 'n3', colorCone );
  28086. addLine( 'p', 'n4', colorCone );
  28087. // up
  28088. addLine( 'u1', 'u2', colorUp );
  28089. addLine( 'u2', 'u3', colorUp );
  28090. addLine( 'u3', 'u1', colorUp );
  28091. // target
  28092. addLine( 'c', 't', colorTarget );
  28093. addLine( 'p', 'c', colorCross );
  28094. // cross
  28095. addLine( 'cn1', 'cn2', colorCross );
  28096. addLine( 'cn3', 'cn4', colorCross );
  28097. addLine( 'cf1', 'cf2', colorCross );
  28098. addLine( 'cf3', 'cf4', colorCross );
  28099. function addLine( a, b, color ) {
  28100. addPoint( a, color );
  28101. addPoint( b, color );
  28102. }
  28103. function addPoint( id, color ) {
  28104. vertices.push( 0, 0, 0 );
  28105. colors.push( color.r, color.g, color.b );
  28106. if ( pointMap[ id ] === undefined ) {
  28107. pointMap[ id ] = [];
  28108. }
  28109. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28110. }
  28111. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28112. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28113. LineSegments.call( this, geometry, material );
  28114. this.camera = camera;
  28115. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28116. this.matrix = camera.matrixWorld;
  28117. this.matrixAutoUpdate = false;
  28118. this.pointMap = pointMap;
  28119. this.update();
  28120. }
  28121. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28122. CameraHelper.prototype.constructor = CameraHelper;
  28123. CameraHelper.prototype.update = function () {
  28124. var geometry = this.geometry;
  28125. var pointMap = this.pointMap;
  28126. var w = 1, h = 1;
  28127. // we need just camera projection matrix inverse
  28128. // world matrix must be identity
  28129. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28130. // center / target
  28131. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28132. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28133. // near
  28134. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28135. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28136. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28137. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28138. // far
  28139. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28140. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28141. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28142. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28143. // up
  28144. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28145. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28146. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28147. // cross
  28148. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28149. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28150. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28151. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28152. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28153. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28154. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28155. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28156. geometry.getAttribute( 'position' ).needsUpdate = true;
  28157. };
  28158. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28159. _vector$b.set( x, y, z ).unproject( camera );
  28160. var points = pointMap[ point ];
  28161. if ( points !== undefined ) {
  28162. var position = geometry.getAttribute( 'position' );
  28163. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28164. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28165. }
  28166. }
  28167. }
  28168. /**
  28169. * @author mrdoob / http://mrdoob.com/
  28170. * @author Mugen87 / http://github.com/Mugen87
  28171. */
  28172. var _box$3 = new Box3();
  28173. function BoxHelper( object, color ) {
  28174. this.object = object;
  28175. if ( color === undefined ) { color = 0xffff00; }
  28176. 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 ] );
  28177. var positions = new Float32Array( 8 * 3 );
  28178. var geometry = new BufferGeometry();
  28179. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28180. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28181. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28182. this.matrixAutoUpdate = false;
  28183. this.update();
  28184. }
  28185. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28186. BoxHelper.prototype.constructor = BoxHelper;
  28187. BoxHelper.prototype.update = function ( object ) {
  28188. if ( object !== undefined ) {
  28189. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28190. }
  28191. if ( this.object !== undefined ) {
  28192. _box$3.setFromObject( this.object );
  28193. }
  28194. if ( _box$3.isEmpty() ) { return; }
  28195. var min = _box$3.min;
  28196. var max = _box$3.max;
  28197. /*
  28198. 5____4
  28199. 1/___0/|
  28200. | 6__|_7
  28201. 2/___3/
  28202. 0: max.x, max.y, max.z
  28203. 1: min.x, max.y, max.z
  28204. 2: min.x, min.y, max.z
  28205. 3: max.x, min.y, max.z
  28206. 4: max.x, max.y, min.z
  28207. 5: min.x, max.y, min.z
  28208. 6: min.x, min.y, min.z
  28209. 7: max.x, min.y, min.z
  28210. */
  28211. var position = this.geometry.attributes.position;
  28212. var array = position.array;
  28213. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28214. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28215. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28216. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28217. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28218. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28219. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28220. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28221. position.needsUpdate = true;
  28222. this.geometry.computeBoundingSphere();
  28223. };
  28224. BoxHelper.prototype.setFromObject = function ( object ) {
  28225. this.object = object;
  28226. this.update();
  28227. return this;
  28228. };
  28229. BoxHelper.prototype.copy = function ( source ) {
  28230. LineSegments.prototype.copy.call( this, source );
  28231. this.object = source.object;
  28232. return this;
  28233. };
  28234. BoxHelper.prototype.clone = function () {
  28235. return new this.constructor().copy( this );
  28236. };
  28237. /**
  28238. * @author WestLangley / http://github.com/WestLangley
  28239. */
  28240. function Box3Helper( box, color ) {
  28241. this.type = 'Box3Helper';
  28242. this.box = box;
  28243. color = color || 0xffff00;
  28244. 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 ] );
  28245. 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 ];
  28246. var geometry = new BufferGeometry();
  28247. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28248. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28249. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28250. this.geometry.computeBoundingSphere();
  28251. }
  28252. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28253. Box3Helper.prototype.constructor = Box3Helper;
  28254. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28255. var box = this.box;
  28256. if ( box.isEmpty() ) { return; }
  28257. box.getCenter( this.position );
  28258. box.getSize( this.scale );
  28259. this.scale.multiplyScalar( 0.5 );
  28260. Object3D.prototype.updateMatrixWorld.call( this, force );
  28261. };
  28262. /**
  28263. * @author WestLangley / http://github.com/WestLangley
  28264. */
  28265. function PlaneHelper( plane, size, hex ) {
  28266. this.type = 'PlaneHelper';
  28267. this.plane = plane;
  28268. this.size = ( size === undefined ) ? 1 : size;
  28269. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28270. 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 ];
  28271. var geometry = new BufferGeometry();
  28272. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28273. geometry.computeBoundingSphere();
  28274. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28275. //
  28276. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28277. var geometry2 = new BufferGeometry();
  28278. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28279. geometry2.computeBoundingSphere();
  28280. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28281. }
  28282. PlaneHelper.prototype = Object.create( Line.prototype );
  28283. PlaneHelper.prototype.constructor = PlaneHelper;
  28284. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28285. var scale = - this.plane.constant;
  28286. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28287. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28288. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28289. this.lookAt( this.plane.normal );
  28290. Object3D.prototype.updateMatrixWorld.call( this, force );
  28291. };
  28292. /**
  28293. * @author WestLangley / http://github.com/WestLangley
  28294. * @author zz85 / http://github.com/zz85
  28295. * @author bhouston / http://clara.io
  28296. *
  28297. * Creates an arrow for visualizing directions
  28298. *
  28299. * Parameters:
  28300. * dir - Vector3
  28301. * origin - Vector3
  28302. * length - Number
  28303. * color - color in hex value
  28304. * headLength - Number
  28305. * headWidth - Number
  28306. */
  28307. var _axis = new Vector3();
  28308. var _lineGeometry, _coneGeometry;
  28309. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28310. // dir is assumed to be normalized
  28311. Object3D.call( this );
  28312. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28313. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28314. if ( length === undefined ) { length = 1; }
  28315. if ( color === undefined ) { color = 0xffff00; }
  28316. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28317. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28318. if ( _lineGeometry === undefined ) {
  28319. _lineGeometry = new BufferGeometry();
  28320. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28321. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28322. _coneGeometry.translate( 0, - 0.5, 0 );
  28323. }
  28324. this.position.copy( origin );
  28325. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28326. this.line.matrixAutoUpdate = false;
  28327. this.add( this.line );
  28328. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28329. this.cone.matrixAutoUpdate = false;
  28330. this.add( this.cone );
  28331. this.setDirection( dir );
  28332. this.setLength( length, headLength, headWidth );
  28333. }
  28334. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28335. ArrowHelper.prototype.constructor = ArrowHelper;
  28336. ArrowHelper.prototype.setDirection = function ( dir ) {
  28337. // dir is assumed to be normalized
  28338. if ( dir.y > 0.99999 ) {
  28339. this.quaternion.set( 0, 0, 0, 1 );
  28340. } else if ( dir.y < - 0.99999 ) {
  28341. this.quaternion.set( 1, 0, 0, 0 );
  28342. } else {
  28343. _axis.set( dir.z, 0, - dir.x ).normalize();
  28344. var radians = Math.acos( dir.y );
  28345. this.quaternion.setFromAxisAngle( _axis, radians );
  28346. }
  28347. };
  28348. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28349. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28350. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28351. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28352. this.line.updateMatrix();
  28353. this.cone.scale.set( headWidth, headLength, headWidth );
  28354. this.cone.position.y = length;
  28355. this.cone.updateMatrix();
  28356. };
  28357. ArrowHelper.prototype.setColor = function ( color ) {
  28358. this.line.material.color.set( color );
  28359. this.cone.material.color.set( color );
  28360. };
  28361. ArrowHelper.prototype.copy = function ( source ) {
  28362. Object3D.prototype.copy.call( this, source, false );
  28363. this.line.copy( source.line );
  28364. this.cone.copy( source.cone );
  28365. return this;
  28366. };
  28367. ArrowHelper.prototype.clone = function () {
  28368. return new this.constructor().copy( this );
  28369. };
  28370. /**
  28371. * @author sroucheray / http://sroucheray.org/
  28372. * @author mrdoob / http://mrdoob.com/
  28373. */
  28374. function AxesHelper( size ) {
  28375. size = size || 1;
  28376. var vertices = [
  28377. 0, 0, 0, size, 0, 0,
  28378. 0, 0, 0, 0, size, 0,
  28379. 0, 0, 0, 0, 0, size
  28380. ];
  28381. var colors = [
  28382. 1, 0, 0, 1, 0.6, 0,
  28383. 0, 1, 0, 0.6, 1, 0,
  28384. 0, 0, 1, 0, 0.6, 1
  28385. ];
  28386. var geometry = new BufferGeometry();
  28387. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28388. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28389. var material = new LineBasicMaterial( { vertexColors: true } );
  28390. LineSegments.call( this, geometry, material );
  28391. }
  28392. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28393. AxesHelper.prototype.constructor = AxesHelper;
  28394. /**
  28395. * @author Emmett Lalish / elalish
  28396. *
  28397. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28398. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28399. * blur to be quickly accessed based on material roughness. It is packed into a
  28400. * special CubeUV format that allows us to perform custom interpolation so that
  28401. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28402. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28403. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28404. * higher roughness levels. In this way we maintain resolution to smoothly
  28405. * interpolate diffuse lighting while limiting sampling computation.
  28406. */
  28407. var LOD_MIN = 4;
  28408. var LOD_MAX = 8;
  28409. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28410. // The standard deviations (radians) associated with the extra mips. These are
  28411. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28412. // geometric shadowing function. These sigma values squared must match the
  28413. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28414. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28415. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28416. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28417. // samples and exit early, but not recompile the shader.
  28418. var MAX_SAMPLES = 20;
  28419. var ENCODINGS = {};
  28420. ENCODINGS[ LinearEncoding ] = 0;
  28421. ENCODINGS[ sRGBEncoding ] = 1;
  28422. ENCODINGS[ RGBEEncoding ] = 2;
  28423. ENCODINGS[ RGBM7Encoding ] = 3;
  28424. ENCODINGS[ RGBM16Encoding ] = 4;
  28425. ENCODINGS[ RGBDEncoding ] = 5;
  28426. ENCODINGS[ GammaEncoding ] = 6;
  28427. var _flatCamera = new OrthographicCamera();
  28428. var _blurMaterial = _getBlurShader( MAX_SAMPLES );
  28429. var _equirectShader = null;
  28430. var _cubemapShader = null;
  28431. var ref = _createPlanes();
  28432. var _lodPlanes = ref._lodPlanes;
  28433. var _sizeLods = ref._sizeLods;
  28434. var _sigmas = ref._sigmas;
  28435. var _pingPongRenderTarget = null;
  28436. var _renderer = null;
  28437. var _oldTarget = null;
  28438. // Golden Ratio
  28439. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28440. var INV_PHI = 1 / PHI;
  28441. // Vertices of a dodecahedron (except the opposites, which represent the
  28442. // same axis), used as axis directions evenly spread on a sphere.
  28443. var _axisDirections = [
  28444. new Vector3( 1, 1, 1 ),
  28445. new Vector3( - 1, 1, 1 ),
  28446. new Vector3( 1, 1, - 1 ),
  28447. new Vector3( - 1, 1, - 1 ),
  28448. new Vector3( 0, PHI, INV_PHI ),
  28449. new Vector3( 0, PHI, - INV_PHI ),
  28450. new Vector3( INV_PHI, 0, PHI ),
  28451. new Vector3( - INV_PHI, 0, PHI ),
  28452. new Vector3( PHI, INV_PHI, 0 ),
  28453. new Vector3( - PHI, INV_PHI, 0 ) ];
  28454. function PMREMGenerator( renderer ) {
  28455. _renderer = renderer;
  28456. _compileMaterial( _blurMaterial );
  28457. }
  28458. PMREMGenerator.prototype = {
  28459. constructor: PMREMGenerator,
  28460. /**
  28461. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28462. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28463. * in radians to be applied to the scene before PMREM generation. Optional near
  28464. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28465. * is placed at the origin).
  28466. */
  28467. fromScene: function ( scene, sigma, near, far ) {
  28468. if ( sigma === void 0 ) sigma = 0;
  28469. if ( near === void 0 ) near = 0.1;
  28470. if ( far === void 0 ) far = 100;
  28471. _oldTarget = _renderer.getRenderTarget();
  28472. var cubeUVRenderTarget = _allocateTargets();
  28473. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28474. if ( sigma > 0 ) {
  28475. _blur( cubeUVRenderTarget, 0, 0, sigma );
  28476. }
  28477. _applyPMREM( cubeUVRenderTarget );
  28478. _cleanup( cubeUVRenderTarget );
  28479. return cubeUVRenderTarget;
  28480. },
  28481. /**
  28482. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28483. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28484. * as this matches best with the 256 x 256 cubemap output.
  28485. */
  28486. fromEquirectangular: function ( equirectangular ) {
  28487. equirectangular.magFilter = NearestFilter;
  28488. equirectangular.minFilter = NearestFilter;
  28489. equirectangular.generateMipmaps = false;
  28490. return this.fromCubemap( equirectangular );
  28491. },
  28492. /**
  28493. * Generates a PMREM from an cubemap texture, which can be either LDR
  28494. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28495. * as this matches best with the 256 x 256 cubemap output.
  28496. */
  28497. fromCubemap: function ( cubemap ) {
  28498. _oldTarget = _renderer.getRenderTarget();
  28499. var cubeUVRenderTarget = _allocateTargets( cubemap );
  28500. _textureToCubeUV( cubemap, cubeUVRenderTarget );
  28501. _applyPMREM( cubeUVRenderTarget );
  28502. _cleanup( cubeUVRenderTarget );
  28503. return cubeUVRenderTarget;
  28504. },
  28505. /**
  28506. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28507. * your texture's network fetch for increased concurrency.
  28508. */
  28509. compileCubemapShader: function () {
  28510. if ( _cubemapShader == null ) {
  28511. _cubemapShader = _getCubemapShader();
  28512. _compileMaterial( _cubemapShader );
  28513. }
  28514. },
  28515. /**
  28516. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28517. * your texture's network fetch for increased concurrency.
  28518. */
  28519. compileEquirectangularShader: function () {
  28520. if ( _equirectShader == null ) {
  28521. _equirectShader = _getEquirectShader();
  28522. _compileMaterial( _equirectShader );
  28523. }
  28524. },
  28525. /**
  28526. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28527. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28528. * one of them will cause any others to also become unusable.
  28529. */
  28530. dispose: function () {
  28531. _blurMaterial.dispose();
  28532. if ( _cubemapShader != null ) { _cubemapShader.dispose(); }
  28533. if ( _equirectShader != null ) { _equirectShader.dispose(); }
  28534. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28535. _lodPlanes[ i ].dispose();
  28536. }
  28537. },
  28538. };
  28539. function _createPlanes() {
  28540. var _lodPlanes = [];
  28541. var _sizeLods = [];
  28542. var _sigmas = [];
  28543. var lod = LOD_MAX;
  28544. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28545. var sizeLod = Math.pow( 2, lod );
  28546. _sizeLods.push( sizeLod );
  28547. var sigma = 1.0 / sizeLod;
  28548. if ( i > LOD_MAX - LOD_MIN ) {
  28549. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28550. } else if ( i == 0 ) {
  28551. sigma = 0;
  28552. }
  28553. _sigmas.push( sigma );
  28554. var texelSize = 1.0 / ( sizeLod - 1 );
  28555. var min = - texelSize / 2;
  28556. var max = 1 + texelSize / 2;
  28557. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28558. var cubeFaces = 6;
  28559. var vertices = 6;
  28560. var positionSize = 3;
  28561. var uvSize = 2;
  28562. var faceIndexSize = 1;
  28563. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28564. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28565. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28566. for ( var face = 0; face < cubeFaces; face ++ ) {
  28567. var x = ( face % 3 ) * 2 / 3 - 1;
  28568. var y = face > 2 ? 0 : - 1;
  28569. var coordinates = [
  28570. x, y, 0,
  28571. x + 2 / 3, y, 0,
  28572. x + 2 / 3, y + 1, 0,
  28573. x, y, 0,
  28574. x + 2 / 3, y + 1, 0,
  28575. x, y + 1, 0
  28576. ];
  28577. position.set( coordinates, positionSize * vertices * face );
  28578. uv.set( uv1, uvSize * vertices * face );
  28579. var fill = [ face, face, face, face, face, face ];
  28580. faceIndex.set( fill, faceIndexSize * vertices * face );
  28581. }
  28582. var planes = new BufferGeometry();
  28583. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28584. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28585. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28586. _lodPlanes.push( planes );
  28587. if ( lod > LOD_MIN ) {
  28588. lod --;
  28589. }
  28590. }
  28591. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28592. }
  28593. function _allocateTargets( equirectangular ) {
  28594. var params = {
  28595. magFilter: NearestFilter,
  28596. minFilter: NearestFilter,
  28597. generateMipmaps: false,
  28598. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28599. format: equirectangular ? equirectangular.format : RGBEFormat,
  28600. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28601. depthBuffer: false,
  28602. stencilBuffer: false
  28603. };
  28604. var cubeUVRenderTarget = _createRenderTarget( params );
  28605. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28606. _pingPongRenderTarget = _createRenderTarget( params );
  28607. return cubeUVRenderTarget;
  28608. }
  28609. function _cleanup( outputTarget ) {
  28610. _pingPongRenderTarget.dispose();
  28611. _renderer.setRenderTarget( _oldTarget );
  28612. outputTarget.scissorTest = false;
  28613. // reset viewport and scissor
  28614. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28615. }
  28616. function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  28617. var fov = 90;
  28618. var aspect = 1;
  28619. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28620. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28621. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28622. var outputEncoding = _renderer.outputEncoding;
  28623. var toneMapping = _renderer.toneMapping;
  28624. var toneMappingExposure = _renderer.toneMappingExposure;
  28625. var clearColor = _renderer.getClearColor();
  28626. var clearAlpha = _renderer.getClearAlpha();
  28627. _renderer.toneMapping = LinearToneMapping;
  28628. _renderer.toneMappingExposure = 1.0;
  28629. _renderer.outputEncoding = LinearEncoding;
  28630. scene.scale.z *= - 1;
  28631. var background = scene.background;
  28632. if ( background && background.isColor ) {
  28633. background.convertSRGBToLinear();
  28634. // Convert linear to RGBE
  28635. var maxComponent = Math.max( background.r, background.g, background.b );
  28636. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28637. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28638. var alpha = ( fExp + 128.0 ) / 255.0;
  28639. _renderer.setClearColor( background, alpha );
  28640. scene.background = null;
  28641. }
  28642. for ( var i = 0; i < 6; i ++ ) {
  28643. var col = i % 3;
  28644. if ( col == 0 ) {
  28645. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28646. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28647. } else if ( col == 1 ) {
  28648. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28649. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28650. } else {
  28651. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28652. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28653. }
  28654. _setViewport( cubeUVRenderTarget,
  28655. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28656. _renderer.setRenderTarget( cubeUVRenderTarget );
  28657. _renderer.render( scene, cubeCamera );
  28658. }
  28659. _renderer.toneMapping = toneMapping;
  28660. _renderer.toneMappingExposure = toneMappingExposure;
  28661. _renderer.outputEncoding = outputEncoding;
  28662. _renderer.setClearColor( clearColor, clearAlpha );
  28663. scene.scale.z *= - 1;
  28664. }
  28665. function _textureToCubeUV( texture, cubeUVRenderTarget ) {
  28666. var scene = new Scene();
  28667. if ( texture.isCubeTexture ) {
  28668. if ( _cubemapShader == null ) {
  28669. _cubemapShader = _getCubemapShader();
  28670. }
  28671. } else {
  28672. if ( _equirectShader == null ) {
  28673. _equirectShader = _getEquirectShader();
  28674. }
  28675. }
  28676. var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
  28677. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28678. var uniforms = material.uniforms;
  28679. uniforms[ 'envMap' ].value = texture;
  28680. if ( ! texture.isCubeTexture ) {
  28681. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28682. }
  28683. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28684. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28685. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28686. _renderer.setRenderTarget( cubeUVRenderTarget );
  28687. _renderer.render( scene, _flatCamera );
  28688. }
  28689. function _compileMaterial( material ) {
  28690. var tmpScene = new Scene();
  28691. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28692. _renderer.compile( tmpScene, _flatCamera );
  28693. }
  28694. function _createRenderTarget( params ) {
  28695. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28696. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28697. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28698. cubeUVRenderTarget.scissorTest = true;
  28699. return cubeUVRenderTarget;
  28700. }
  28701. function _setViewport( target, x, y, width, height ) {
  28702. target.viewport.set( x, y, width, height );
  28703. target.scissor.set( x, y, width, height );
  28704. }
  28705. function _applyPMREM( cubeUVRenderTarget ) {
  28706. var autoClear = _renderer.autoClear;
  28707. _renderer.autoClear = false;
  28708. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28709. var sigma = Math.sqrt(
  28710. _sigmas[ i ] * _sigmas[ i ] -
  28711. _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28712. var poleAxis =
  28713. _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28714. _blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28715. }
  28716. _renderer.autoClear = autoClear;
  28717. }
  28718. /**
  28719. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28720. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28721. * the blur latitudinally (around the poles), and then longitudinally (towards
  28722. * the poles) to approximate the orthogonally-separable blur. It is least
  28723. * accurate at the poles, but still does a decent job.
  28724. */
  28725. function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28726. _halfBlur(
  28727. cubeUVRenderTarget,
  28728. _pingPongRenderTarget,
  28729. lodIn,
  28730. lodOut,
  28731. sigma,
  28732. 'latitudinal',
  28733. poleAxis );
  28734. _halfBlur(
  28735. _pingPongRenderTarget,
  28736. cubeUVRenderTarget,
  28737. lodOut,
  28738. lodOut,
  28739. sigma,
  28740. 'longitudinal',
  28741. poleAxis );
  28742. }
  28743. function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28744. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28745. console.error(
  28746. 'blur direction must be either latitudinal or longitudinal!' );
  28747. }
  28748. // Number of standard deviations at which to cut off the discrete approximation.
  28749. var STANDARD_DEVIATIONS = 3;
  28750. var blurScene = new Scene();
  28751. blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
  28752. var blurUniforms = _blurMaterial.uniforms;
  28753. var pixels = _sizeLods[ lodIn ] - 1;
  28754. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28755. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28756. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28757. if ( samples > MAX_SAMPLES ) {
  28758. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28759. }
  28760. var weights = [];
  28761. var sum = 0;
  28762. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28763. var x = i / sigmaPixels;
  28764. var weight = Math.exp( - x * x / 2 );
  28765. weights.push( weight );
  28766. if ( i == 0 ) {
  28767. sum += weight;
  28768. } else if ( i < samples ) {
  28769. sum += 2 * weight;
  28770. }
  28771. }
  28772. for ( var i = 0; i < weights.length; i ++ ) {
  28773. weights[ i ] = weights[ i ] / sum;
  28774. }
  28775. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28776. blurUniforms[ 'samples' ].value = samples;
  28777. blurUniforms[ 'weights' ].value = weights;
  28778. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28779. if ( poleAxis ) {
  28780. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28781. }
  28782. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28783. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28784. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28785. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28786. var outputSize = _sizeLods[ lodOut ];
  28787. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28788. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
  28789. 2 * outputSize *
  28790. ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28791. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28792. _renderer.setRenderTarget( targetOut );
  28793. _renderer.render( blurScene, _flatCamera );
  28794. }
  28795. function _getBlurShader( maxSamples ) {
  28796. var weights = new Float32Array( maxSamples );
  28797. var poleAxis = new Vector3( 0, 1, 0 );
  28798. var shaderMaterial = new RawShaderMaterial( {
  28799. defines: { 'n': maxSamples },
  28800. uniforms: {
  28801. 'envMap': { value: null },
  28802. 'samples': { value: 1 },
  28803. 'weights': { value: weights },
  28804. 'latitudinal': { value: false },
  28805. 'dTheta': { value: 0 },
  28806. 'mipInt': { value: 0 },
  28807. 'poleAxis': { value: poleAxis },
  28808. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28809. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28810. },
  28811. vertexShader: _getCommonVertexShader(),
  28812. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28813. blending: NoBlending,
  28814. depthTest: false,
  28815. depthWrite: false
  28816. } );
  28817. shaderMaterial.type = 'SphericalGaussianBlur';
  28818. return shaderMaterial;
  28819. }
  28820. function _getEquirectShader() {
  28821. var texelSize = new Vector2( 1, 1 );
  28822. var shaderMaterial = new RawShaderMaterial( {
  28823. uniforms: {
  28824. 'envMap': { value: null },
  28825. 'texelSize': { value: texelSize },
  28826. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28827. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28828. },
  28829. vertexShader: _getCommonVertexShader(),
  28830. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28831. blending: NoBlending,
  28832. depthTest: false,
  28833. depthWrite: false
  28834. } );
  28835. shaderMaterial.type = 'EquirectangularToCubeUV';
  28836. return shaderMaterial;
  28837. }
  28838. function _getCubemapShader() {
  28839. var shaderMaterial = new RawShaderMaterial( {
  28840. uniforms: {
  28841. 'envMap': { value: null },
  28842. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28843. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28844. },
  28845. vertexShader: _getCommonVertexShader(),
  28846. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28847. blending: NoBlending,
  28848. depthTest: false,
  28849. depthWrite: false
  28850. } );
  28851. shaderMaterial.type = 'CubemapToCubeUV';
  28852. return shaderMaterial;
  28853. }
  28854. function _getCommonVertexShader() {
  28855. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  28856. }
  28857. function _getEncodings() {
  28858. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  28859. }
  28860. /**
  28861. * @author mrdoob / http://mrdoob.com/
  28862. */
  28863. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28864. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28865. return new Face3( a, b, c, normal, color, materialIndex );
  28866. }
  28867. var LineStrip = 0;
  28868. var LinePieces = 1;
  28869. var NoColors = 0;
  28870. var FaceColors = 1;
  28871. var VertexColors = 2;
  28872. function MeshFaceMaterial( materials ) {
  28873. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28874. return materials;
  28875. }
  28876. function MultiMaterial( materials ) {
  28877. if ( materials === undefined ) { materials = []; }
  28878. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28879. materials.isMultiMaterial = true;
  28880. materials.materials = materials;
  28881. materials.clone = function () {
  28882. return materials.slice();
  28883. };
  28884. return materials;
  28885. }
  28886. function PointCloud( geometry, material ) {
  28887. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28888. return new Points( geometry, material );
  28889. }
  28890. function Particle( material ) {
  28891. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28892. return new Sprite( material );
  28893. }
  28894. function ParticleSystem( geometry, material ) {
  28895. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28896. return new Points( geometry, material );
  28897. }
  28898. function PointCloudMaterial( parameters ) {
  28899. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28900. return new PointsMaterial( parameters );
  28901. }
  28902. function ParticleBasicMaterial( parameters ) {
  28903. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28904. return new PointsMaterial( parameters );
  28905. }
  28906. function ParticleSystemMaterial( parameters ) {
  28907. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28908. return new PointsMaterial( parameters );
  28909. }
  28910. function Vertex( x, y, z ) {
  28911. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28912. return new Vector3( x, y, z );
  28913. }
  28914. //
  28915. function DynamicBufferAttribute( array, itemSize ) {
  28916. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28917. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28918. }
  28919. function Int8Attribute( array, itemSize ) {
  28920. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28921. return new Int8BufferAttribute( array, itemSize );
  28922. }
  28923. function Uint8Attribute( array, itemSize ) {
  28924. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28925. return new Uint8BufferAttribute( array, itemSize );
  28926. }
  28927. function Uint8ClampedAttribute( array, itemSize ) {
  28928. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28929. return new Uint8ClampedBufferAttribute( array, itemSize );
  28930. }
  28931. function Int16Attribute( array, itemSize ) {
  28932. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28933. return new Int16BufferAttribute( array, itemSize );
  28934. }
  28935. function Uint16Attribute( array, itemSize ) {
  28936. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28937. return new Uint16BufferAttribute( array, itemSize );
  28938. }
  28939. function Int32Attribute( array, itemSize ) {
  28940. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28941. return new Int32BufferAttribute( array, itemSize );
  28942. }
  28943. function Uint32Attribute( array, itemSize ) {
  28944. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28945. return new Uint32BufferAttribute( array, itemSize );
  28946. }
  28947. function Float32Attribute( array, itemSize ) {
  28948. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28949. return new Float32BufferAttribute( array, itemSize );
  28950. }
  28951. function Float64Attribute( array, itemSize ) {
  28952. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28953. return new Float64BufferAttribute( array, itemSize );
  28954. }
  28955. //
  28956. Curve.create = function ( construct, getPoint ) {
  28957. console.log( 'THREE.Curve.create() has been deprecated' );
  28958. construct.prototype = Object.create( Curve.prototype );
  28959. construct.prototype.constructor = construct;
  28960. construct.prototype.getPoint = getPoint;
  28961. return construct;
  28962. };
  28963. //
  28964. Object.assign( CurvePath.prototype, {
  28965. createPointsGeometry: function ( divisions ) {
  28966. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28967. // generate geometry from path points (for Line or Points objects)
  28968. var pts = this.getPoints( divisions );
  28969. return this.createGeometry( pts );
  28970. },
  28971. createSpacedPointsGeometry: function ( divisions ) {
  28972. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28973. // generate geometry from equidistant sampling along the path
  28974. var pts = this.getSpacedPoints( divisions );
  28975. return this.createGeometry( pts );
  28976. },
  28977. createGeometry: function ( points ) {
  28978. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28979. var geometry = new Geometry();
  28980. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28981. var point = points[ i ];
  28982. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28983. }
  28984. return geometry;
  28985. }
  28986. } );
  28987. //
  28988. Object.assign( Path.prototype, {
  28989. fromPoints: function ( points ) {
  28990. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28991. return this.setFromPoints( points );
  28992. }
  28993. } );
  28994. //
  28995. function ClosedSplineCurve3( points ) {
  28996. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28997. CatmullRomCurve3.call( this, points );
  28998. this.type = 'catmullrom';
  28999. this.closed = true;
  29000. }
  29001. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29002. //
  29003. function SplineCurve3( points ) {
  29004. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29005. CatmullRomCurve3.call( this, points );
  29006. this.type = 'catmullrom';
  29007. }
  29008. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29009. //
  29010. function Spline( points ) {
  29011. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29012. CatmullRomCurve3.call( this, points );
  29013. this.type = 'catmullrom';
  29014. }
  29015. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29016. Object.assign( Spline.prototype, {
  29017. initFromArray: function ( /* a */ ) {
  29018. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29019. },
  29020. getControlPointsArray: function ( /* optionalTarget */ ) {
  29021. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29022. },
  29023. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29024. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29025. }
  29026. } );
  29027. //
  29028. function AxisHelper( size ) {
  29029. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29030. return new AxesHelper( size );
  29031. }
  29032. function BoundingBoxHelper( object, color ) {
  29033. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29034. return new BoxHelper( object, color );
  29035. }
  29036. function EdgesHelper( object, hex ) {
  29037. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29038. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29039. }
  29040. GridHelper.prototype.setColors = function () {
  29041. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29042. };
  29043. SkeletonHelper.prototype.update = function () {
  29044. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29045. };
  29046. function WireframeHelper( object, hex ) {
  29047. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29048. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29049. }
  29050. //
  29051. Object.assign( Loader.prototype, {
  29052. extractUrlBase: function ( url ) {
  29053. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29054. return LoaderUtils.extractUrlBase( url );
  29055. }
  29056. } );
  29057. Loader.Handlers = {
  29058. add: function ( /* regex, loader */ ) {
  29059. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29060. },
  29061. get: function ( /* file */ ) {
  29062. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29063. }
  29064. };
  29065. function XHRLoader( manager ) {
  29066. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29067. return new FileLoader( manager );
  29068. }
  29069. function BinaryTextureLoader( manager ) {
  29070. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29071. return new DataTextureLoader( manager );
  29072. }
  29073. Object.assign( ObjectLoader.prototype, {
  29074. setTexturePath: function ( value ) {
  29075. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29076. return this.setResourcePath( value );
  29077. }
  29078. } );
  29079. //
  29080. Object.assign( Box2.prototype, {
  29081. center: function ( optionalTarget ) {
  29082. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29083. return this.getCenter( optionalTarget );
  29084. },
  29085. empty: function () {
  29086. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29087. return this.isEmpty();
  29088. },
  29089. isIntersectionBox: function ( box ) {
  29090. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29091. return this.intersectsBox( box );
  29092. },
  29093. size: function ( optionalTarget ) {
  29094. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29095. return this.getSize( optionalTarget );
  29096. }
  29097. } );
  29098. Object.assign( Box3.prototype, {
  29099. center: function ( optionalTarget ) {
  29100. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29101. return this.getCenter( optionalTarget );
  29102. },
  29103. empty: function () {
  29104. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29105. return this.isEmpty();
  29106. },
  29107. isIntersectionBox: function ( box ) {
  29108. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29109. return this.intersectsBox( box );
  29110. },
  29111. isIntersectionSphere: function ( sphere ) {
  29112. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29113. return this.intersectsSphere( sphere );
  29114. },
  29115. size: function ( optionalTarget ) {
  29116. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29117. return this.getSize( optionalTarget );
  29118. }
  29119. } );
  29120. Frustum.prototype.setFromMatrix = function ( m ) {
  29121. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29122. return this.setFromProjectionMatrix( m );
  29123. };
  29124. Line3.prototype.center = function ( optionalTarget ) {
  29125. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29126. return this.getCenter( optionalTarget );
  29127. };
  29128. Object.assign( MathUtils, {
  29129. random16: function () {
  29130. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29131. return Math.random();
  29132. },
  29133. nearestPowerOfTwo: function ( value ) {
  29134. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29135. return MathUtils.floorPowerOfTwo( value );
  29136. },
  29137. nextPowerOfTwo: function ( value ) {
  29138. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29139. return MathUtils.ceilPowerOfTwo( value );
  29140. }
  29141. } );
  29142. Object.assign( Matrix3.prototype, {
  29143. flattenToArrayOffset: function ( array, offset ) {
  29144. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29145. return this.toArray( array, offset );
  29146. },
  29147. multiplyVector3: function ( vector ) {
  29148. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29149. return vector.applyMatrix3( this );
  29150. },
  29151. multiplyVector3Array: function ( /* a */ ) {
  29152. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29153. },
  29154. applyToBufferAttribute: function ( attribute ) {
  29155. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29156. return attribute.applyMatrix3( this );
  29157. },
  29158. applyToVector3Array: function ( /* array, offset, length */ ) {
  29159. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29160. }
  29161. } );
  29162. Object.assign( Matrix4.prototype, {
  29163. extractPosition: function ( m ) {
  29164. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29165. return this.copyPosition( m );
  29166. },
  29167. flattenToArrayOffset: function ( array, offset ) {
  29168. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29169. return this.toArray( array, offset );
  29170. },
  29171. getPosition: function () {
  29172. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29173. return new Vector3().setFromMatrixColumn( this, 3 );
  29174. },
  29175. setRotationFromQuaternion: function ( q ) {
  29176. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29177. return this.makeRotationFromQuaternion( q );
  29178. },
  29179. multiplyToArray: function () {
  29180. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29181. },
  29182. multiplyVector3: function ( vector ) {
  29183. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29184. return vector.applyMatrix4( this );
  29185. },
  29186. multiplyVector4: function ( vector ) {
  29187. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29188. return vector.applyMatrix4( this );
  29189. },
  29190. multiplyVector3Array: function ( /* a */ ) {
  29191. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29192. },
  29193. rotateAxis: function ( v ) {
  29194. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29195. v.transformDirection( this );
  29196. },
  29197. crossVector: function ( vector ) {
  29198. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29199. return vector.applyMatrix4( this );
  29200. },
  29201. translate: function () {
  29202. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29203. },
  29204. rotateX: function () {
  29205. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29206. },
  29207. rotateY: function () {
  29208. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29209. },
  29210. rotateZ: function () {
  29211. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29212. },
  29213. rotateByAxis: function () {
  29214. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29215. },
  29216. applyToBufferAttribute: function ( attribute ) {
  29217. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29218. return attribute.applyMatrix4( this );
  29219. },
  29220. applyToVector3Array: function ( /* array, offset, length */ ) {
  29221. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29222. },
  29223. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29224. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29225. return this.makePerspective( left, right, top, bottom, near, far );
  29226. }
  29227. } );
  29228. Plane.prototype.isIntersectionLine = function ( line ) {
  29229. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29230. return this.intersectsLine( line );
  29231. };
  29232. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29233. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29234. return vector.applyQuaternion( this );
  29235. };
  29236. Object.assign( Ray.prototype, {
  29237. isIntersectionBox: function ( box ) {
  29238. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29239. return this.intersectsBox( box );
  29240. },
  29241. isIntersectionPlane: function ( plane ) {
  29242. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29243. return this.intersectsPlane( plane );
  29244. },
  29245. isIntersectionSphere: function ( sphere ) {
  29246. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29247. return this.intersectsSphere( sphere );
  29248. }
  29249. } );
  29250. Object.assign( Triangle.prototype, {
  29251. area: function () {
  29252. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29253. return this.getArea();
  29254. },
  29255. barycoordFromPoint: function ( point, target ) {
  29256. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29257. return this.getBarycoord( point, target );
  29258. },
  29259. midpoint: function ( target ) {
  29260. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29261. return this.getMidpoint( target );
  29262. },
  29263. normal: function ( target ) {
  29264. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29265. return this.getNormal( target );
  29266. },
  29267. plane: function ( target ) {
  29268. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29269. return this.getPlane( target );
  29270. }
  29271. } );
  29272. Object.assign( Triangle, {
  29273. barycoordFromPoint: function ( point, a, b, c, target ) {
  29274. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29275. return Triangle.getBarycoord( point, a, b, c, target );
  29276. },
  29277. normal: function ( a, b, c, target ) {
  29278. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29279. return Triangle.getNormal( a, b, c, target );
  29280. }
  29281. } );
  29282. Object.assign( Shape.prototype, {
  29283. extractAllPoints: function ( divisions ) {
  29284. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29285. return this.extractPoints( divisions );
  29286. },
  29287. extrude: function ( options ) {
  29288. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29289. return new ExtrudeGeometry( this, options );
  29290. },
  29291. makeGeometry: function ( options ) {
  29292. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29293. return new ShapeGeometry( this, options );
  29294. }
  29295. } );
  29296. Object.assign( Vector2.prototype, {
  29297. fromAttribute: function ( attribute, index, offset ) {
  29298. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29299. return this.fromBufferAttribute( attribute, index, offset );
  29300. },
  29301. distanceToManhattan: function ( v ) {
  29302. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29303. return this.manhattanDistanceTo( v );
  29304. },
  29305. lengthManhattan: function () {
  29306. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29307. return this.manhattanLength();
  29308. }
  29309. } );
  29310. Object.assign( Vector3.prototype, {
  29311. setEulerFromRotationMatrix: function () {
  29312. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29313. },
  29314. setEulerFromQuaternion: function () {
  29315. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29316. },
  29317. getPositionFromMatrix: function ( m ) {
  29318. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29319. return this.setFromMatrixPosition( m );
  29320. },
  29321. getScaleFromMatrix: function ( m ) {
  29322. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29323. return this.setFromMatrixScale( m );
  29324. },
  29325. getColumnFromMatrix: function ( index, matrix ) {
  29326. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29327. return this.setFromMatrixColumn( matrix, index );
  29328. },
  29329. applyProjection: function ( m ) {
  29330. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29331. return this.applyMatrix4( m );
  29332. },
  29333. fromAttribute: function ( attribute, index, offset ) {
  29334. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29335. return this.fromBufferAttribute( attribute, index, offset );
  29336. },
  29337. distanceToManhattan: function ( v ) {
  29338. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29339. return this.manhattanDistanceTo( v );
  29340. },
  29341. lengthManhattan: function () {
  29342. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29343. return this.manhattanLength();
  29344. }
  29345. } );
  29346. Object.assign( Vector4.prototype, {
  29347. fromAttribute: function ( attribute, index, offset ) {
  29348. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29349. return this.fromBufferAttribute( attribute, index, offset );
  29350. },
  29351. lengthManhattan: function () {
  29352. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29353. return this.manhattanLength();
  29354. }
  29355. } );
  29356. //
  29357. Object.assign( Geometry.prototype, {
  29358. computeTangents: function () {
  29359. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29360. },
  29361. computeLineDistances: function () {
  29362. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29363. },
  29364. applyMatrix: function ( matrix ) {
  29365. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29366. return this.applyMatrix4( matrix );
  29367. }
  29368. } );
  29369. Object.assign( Object3D.prototype, {
  29370. getChildByName: function ( name ) {
  29371. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29372. return this.getObjectByName( name );
  29373. },
  29374. renderDepth: function () {
  29375. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29376. },
  29377. translate: function ( distance, axis ) {
  29378. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29379. return this.translateOnAxis( axis, distance );
  29380. },
  29381. getWorldRotation: function () {
  29382. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29383. },
  29384. applyMatrix: function ( matrix ) {
  29385. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29386. return this.applyMatrix4( matrix );
  29387. }
  29388. } );
  29389. Object.defineProperties( Object3D.prototype, {
  29390. eulerOrder: {
  29391. get: function () {
  29392. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29393. return this.rotation.order;
  29394. },
  29395. set: function ( value ) {
  29396. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29397. this.rotation.order = value;
  29398. }
  29399. },
  29400. useQuaternion: {
  29401. get: function () {
  29402. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29403. },
  29404. set: function () {
  29405. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29406. }
  29407. }
  29408. } );
  29409. Object.assign( Mesh.prototype, {
  29410. setDrawMode: function () {
  29411. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29412. },
  29413. } );
  29414. Object.defineProperties( Mesh.prototype, {
  29415. drawMode: {
  29416. get: function () {
  29417. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29418. return TrianglesDrawMode;
  29419. },
  29420. set: function () {
  29421. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29422. }
  29423. }
  29424. } );
  29425. Object.defineProperties( LOD.prototype, {
  29426. objects: {
  29427. get: function () {
  29428. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29429. return this.levels;
  29430. }
  29431. }
  29432. } );
  29433. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29434. get: function () {
  29435. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29436. },
  29437. set: function () {
  29438. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29439. }
  29440. } );
  29441. SkinnedMesh.prototype.initBones = function () {
  29442. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29443. };
  29444. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29445. get: function () {
  29446. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29447. return this.arcLengthDivisions;
  29448. },
  29449. set: function ( value ) {
  29450. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29451. this.arcLengthDivisions = value;
  29452. }
  29453. } );
  29454. //
  29455. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29456. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29457. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29458. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29459. this.setFocalLength( focalLength );
  29460. };
  29461. //
  29462. Object.defineProperties( Light.prototype, {
  29463. onlyShadow: {
  29464. set: function () {
  29465. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29466. }
  29467. },
  29468. shadowCameraFov: {
  29469. set: function ( value ) {
  29470. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29471. this.shadow.camera.fov = value;
  29472. }
  29473. },
  29474. shadowCameraLeft: {
  29475. set: function ( value ) {
  29476. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29477. this.shadow.camera.left = value;
  29478. }
  29479. },
  29480. shadowCameraRight: {
  29481. set: function ( value ) {
  29482. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29483. this.shadow.camera.right = value;
  29484. }
  29485. },
  29486. shadowCameraTop: {
  29487. set: function ( value ) {
  29488. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29489. this.shadow.camera.top = value;
  29490. }
  29491. },
  29492. shadowCameraBottom: {
  29493. set: function ( value ) {
  29494. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29495. this.shadow.camera.bottom = value;
  29496. }
  29497. },
  29498. shadowCameraNear: {
  29499. set: function ( value ) {
  29500. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29501. this.shadow.camera.near = value;
  29502. }
  29503. },
  29504. shadowCameraFar: {
  29505. set: function ( value ) {
  29506. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29507. this.shadow.camera.far = value;
  29508. }
  29509. },
  29510. shadowCameraVisible: {
  29511. set: function () {
  29512. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29513. }
  29514. },
  29515. shadowBias: {
  29516. set: function ( value ) {
  29517. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29518. this.shadow.bias = value;
  29519. }
  29520. },
  29521. shadowDarkness: {
  29522. set: function () {
  29523. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29524. }
  29525. },
  29526. shadowMapWidth: {
  29527. set: function ( value ) {
  29528. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29529. this.shadow.mapSize.width = value;
  29530. }
  29531. },
  29532. shadowMapHeight: {
  29533. set: function ( value ) {
  29534. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29535. this.shadow.mapSize.height = value;
  29536. }
  29537. }
  29538. } );
  29539. //
  29540. Object.defineProperties( BufferAttribute.prototype, {
  29541. length: {
  29542. get: function () {
  29543. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29544. return this.array.length;
  29545. }
  29546. },
  29547. dynamic: {
  29548. get: function () {
  29549. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29550. return this.usage === DynamicDrawUsage;
  29551. },
  29552. set: function ( /* value */ ) {
  29553. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29554. this.setUsage( DynamicDrawUsage );
  29555. }
  29556. }
  29557. } );
  29558. Object.assign( BufferAttribute.prototype, {
  29559. setDynamic: function ( value ) {
  29560. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29561. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29562. return this;
  29563. },
  29564. copyIndicesArray: function ( /* indices */ ) {
  29565. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29566. },
  29567. setArray: function ( /* array */ ) {
  29568. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29569. }
  29570. } );
  29571. Object.assign( BufferGeometry.prototype, {
  29572. addIndex: function ( index ) {
  29573. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29574. this.setIndex( index );
  29575. },
  29576. addAttribute: function ( name, attribute ) {
  29577. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29578. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29579. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29580. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29581. }
  29582. if ( name === 'index' ) {
  29583. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29584. this.setIndex( attribute );
  29585. return this;
  29586. }
  29587. return this.setAttribute( name, attribute );
  29588. },
  29589. addDrawCall: function ( start, count, indexOffset ) {
  29590. if ( indexOffset !== undefined ) {
  29591. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29592. }
  29593. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29594. this.addGroup( start, count );
  29595. },
  29596. clearDrawCalls: function () {
  29597. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29598. this.clearGroups();
  29599. },
  29600. computeTangents: function () {
  29601. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29602. },
  29603. computeOffsets: function () {
  29604. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29605. },
  29606. removeAttribute: function ( name ) {
  29607. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29608. return this.deleteAttribute( name );
  29609. },
  29610. applyMatrix: function ( matrix ) {
  29611. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29612. return this.applyMatrix4( matrix );
  29613. }
  29614. } );
  29615. Object.defineProperties( BufferGeometry.prototype, {
  29616. drawcalls: {
  29617. get: function () {
  29618. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29619. return this.groups;
  29620. }
  29621. },
  29622. offsets: {
  29623. get: function () {
  29624. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29625. return this.groups;
  29626. }
  29627. }
  29628. } );
  29629. Object.defineProperties( Raycaster.prototype, {
  29630. linePrecision: {
  29631. get: function () {
  29632. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29633. return this.params.Line.threshold;
  29634. },
  29635. set: function ( value ) {
  29636. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29637. this.params.Line.threshold = value;
  29638. }
  29639. }
  29640. } );
  29641. Object.defineProperties( InterleavedBuffer.prototype, {
  29642. dynamic: {
  29643. get: function () {
  29644. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29645. return this.usage === DynamicDrawUsage;
  29646. },
  29647. set: function ( value ) {
  29648. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29649. this.setUsage( value );
  29650. }
  29651. }
  29652. } );
  29653. Object.assign( InterleavedBuffer.prototype, {
  29654. setDynamic: function ( value ) {
  29655. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29656. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29657. return this;
  29658. },
  29659. setArray: function ( /* array */ ) {
  29660. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29661. }
  29662. } );
  29663. //
  29664. Object.assign( ExtrudeBufferGeometry.prototype, {
  29665. getArrays: function () {
  29666. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29667. },
  29668. addShapeList: function () {
  29669. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29670. },
  29671. addShape: function () {
  29672. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29673. }
  29674. } );
  29675. //
  29676. Object.defineProperties( Uniform.prototype, {
  29677. dynamic: {
  29678. set: function () {
  29679. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29680. }
  29681. },
  29682. onUpdate: {
  29683. value: function () {
  29684. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29685. return this;
  29686. }
  29687. }
  29688. } );
  29689. //
  29690. Object.defineProperties( Material.prototype, {
  29691. wrapAround: {
  29692. get: function () {
  29693. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29694. },
  29695. set: function () {
  29696. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29697. }
  29698. },
  29699. overdraw: {
  29700. get: function () {
  29701. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29702. },
  29703. set: function () {
  29704. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29705. }
  29706. },
  29707. wrapRGB: {
  29708. get: function () {
  29709. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29710. return new Color();
  29711. }
  29712. },
  29713. shading: {
  29714. get: function () {
  29715. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29716. },
  29717. set: function ( value ) {
  29718. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29719. this.flatShading = ( value === FlatShading );
  29720. }
  29721. },
  29722. stencilMask: {
  29723. get: function () {
  29724. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29725. return this.stencilFuncMask;
  29726. },
  29727. set: function ( value ) {
  29728. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29729. this.stencilFuncMask = value;
  29730. }
  29731. }
  29732. } );
  29733. Object.defineProperties( MeshPhongMaterial.prototype, {
  29734. metal: {
  29735. get: function () {
  29736. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29737. return false;
  29738. },
  29739. set: function () {
  29740. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29741. }
  29742. }
  29743. } );
  29744. Object.defineProperties( ShaderMaterial.prototype, {
  29745. derivatives: {
  29746. get: function () {
  29747. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29748. return this.extensions.derivatives;
  29749. },
  29750. set: function ( value ) {
  29751. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29752. this.extensions.derivatives = value;
  29753. }
  29754. }
  29755. } );
  29756. //
  29757. Object.assign( WebGLRenderer.prototype, {
  29758. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29759. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29760. this.setRenderTarget( renderTarget );
  29761. this.clear( color, depth, stencil );
  29762. },
  29763. animate: function ( callback ) {
  29764. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29765. this.setAnimationLoop( callback );
  29766. },
  29767. getCurrentRenderTarget: function () {
  29768. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29769. return this.getRenderTarget();
  29770. },
  29771. getMaxAnisotropy: function () {
  29772. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29773. return this.capabilities.getMaxAnisotropy();
  29774. },
  29775. getPrecision: function () {
  29776. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29777. return this.capabilities.precision;
  29778. },
  29779. resetGLState: function () {
  29780. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29781. return this.state.reset();
  29782. },
  29783. supportsFloatTextures: function () {
  29784. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29785. return this.extensions.get( 'OES_texture_float' );
  29786. },
  29787. supportsHalfFloatTextures: function () {
  29788. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29789. return this.extensions.get( 'OES_texture_half_float' );
  29790. },
  29791. supportsStandardDerivatives: function () {
  29792. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29793. return this.extensions.get( 'OES_standard_derivatives' );
  29794. },
  29795. supportsCompressedTextureS3TC: function () {
  29796. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29797. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29798. },
  29799. supportsCompressedTexturePVRTC: function () {
  29800. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29801. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29802. },
  29803. supportsBlendMinMax: function () {
  29804. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29805. return this.extensions.get( 'EXT_blend_minmax' );
  29806. },
  29807. supportsVertexTextures: function () {
  29808. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29809. return this.capabilities.vertexTextures;
  29810. },
  29811. supportsInstancedArrays: function () {
  29812. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29813. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29814. },
  29815. enableScissorTest: function ( boolean ) {
  29816. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29817. this.setScissorTest( boolean );
  29818. },
  29819. initMaterial: function () {
  29820. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29821. },
  29822. addPrePlugin: function () {
  29823. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29824. },
  29825. addPostPlugin: function () {
  29826. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29827. },
  29828. updateShadowMap: function () {
  29829. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29830. },
  29831. setFaceCulling: function () {
  29832. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29833. },
  29834. allocTextureUnit: function () {
  29835. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29836. },
  29837. setTexture: function () {
  29838. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29839. },
  29840. setTexture2D: function () {
  29841. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29842. },
  29843. setTextureCube: function () {
  29844. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29845. },
  29846. getActiveMipMapLevel: function () {
  29847. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29848. return this.getActiveMipmapLevel();
  29849. }
  29850. } );
  29851. Object.defineProperties( WebGLRenderer.prototype, {
  29852. shadowMapEnabled: {
  29853. get: function () {
  29854. return this.shadowMap.enabled;
  29855. },
  29856. set: function ( value ) {
  29857. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29858. this.shadowMap.enabled = value;
  29859. }
  29860. },
  29861. shadowMapType: {
  29862. get: function () {
  29863. return this.shadowMap.type;
  29864. },
  29865. set: function ( value ) {
  29866. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29867. this.shadowMap.type = value;
  29868. }
  29869. },
  29870. shadowMapCullFace: {
  29871. get: function () {
  29872. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29873. return undefined;
  29874. },
  29875. set: function ( /* value */ ) {
  29876. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29877. }
  29878. },
  29879. context: {
  29880. get: function () {
  29881. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29882. return this.getContext();
  29883. }
  29884. },
  29885. vr: {
  29886. get: function () {
  29887. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29888. return this.xr;
  29889. }
  29890. },
  29891. gammaInput: {
  29892. get: function () {
  29893. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29894. return false;
  29895. },
  29896. set: function () {
  29897. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29898. }
  29899. },
  29900. gammaOutput: {
  29901. get: function () {
  29902. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29903. return false;
  29904. },
  29905. set: function ( value ) {
  29906. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29907. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29908. }
  29909. }
  29910. } );
  29911. Object.defineProperties( WebGLShadowMap.prototype, {
  29912. cullFace: {
  29913. get: function () {
  29914. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29915. return undefined;
  29916. },
  29917. set: function ( /* cullFace */ ) {
  29918. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29919. }
  29920. },
  29921. renderReverseSided: {
  29922. get: function () {
  29923. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29924. return undefined;
  29925. },
  29926. set: function () {
  29927. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29928. }
  29929. },
  29930. renderSingleSided: {
  29931. get: function () {
  29932. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29933. return undefined;
  29934. },
  29935. set: function () {
  29936. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29937. }
  29938. }
  29939. } );
  29940. function WebGLRenderTargetCube( width, height, options ) {
  29941. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29942. return new WebGLCubeRenderTarget( width, options );
  29943. }
  29944. //
  29945. Object.defineProperties( WebGLRenderTarget.prototype, {
  29946. wrapS: {
  29947. get: function () {
  29948. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29949. return this.texture.wrapS;
  29950. },
  29951. set: function ( value ) {
  29952. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29953. this.texture.wrapS = value;
  29954. }
  29955. },
  29956. wrapT: {
  29957. get: function () {
  29958. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29959. return this.texture.wrapT;
  29960. },
  29961. set: function ( value ) {
  29962. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29963. this.texture.wrapT = value;
  29964. }
  29965. },
  29966. magFilter: {
  29967. get: function () {
  29968. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29969. return this.texture.magFilter;
  29970. },
  29971. set: function ( value ) {
  29972. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29973. this.texture.magFilter = value;
  29974. }
  29975. },
  29976. minFilter: {
  29977. get: function () {
  29978. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29979. return this.texture.minFilter;
  29980. },
  29981. set: function ( value ) {
  29982. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29983. this.texture.minFilter = value;
  29984. }
  29985. },
  29986. anisotropy: {
  29987. get: function () {
  29988. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29989. return this.texture.anisotropy;
  29990. },
  29991. set: function ( value ) {
  29992. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29993. this.texture.anisotropy = value;
  29994. }
  29995. },
  29996. offset: {
  29997. get: function () {
  29998. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29999. return this.texture.offset;
  30000. },
  30001. set: function ( value ) {
  30002. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30003. this.texture.offset = value;
  30004. }
  30005. },
  30006. repeat: {
  30007. get: function () {
  30008. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30009. return this.texture.repeat;
  30010. },
  30011. set: function ( value ) {
  30012. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30013. this.texture.repeat = value;
  30014. }
  30015. },
  30016. format: {
  30017. get: function () {
  30018. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30019. return this.texture.format;
  30020. },
  30021. set: function ( value ) {
  30022. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30023. this.texture.format = value;
  30024. }
  30025. },
  30026. type: {
  30027. get: function () {
  30028. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30029. return this.texture.type;
  30030. },
  30031. set: function ( value ) {
  30032. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30033. this.texture.type = value;
  30034. }
  30035. },
  30036. generateMipmaps: {
  30037. get: function () {
  30038. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30039. return this.texture.generateMipmaps;
  30040. },
  30041. set: function ( value ) {
  30042. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30043. this.texture.generateMipmaps = value;
  30044. }
  30045. }
  30046. } );
  30047. //
  30048. Object.defineProperties( Audio.prototype, {
  30049. load: {
  30050. value: function ( file ) {
  30051. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30052. var scope = this;
  30053. var audioLoader = new AudioLoader();
  30054. audioLoader.load( file, function ( buffer ) {
  30055. scope.setBuffer( buffer );
  30056. } );
  30057. return this;
  30058. }
  30059. },
  30060. startTime: {
  30061. set: function () {
  30062. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30063. }
  30064. }
  30065. } );
  30066. AudioAnalyser.prototype.getData = function () {
  30067. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30068. return this.getFrequencyData();
  30069. };
  30070. //
  30071. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30072. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30073. return this.update( renderer, scene );
  30074. };
  30075. //
  30076. var GeometryUtils = {
  30077. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30078. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30079. var matrix;
  30080. if ( geometry2.isMesh ) {
  30081. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30082. matrix = geometry2.matrix;
  30083. geometry2 = geometry2.geometry;
  30084. }
  30085. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30086. },
  30087. center: function ( geometry ) {
  30088. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30089. return geometry.center();
  30090. }
  30091. };
  30092. ImageUtils.crossOrigin = undefined;
  30093. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30094. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30095. var loader = new TextureLoader();
  30096. loader.setCrossOrigin( this.crossOrigin );
  30097. var texture = loader.load( url, onLoad, undefined, onError );
  30098. if ( mapping ) { texture.mapping = mapping; }
  30099. return texture;
  30100. };
  30101. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30102. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30103. var loader = new CubeTextureLoader();
  30104. loader.setCrossOrigin( this.crossOrigin );
  30105. var texture = loader.load( urls, onLoad, undefined, onError );
  30106. if ( mapping ) { texture.mapping = mapping; }
  30107. return texture;
  30108. };
  30109. ImageUtils.loadCompressedTexture = function () {
  30110. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30111. };
  30112. ImageUtils.loadCompressedTextureCube = function () {
  30113. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30114. };
  30115. //
  30116. function CanvasRenderer() {
  30117. console.error( 'THREE.CanvasRenderer has been removed' );
  30118. }
  30119. //
  30120. function JSONLoader() {
  30121. console.error( 'THREE.JSONLoader has been removed.' );
  30122. }
  30123. //
  30124. var SceneUtils = {
  30125. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30126. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  30127. },
  30128. detach: function ( /* child, parent, scene */ ) {
  30129. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  30130. },
  30131. attach: function ( /* child, scene, parent */ ) {
  30132. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  30133. }
  30134. };
  30135. //
  30136. function LensFlare() {
  30137. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  30138. }
  30139. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30140. /* eslint-disable no-undef */
  30141. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30142. revision: REVISION,
  30143. } } ) );
  30144. /* eslint-enable no-undef */
  30145. }
  30146. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30147. exports.AddEquation = AddEquation;
  30148. exports.AddOperation = AddOperation;
  30149. exports.AdditiveBlending = AdditiveBlending;
  30150. exports.AlphaFormat = AlphaFormat;
  30151. exports.AlwaysDepth = AlwaysDepth;
  30152. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30153. exports.AmbientLight = AmbientLight;
  30154. exports.AmbientLightProbe = AmbientLightProbe;
  30155. exports.AnimationClip = AnimationClip;
  30156. exports.AnimationLoader = AnimationLoader;
  30157. exports.AnimationMixer = AnimationMixer;
  30158. exports.AnimationObjectGroup = AnimationObjectGroup;
  30159. exports.AnimationUtils = AnimationUtils;
  30160. exports.ArcCurve = ArcCurve;
  30161. exports.ArrayCamera = ArrayCamera;
  30162. exports.ArrowHelper = ArrowHelper;
  30163. exports.Audio = Audio;
  30164. exports.AudioAnalyser = AudioAnalyser;
  30165. exports.AudioContext = AudioContext;
  30166. exports.AudioListener = AudioListener;
  30167. exports.AudioLoader = AudioLoader;
  30168. exports.AxesHelper = AxesHelper;
  30169. exports.AxisHelper = AxisHelper;
  30170. exports.BackSide = BackSide;
  30171. exports.BasicDepthPacking = BasicDepthPacking;
  30172. exports.BasicShadowMap = BasicShadowMap;
  30173. exports.BinaryTextureLoader = BinaryTextureLoader;
  30174. exports.Bone = Bone;
  30175. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30176. exports.BoundingBoxHelper = BoundingBoxHelper;
  30177. exports.Box2 = Box2;
  30178. exports.Box3 = Box3;
  30179. exports.Box3Helper = Box3Helper;
  30180. exports.BoxBufferGeometry = BoxBufferGeometry;
  30181. exports.BoxGeometry = BoxGeometry;
  30182. exports.BoxHelper = BoxHelper;
  30183. exports.BufferAttribute = BufferAttribute;
  30184. exports.BufferGeometry = BufferGeometry;
  30185. exports.BufferGeometryLoader = BufferGeometryLoader;
  30186. exports.ByteType = ByteType;
  30187. exports.Cache = Cache;
  30188. exports.Camera = Camera;
  30189. exports.CameraHelper = CameraHelper;
  30190. exports.CanvasRenderer = CanvasRenderer;
  30191. exports.CanvasTexture = CanvasTexture;
  30192. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30193. exports.CineonToneMapping = CineonToneMapping;
  30194. exports.CircleBufferGeometry = CircleBufferGeometry;
  30195. exports.CircleGeometry = CircleGeometry;
  30196. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30197. exports.Clock = Clock;
  30198. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30199. exports.Color = Color;
  30200. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30201. exports.CompressedTexture = CompressedTexture;
  30202. exports.CompressedTextureLoader = CompressedTextureLoader;
  30203. exports.ConeBufferGeometry = ConeBufferGeometry;
  30204. exports.ConeGeometry = ConeGeometry;
  30205. exports.CubeCamera = CubeCamera;
  30206. exports.CubeGeometry = BoxGeometry;
  30207. exports.CubeReflectionMapping = CubeReflectionMapping;
  30208. exports.CubeRefractionMapping = CubeRefractionMapping;
  30209. exports.CubeTexture = CubeTexture;
  30210. exports.CubeTextureLoader = CubeTextureLoader;
  30211. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30212. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30213. exports.CubicBezierCurve = CubicBezierCurve;
  30214. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30215. exports.CubicInterpolant = CubicInterpolant;
  30216. exports.CullFaceBack = CullFaceBack;
  30217. exports.CullFaceFront = CullFaceFront;
  30218. exports.CullFaceFrontBack = CullFaceFrontBack;
  30219. exports.CullFaceNone = CullFaceNone;
  30220. exports.Curve = Curve;
  30221. exports.CurvePath = CurvePath;
  30222. exports.CustomBlending = CustomBlending;
  30223. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30224. exports.CylinderGeometry = CylinderGeometry;
  30225. exports.Cylindrical = Cylindrical;
  30226. exports.DataTexture = DataTexture;
  30227. exports.DataTexture2DArray = DataTexture2DArray;
  30228. exports.DataTexture3D = DataTexture3D;
  30229. exports.DataTextureLoader = DataTextureLoader;
  30230. exports.DecrementStencilOp = DecrementStencilOp;
  30231. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30232. exports.DefaultLoadingManager = DefaultLoadingManager;
  30233. exports.DepthFormat = DepthFormat;
  30234. exports.DepthStencilFormat = DepthStencilFormat;
  30235. exports.DepthTexture = DepthTexture;
  30236. exports.DirectionalLight = DirectionalLight;
  30237. exports.DirectionalLightHelper = DirectionalLightHelper;
  30238. exports.DirectionalLightShadow = DirectionalLightShadow;
  30239. exports.DiscreteInterpolant = DiscreteInterpolant;
  30240. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30241. exports.DodecahedronGeometry = DodecahedronGeometry;
  30242. exports.DoubleSide = DoubleSide;
  30243. exports.DstAlphaFactor = DstAlphaFactor;
  30244. exports.DstColorFactor = DstColorFactor;
  30245. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30246. exports.DynamicCopyUsage = DynamicCopyUsage;
  30247. exports.DynamicDrawUsage = DynamicDrawUsage;
  30248. exports.DynamicReadUsage = DynamicReadUsage;
  30249. exports.EdgesGeometry = EdgesGeometry;
  30250. exports.EdgesHelper = EdgesHelper;
  30251. exports.EllipseCurve = EllipseCurve;
  30252. exports.EqualDepth = EqualDepth;
  30253. exports.EqualStencilFunc = EqualStencilFunc;
  30254. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30255. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30256. exports.Euler = Euler;
  30257. exports.EventDispatcher = EventDispatcher;
  30258. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30259. exports.ExtrudeGeometry = ExtrudeGeometry;
  30260. exports.Face3 = Face3;
  30261. exports.Face4 = Face4;
  30262. exports.FaceColors = FaceColors;
  30263. exports.FileLoader = FileLoader;
  30264. exports.FlatShading = FlatShading;
  30265. exports.Float32Attribute = Float32Attribute;
  30266. exports.Float32BufferAttribute = Float32BufferAttribute;
  30267. exports.Float64Attribute = Float64Attribute;
  30268. exports.Float64BufferAttribute = Float64BufferAttribute;
  30269. exports.FloatType = FloatType;
  30270. exports.Fog = Fog;
  30271. exports.FogExp2 = FogExp2;
  30272. exports.Font = Font;
  30273. exports.FontLoader = FontLoader;
  30274. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30275. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30276. exports.FrontSide = FrontSide;
  30277. exports.Frustum = Frustum;
  30278. exports.GammaEncoding = GammaEncoding;
  30279. exports.Geometry = Geometry;
  30280. exports.GeometryUtils = GeometryUtils;
  30281. exports.GreaterDepth = GreaterDepth;
  30282. exports.GreaterEqualDepth = GreaterEqualDepth;
  30283. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30284. exports.GreaterStencilFunc = GreaterStencilFunc;
  30285. exports.GridHelper = GridHelper;
  30286. exports.Group = Group;
  30287. exports.HalfFloatType = HalfFloatType;
  30288. exports.HemisphereLight = HemisphereLight;
  30289. exports.HemisphereLightHelper = HemisphereLightHelper;
  30290. exports.HemisphereLightProbe = HemisphereLightProbe;
  30291. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30292. exports.IcosahedronGeometry = IcosahedronGeometry;
  30293. exports.ImageBitmapLoader = ImageBitmapLoader;
  30294. exports.ImageLoader = ImageLoader;
  30295. exports.ImageUtils = ImageUtils;
  30296. exports.ImmediateRenderObject = ImmediateRenderObject;
  30297. exports.IncrementStencilOp = IncrementStencilOp;
  30298. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30299. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30300. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30301. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30302. exports.InstancedMesh = InstancedMesh;
  30303. exports.Int16Attribute = Int16Attribute;
  30304. exports.Int16BufferAttribute = Int16BufferAttribute;
  30305. exports.Int32Attribute = Int32Attribute;
  30306. exports.Int32BufferAttribute = Int32BufferAttribute;
  30307. exports.Int8Attribute = Int8Attribute;
  30308. exports.Int8BufferAttribute = Int8BufferAttribute;
  30309. exports.IntType = IntType;
  30310. exports.InterleavedBuffer = InterleavedBuffer;
  30311. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30312. exports.Interpolant = Interpolant;
  30313. exports.InterpolateDiscrete = InterpolateDiscrete;
  30314. exports.InterpolateLinear = InterpolateLinear;
  30315. exports.InterpolateSmooth = InterpolateSmooth;
  30316. exports.InvertStencilOp = InvertStencilOp;
  30317. exports.JSONLoader = JSONLoader;
  30318. exports.KeepStencilOp = KeepStencilOp;
  30319. exports.KeyframeTrack = KeyframeTrack;
  30320. exports.LOD = LOD;
  30321. exports.LatheBufferGeometry = LatheBufferGeometry;
  30322. exports.LatheGeometry = LatheGeometry;
  30323. exports.Layers = Layers;
  30324. exports.LensFlare = LensFlare;
  30325. exports.LessDepth = LessDepth;
  30326. exports.LessEqualDepth = LessEqualDepth;
  30327. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30328. exports.LessStencilFunc = LessStencilFunc;
  30329. exports.Light = Light;
  30330. exports.LightProbe = LightProbe;
  30331. exports.LightShadow = LightShadow;
  30332. exports.Line = Line;
  30333. exports.Line3 = Line3;
  30334. exports.LineBasicMaterial = LineBasicMaterial;
  30335. exports.LineCurve = LineCurve;
  30336. exports.LineCurve3 = LineCurve3;
  30337. exports.LineDashedMaterial = LineDashedMaterial;
  30338. exports.LineLoop = LineLoop;
  30339. exports.LinePieces = LinePieces;
  30340. exports.LineSegments = LineSegments;
  30341. exports.LineStrip = LineStrip;
  30342. exports.LinearEncoding = LinearEncoding;
  30343. exports.LinearFilter = LinearFilter;
  30344. exports.LinearInterpolant = LinearInterpolant;
  30345. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30346. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30347. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30348. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30349. exports.LinearToneMapping = LinearToneMapping;
  30350. exports.Loader = Loader;
  30351. exports.LoaderUtils = LoaderUtils;
  30352. exports.LoadingManager = LoadingManager;
  30353. exports.LogLuvEncoding = LogLuvEncoding;
  30354. exports.LoopOnce = LoopOnce;
  30355. exports.LoopPingPong = LoopPingPong;
  30356. exports.LoopRepeat = LoopRepeat;
  30357. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30358. exports.LuminanceFormat = LuminanceFormat;
  30359. exports.MOUSE = MOUSE;
  30360. exports.Material = Material;
  30361. exports.MaterialLoader = MaterialLoader;
  30362. exports.Math = MathUtils;
  30363. exports.MathUtils = MathUtils;
  30364. exports.Matrix3 = Matrix3;
  30365. exports.Matrix4 = Matrix4;
  30366. exports.MaxEquation = MaxEquation;
  30367. exports.Mesh = Mesh;
  30368. exports.MeshBasicMaterial = MeshBasicMaterial;
  30369. exports.MeshDepthMaterial = MeshDepthMaterial;
  30370. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30371. exports.MeshFaceMaterial = MeshFaceMaterial;
  30372. exports.MeshLambertMaterial = MeshLambertMaterial;
  30373. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30374. exports.MeshNormalMaterial = MeshNormalMaterial;
  30375. exports.MeshPhongMaterial = MeshPhongMaterial;
  30376. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30377. exports.MeshStandardMaterial = MeshStandardMaterial;
  30378. exports.MeshToonMaterial = MeshToonMaterial;
  30379. exports.MinEquation = MinEquation;
  30380. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30381. exports.MixOperation = MixOperation;
  30382. exports.MultiMaterial = MultiMaterial;
  30383. exports.MultiplyBlending = MultiplyBlending;
  30384. exports.MultiplyOperation = MultiplyOperation;
  30385. exports.NearestFilter = NearestFilter;
  30386. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30387. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30388. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30389. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30390. exports.NeverDepth = NeverDepth;
  30391. exports.NeverStencilFunc = NeverStencilFunc;
  30392. exports.NoBlending = NoBlending;
  30393. exports.NoColors = NoColors;
  30394. exports.NoToneMapping = NoToneMapping;
  30395. exports.NormalBlending = NormalBlending;
  30396. exports.NotEqualDepth = NotEqualDepth;
  30397. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30398. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30399. exports.Object3D = Object3D;
  30400. exports.ObjectLoader = ObjectLoader;
  30401. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30402. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30403. exports.OctahedronGeometry = OctahedronGeometry;
  30404. exports.OneFactor = OneFactor;
  30405. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30406. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30407. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30408. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30409. exports.OrthographicCamera = OrthographicCamera;
  30410. exports.PCFShadowMap = PCFShadowMap;
  30411. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30412. exports.PMREMGenerator = PMREMGenerator;
  30413. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30414. exports.ParametricGeometry = ParametricGeometry;
  30415. exports.Particle = Particle;
  30416. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30417. exports.ParticleSystem = ParticleSystem;
  30418. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30419. exports.Path = Path;
  30420. exports.PerspectiveCamera = PerspectiveCamera;
  30421. exports.Plane = Plane;
  30422. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30423. exports.PlaneGeometry = PlaneGeometry;
  30424. exports.PlaneHelper = PlaneHelper;
  30425. exports.PointCloud = PointCloud;
  30426. exports.PointCloudMaterial = PointCloudMaterial;
  30427. exports.PointLight = PointLight;
  30428. exports.PointLightHelper = PointLightHelper;
  30429. exports.Points = Points;
  30430. exports.PointsMaterial = PointsMaterial;
  30431. exports.PolarGridHelper = PolarGridHelper;
  30432. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30433. exports.PolyhedronGeometry = PolyhedronGeometry;
  30434. exports.PositionalAudio = PositionalAudio;
  30435. exports.PropertyBinding = PropertyBinding;
  30436. exports.PropertyMixer = PropertyMixer;
  30437. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30438. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30439. exports.Quaternion = Quaternion;
  30440. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30441. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30442. exports.REVISION = REVISION;
  30443. exports.RGBADepthPacking = RGBADepthPacking;
  30444. exports.RGBAFormat = RGBAFormat;
  30445. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30446. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30447. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30448. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30449. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30450. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30451. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30452. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30453. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30454. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30455. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30456. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30457. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30458. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30459. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30460. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30461. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30462. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30463. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30464. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30465. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30466. exports.RGBDEncoding = RGBDEncoding;
  30467. exports.RGBEEncoding = RGBEEncoding;
  30468. exports.RGBEFormat = RGBEFormat;
  30469. exports.RGBFormat = RGBFormat;
  30470. exports.RGBIntegerFormat = RGBIntegerFormat;
  30471. exports.RGBM16Encoding = RGBM16Encoding;
  30472. exports.RGBM7Encoding = RGBM7Encoding;
  30473. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30474. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30475. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30476. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30477. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30478. exports.RGFormat = RGFormat;
  30479. exports.RGIntegerFormat = RGIntegerFormat;
  30480. exports.RawShaderMaterial = RawShaderMaterial;
  30481. exports.Ray = Ray;
  30482. exports.Raycaster = Raycaster;
  30483. exports.RectAreaLight = RectAreaLight;
  30484. exports.RedFormat = RedFormat;
  30485. exports.RedIntegerFormat = RedIntegerFormat;
  30486. exports.ReinhardToneMapping = ReinhardToneMapping;
  30487. exports.RepeatWrapping = RepeatWrapping;
  30488. exports.ReplaceStencilOp = ReplaceStencilOp;
  30489. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30490. exports.RingBufferGeometry = RingBufferGeometry;
  30491. exports.RingGeometry = RingGeometry;
  30492. exports.Scene = Scene;
  30493. exports.SceneUtils = SceneUtils;
  30494. exports.ShaderChunk = ShaderChunk;
  30495. exports.ShaderLib = ShaderLib;
  30496. exports.ShaderMaterial = ShaderMaterial;
  30497. exports.ShadowMaterial = ShadowMaterial;
  30498. exports.Shape = Shape;
  30499. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30500. exports.ShapeGeometry = ShapeGeometry;
  30501. exports.ShapePath = ShapePath;
  30502. exports.ShapeUtils = ShapeUtils;
  30503. exports.ShortType = ShortType;
  30504. exports.Skeleton = Skeleton;
  30505. exports.SkeletonHelper = SkeletonHelper;
  30506. exports.SkinnedMesh = SkinnedMesh;
  30507. exports.SmoothShading = SmoothShading;
  30508. exports.Sphere = Sphere;
  30509. exports.SphereBufferGeometry = SphereBufferGeometry;
  30510. exports.SphereGeometry = SphereGeometry;
  30511. exports.Spherical = Spherical;
  30512. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30513. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30514. exports.Spline = Spline;
  30515. exports.SplineCurve = SplineCurve;
  30516. exports.SplineCurve3 = SplineCurve3;
  30517. exports.SpotLight = SpotLight;
  30518. exports.SpotLightHelper = SpotLightHelper;
  30519. exports.SpotLightShadow = SpotLightShadow;
  30520. exports.Sprite = Sprite;
  30521. exports.SpriteMaterial = SpriteMaterial;
  30522. exports.SrcAlphaFactor = SrcAlphaFactor;
  30523. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30524. exports.SrcColorFactor = SrcColorFactor;
  30525. exports.StaticCopyUsage = StaticCopyUsage;
  30526. exports.StaticDrawUsage = StaticDrawUsage;
  30527. exports.StaticReadUsage = StaticReadUsage;
  30528. exports.StereoCamera = StereoCamera;
  30529. exports.StreamCopyUsage = StreamCopyUsage;
  30530. exports.StreamDrawUsage = StreamDrawUsage;
  30531. exports.StreamReadUsage = StreamReadUsage;
  30532. exports.StringKeyframeTrack = StringKeyframeTrack;
  30533. exports.SubtractEquation = SubtractEquation;
  30534. exports.SubtractiveBlending = SubtractiveBlending;
  30535. exports.TOUCH = TOUCH;
  30536. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30537. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30538. exports.TetrahedronGeometry = TetrahedronGeometry;
  30539. exports.TextBufferGeometry = TextBufferGeometry;
  30540. exports.TextGeometry = TextGeometry;
  30541. exports.Texture = Texture;
  30542. exports.TextureLoader = TextureLoader;
  30543. exports.TorusBufferGeometry = TorusBufferGeometry;
  30544. exports.TorusGeometry = TorusGeometry;
  30545. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30546. exports.TorusKnotGeometry = TorusKnotGeometry;
  30547. exports.Triangle = Triangle;
  30548. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30549. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30550. exports.TrianglesDrawMode = TrianglesDrawMode;
  30551. exports.TubeBufferGeometry = TubeBufferGeometry;
  30552. exports.TubeGeometry = TubeGeometry;
  30553. exports.UVMapping = UVMapping;
  30554. exports.Uint16Attribute = Uint16Attribute;
  30555. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30556. exports.Uint32Attribute = Uint32Attribute;
  30557. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30558. exports.Uint8Attribute = Uint8Attribute;
  30559. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30560. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30561. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30562. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30563. exports.Uniform = Uniform;
  30564. exports.UniformsLib = UniformsLib;
  30565. exports.UniformsUtils = UniformsUtils;
  30566. exports.UnsignedByteType = UnsignedByteType;
  30567. exports.UnsignedInt248Type = UnsignedInt248Type;
  30568. exports.UnsignedIntType = UnsignedIntType;
  30569. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30570. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30571. exports.UnsignedShort565Type = UnsignedShort565Type;
  30572. exports.UnsignedShortType = UnsignedShortType;
  30573. exports.VSMShadowMap = VSMShadowMap;
  30574. exports.Vector2 = Vector2;
  30575. exports.Vector3 = Vector3;
  30576. exports.Vector4 = Vector4;
  30577. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30578. exports.Vertex = Vertex;
  30579. exports.VertexColors = VertexColors;
  30580. exports.VideoTexture = VideoTexture;
  30581. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30582. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30583. exports.WebGLRenderTarget = WebGLRenderTarget;
  30584. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30585. exports.WebGLRenderer = WebGLRenderer;
  30586. exports.WebGLUtils = WebGLUtils;
  30587. exports.WireframeGeometry = WireframeGeometry;
  30588. exports.WireframeHelper = WireframeHelper;
  30589. exports.WrapAroundEnding = WrapAroundEnding;
  30590. exports.XHRLoader = XHRLoader;
  30591. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30592. exports.ZeroFactor = ZeroFactor;
  30593. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30594. exports.ZeroStencilOp = ZeroStencilOp;
  30595. exports.sRGBEncoding = sRGBEncoding;
  30596. Object.defineProperty(exports, '__esModule', { value: true });
  30597. })));