three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. 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. /**
  55. * https://github.com/mrdoob/eventdispatcher.js/
  56. */
  57. function EventDispatcher() {}
  58. Object.assign( EventDispatcher.prototype, {
  59. addEventListener: function ( type, listener ) {
  60. if ( this._listeners === undefined ) this._listeners = {};
  61. var listeners = this._listeners;
  62. if ( listeners[ type ] === undefined ) {
  63. listeners[ type ] = [];
  64. }
  65. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  66. listeners[ type ].push( listener );
  67. }
  68. },
  69. hasEventListener: function ( type, listener ) {
  70. if ( this._listeners === undefined ) return false;
  71. var listeners = this._listeners;
  72. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  73. },
  74. removeEventListener: function ( type, listener ) {
  75. if ( this._listeners === undefined ) return;
  76. var listeners = this._listeners;
  77. var listenerArray = listeners[ type ];
  78. if ( listenerArray !== undefined ) {
  79. var index = listenerArray.indexOf( listener );
  80. if ( index !== - 1 ) {
  81. listenerArray.splice( index, 1 );
  82. }
  83. }
  84. },
  85. dispatchEvent: function ( event ) {
  86. if ( this._listeners === undefined ) return;
  87. var listeners = this._listeners;
  88. var listenerArray = listeners[ event.type ];
  89. if ( listenerArray !== undefined ) {
  90. event.target = this;
  91. var array = listenerArray.slice( 0 );
  92. for ( var i = 0, l = array.length; i < l; i ++ ) {
  93. array[ i ].call( this, event );
  94. }
  95. }
  96. }
  97. } );
  98. var REVISION = '108dev';
  99. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  100. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  101. var CullFaceNone = 0;
  102. var CullFaceBack = 1;
  103. var CullFaceFront = 2;
  104. var CullFaceFrontBack = 3;
  105. var FrontFaceDirectionCW = 0;
  106. var FrontFaceDirectionCCW = 1;
  107. var BasicShadowMap = 0;
  108. var PCFShadowMap = 1;
  109. var PCFSoftShadowMap = 2;
  110. var FrontSide = 0;
  111. var BackSide = 1;
  112. var DoubleSide = 2;
  113. var FlatShading = 1;
  114. var SmoothShading = 2;
  115. var NoColors = 0;
  116. var FaceColors = 1;
  117. var VertexColors = 2;
  118. var NoBlending = 0;
  119. var NormalBlending = 1;
  120. var AdditiveBlending = 2;
  121. var SubtractiveBlending = 3;
  122. var MultiplyBlending = 4;
  123. var CustomBlending = 5;
  124. var AddEquation = 100;
  125. var SubtractEquation = 101;
  126. var ReverseSubtractEquation = 102;
  127. var MinEquation = 103;
  128. var MaxEquation = 104;
  129. var ZeroFactor = 200;
  130. var OneFactor = 201;
  131. var SrcColorFactor = 202;
  132. var OneMinusSrcColorFactor = 203;
  133. var SrcAlphaFactor = 204;
  134. var OneMinusSrcAlphaFactor = 205;
  135. var DstAlphaFactor = 206;
  136. var OneMinusDstAlphaFactor = 207;
  137. var DstColorFactor = 208;
  138. var OneMinusDstColorFactor = 209;
  139. var SrcAlphaSaturateFactor = 210;
  140. var NeverDepth = 0;
  141. var AlwaysDepth = 1;
  142. var LessDepth = 2;
  143. var LessEqualDepth = 3;
  144. var EqualDepth = 4;
  145. var GreaterEqualDepth = 5;
  146. var GreaterDepth = 6;
  147. var NotEqualDepth = 7;
  148. var MultiplyOperation = 0;
  149. var MixOperation = 1;
  150. var AddOperation = 2;
  151. var NoToneMapping = 0;
  152. var LinearToneMapping = 1;
  153. var ReinhardToneMapping = 2;
  154. var Uncharted2ToneMapping = 3;
  155. var CineonToneMapping = 4;
  156. var ACESFilmicToneMapping = 5;
  157. var UVMapping = 300;
  158. var CubeReflectionMapping = 301;
  159. var CubeRefractionMapping = 302;
  160. var EquirectangularReflectionMapping = 303;
  161. var EquirectangularRefractionMapping = 304;
  162. var SphericalReflectionMapping = 305;
  163. var CubeUVReflectionMapping = 306;
  164. var CubeUVRefractionMapping = 307;
  165. var RepeatWrapping = 1000;
  166. var ClampToEdgeWrapping = 1001;
  167. var MirroredRepeatWrapping = 1002;
  168. var NearestFilter = 1003;
  169. var NearestMipmapNearestFilter = 1004;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipmapLinearFilter = 1005;
  172. var NearestMipMapLinearFilter = 1005;
  173. var LinearFilter = 1006;
  174. var LinearMipmapNearestFilter = 1007;
  175. var LinearMipMapNearestFilter = 1007;
  176. var LinearMipmapLinearFilter = 1008;
  177. var LinearMipMapLinearFilter = 1008;
  178. var UnsignedByteType = 1009;
  179. var ByteType = 1010;
  180. var ShortType = 1011;
  181. var UnsignedShortType = 1012;
  182. var IntType = 1013;
  183. var UnsignedIntType = 1014;
  184. var FloatType = 1015;
  185. var HalfFloatType = 1016;
  186. var UnsignedShort4444Type = 1017;
  187. var UnsignedShort5551Type = 1018;
  188. var UnsignedShort565Type = 1019;
  189. var UnsignedInt248Type = 1020;
  190. var AlphaFormat = 1021;
  191. var RGBFormat = 1022;
  192. var RGBAFormat = 1023;
  193. var LuminanceFormat = 1024;
  194. var LuminanceAlphaFormat = 1025;
  195. var RGBEFormat = RGBAFormat;
  196. var DepthFormat = 1026;
  197. var DepthStencilFormat = 1027;
  198. var RedFormat = 1028;
  199. var RGB_S3TC_DXT1_Format = 33776;
  200. var RGBA_S3TC_DXT1_Format = 33777;
  201. var RGBA_S3TC_DXT3_Format = 33778;
  202. var RGBA_S3TC_DXT5_Format = 33779;
  203. var RGB_PVRTC_4BPPV1_Format = 35840;
  204. var RGB_PVRTC_2BPPV1_Format = 35841;
  205. var RGBA_PVRTC_4BPPV1_Format = 35842;
  206. var RGBA_PVRTC_2BPPV1_Format = 35843;
  207. var RGB_ETC1_Format = 36196;
  208. var RGBA_ASTC_4x4_Format = 37808;
  209. var RGBA_ASTC_5x4_Format = 37809;
  210. var RGBA_ASTC_5x5_Format = 37810;
  211. var RGBA_ASTC_6x5_Format = 37811;
  212. var RGBA_ASTC_6x6_Format = 37812;
  213. var RGBA_ASTC_8x5_Format = 37813;
  214. var RGBA_ASTC_8x6_Format = 37814;
  215. var RGBA_ASTC_8x8_Format = 37815;
  216. var RGBA_ASTC_10x5_Format = 37816;
  217. var RGBA_ASTC_10x6_Format = 37817;
  218. var RGBA_ASTC_10x8_Format = 37818;
  219. var RGBA_ASTC_10x10_Format = 37819;
  220. var RGBA_ASTC_12x10_Format = 37820;
  221. var RGBA_ASTC_12x12_Format = 37821;
  222. var LoopOnce = 2200;
  223. var LoopRepeat = 2201;
  224. var LoopPingPong = 2202;
  225. var InterpolateDiscrete = 2300;
  226. var InterpolateLinear = 2301;
  227. var InterpolateSmooth = 2302;
  228. var ZeroCurvatureEnding = 2400;
  229. var ZeroSlopeEnding = 2401;
  230. var WrapAroundEnding = 2402;
  231. var TrianglesDrawMode = 0;
  232. var TriangleStripDrawMode = 1;
  233. var TriangleFanDrawMode = 2;
  234. var LinearEncoding = 3000;
  235. var sRGBEncoding = 3001;
  236. var GammaEncoding = 3007;
  237. var RGBEEncoding = 3002;
  238. var LogLuvEncoding = 3003;
  239. var RGBM7Encoding = 3004;
  240. var RGBM16Encoding = 3005;
  241. var RGBDEncoding = 3006;
  242. var BasicDepthPacking = 3200;
  243. var RGBADepthPacking = 3201;
  244. var TangentSpaceNormalMap = 0;
  245. var ObjectSpaceNormalMap = 1;
  246. var ZeroStencilOp = 0;
  247. var KeepStencilOp = 7680;
  248. var ReplaceStencilOp = 7681;
  249. var IncrementStencilOp = 7682;
  250. var DecrementStencilOp = 7683;
  251. var IncrementWrapStencilOp = 34055;
  252. var DecrementWrapStencilOp = 34056;
  253. var InvertStencilOp = 5386;
  254. var NeverStencilFunc = 512;
  255. var LessStencilFunc = 513;
  256. var EqualStencilFunc = 514;
  257. var LessEqualStencilFunc = 515;
  258. var GreaterStencilFunc = 516;
  259. var NotEqualStencilFunc = 517;
  260. var GreaterEqualStencilFunc = 518;
  261. var AlwaysStencilFunc = 519;
  262. /**
  263. * @author alteredq / http://alteredqualia.com/
  264. * @author mrdoob / http://mrdoob.com/
  265. */
  266. var _lut = [];
  267. for ( var i = 0; i < 256; i ++ ) {
  268. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  269. }
  270. var _Math = {
  271. DEG2RAD: Math.PI / 180,
  272. RAD2DEG: 180 / Math.PI,
  273. generateUUID: function () {
  274. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  275. var d0 = Math.random() * 0xffffffff | 0;
  276. var d1 = Math.random() * 0xffffffff | 0;
  277. var d2 = Math.random() * 0xffffffff | 0;
  278. var d3 = Math.random() * 0xffffffff | 0;
  279. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  280. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  281. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  282. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  283. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  284. return uuid.toUpperCase();
  285. },
  286. clamp: function ( value, min, max ) {
  287. return Math.max( min, Math.min( max, value ) );
  288. },
  289. // compute euclidian modulo of m % n
  290. // https://en.wikipedia.org/wiki/Modulo_operation
  291. euclideanModulo: function ( n, m ) {
  292. return ( ( n % m ) + m ) % m;
  293. },
  294. // Linear mapping from range <a1, a2> to range <b1, b2>
  295. mapLinear: function ( x, a1, a2, b1, b2 ) {
  296. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  297. },
  298. // https://en.wikipedia.org/wiki/Linear_interpolation
  299. lerp: function ( x, y, t ) {
  300. return ( 1 - t ) * x + t * y;
  301. },
  302. // http://en.wikipedia.org/wiki/Smoothstep
  303. smoothstep: function ( x, min, max ) {
  304. if ( x <= min ) return 0;
  305. if ( x >= max ) return 1;
  306. x = ( x - min ) / ( max - min );
  307. return x * x * ( 3 - 2 * x );
  308. },
  309. smootherstep: function ( x, min, max ) {
  310. if ( x <= min ) return 0;
  311. if ( x >= max ) return 1;
  312. x = ( x - min ) / ( max - min );
  313. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  314. },
  315. // Random integer from <low, high> interval
  316. randInt: function ( low, high ) {
  317. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  318. },
  319. // Random float from <low, high> interval
  320. randFloat: function ( low, high ) {
  321. return low + Math.random() * ( high - low );
  322. },
  323. // Random float from <-range/2, range/2> interval
  324. randFloatSpread: function ( range ) {
  325. return range * ( 0.5 - Math.random() );
  326. },
  327. degToRad: function ( degrees ) {
  328. return degrees * _Math.DEG2RAD;
  329. },
  330. radToDeg: function ( radians ) {
  331. return radians * _Math.RAD2DEG;
  332. },
  333. isPowerOfTwo: function ( value ) {
  334. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  335. },
  336. ceilPowerOfTwo: function ( value ) {
  337. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  338. },
  339. floorPowerOfTwo: function ( value ) {
  340. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  341. }
  342. };
  343. /**
  344. * @author mrdoob / http://mrdoob.com/
  345. * @author philogb / http://blog.thejit.org/
  346. * @author egraether / http://egraether.com/
  347. * @author zz85 / http://www.lab4games.net/zz85/blog
  348. */
  349. function Vector2( x, y ) {
  350. this.x = x || 0;
  351. this.y = y || 0;
  352. }
  353. Object.defineProperties( Vector2.prototype, {
  354. "width": {
  355. get: function () {
  356. return this.x;
  357. },
  358. set: function ( value ) {
  359. this.x = value;
  360. }
  361. },
  362. "height": {
  363. get: function () {
  364. return this.y;
  365. },
  366. set: function ( value ) {
  367. this.y = value;
  368. }
  369. }
  370. } );
  371. Object.assign( Vector2.prototype, {
  372. isVector2: true,
  373. set: function ( x, y ) {
  374. this.x = x;
  375. this.y = y;
  376. return this;
  377. },
  378. setScalar: function ( scalar ) {
  379. this.x = scalar;
  380. this.y = scalar;
  381. return this;
  382. },
  383. setX: function ( x ) {
  384. this.x = x;
  385. return this;
  386. },
  387. setY: function ( y ) {
  388. this.y = y;
  389. return this;
  390. },
  391. setComponent: function ( index, value ) {
  392. switch ( index ) {
  393. case 0: this.x = value; break;
  394. case 1: this.y = value; break;
  395. default: throw new Error( 'index is out of range: ' + index );
  396. }
  397. return this;
  398. },
  399. getComponent: function ( index ) {
  400. switch ( index ) {
  401. case 0: return this.x;
  402. case 1: return this.y;
  403. default: throw new Error( 'index is out of range: ' + index );
  404. }
  405. },
  406. clone: function () {
  407. return new this.constructor( this.x, this.y );
  408. },
  409. copy: function ( v ) {
  410. this.x = v.x;
  411. this.y = v.y;
  412. return this;
  413. },
  414. add: function ( v, w ) {
  415. if ( w !== undefined ) {
  416. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  417. return this.addVectors( v, w );
  418. }
  419. this.x += v.x;
  420. this.y += v.y;
  421. return this;
  422. },
  423. addScalar: function ( s ) {
  424. this.x += s;
  425. this.y += s;
  426. return this;
  427. },
  428. addVectors: function ( a, b ) {
  429. this.x = a.x + b.x;
  430. this.y = a.y + b.y;
  431. return this;
  432. },
  433. addScaledVector: function ( v, s ) {
  434. this.x += v.x * s;
  435. this.y += v.y * s;
  436. return this;
  437. },
  438. sub: function ( v, w ) {
  439. if ( w !== undefined ) {
  440. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  441. return this.subVectors( v, w );
  442. }
  443. this.x -= v.x;
  444. this.y -= v.y;
  445. return this;
  446. },
  447. subScalar: function ( s ) {
  448. this.x -= s;
  449. this.y -= s;
  450. return this;
  451. },
  452. subVectors: function ( a, b ) {
  453. this.x = a.x - b.x;
  454. this.y = a.y - b.y;
  455. return this;
  456. },
  457. multiply: function ( v ) {
  458. this.x *= v.x;
  459. this.y *= v.y;
  460. return this;
  461. },
  462. multiplyScalar: function ( scalar ) {
  463. this.x *= scalar;
  464. this.y *= scalar;
  465. return this;
  466. },
  467. divide: function ( v ) {
  468. this.x /= v.x;
  469. this.y /= v.y;
  470. return this;
  471. },
  472. divideScalar: function ( scalar ) {
  473. return this.multiplyScalar( 1 / scalar );
  474. },
  475. applyMatrix3: function ( m ) {
  476. var x = this.x, y = this.y;
  477. var e = m.elements;
  478. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  479. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  480. return this;
  481. },
  482. min: function ( v ) {
  483. this.x = Math.min( this.x, v.x );
  484. this.y = Math.min( this.y, v.y );
  485. return this;
  486. },
  487. max: function ( v ) {
  488. this.x = Math.max( this.x, v.x );
  489. this.y = Math.max( this.y, v.y );
  490. return this;
  491. },
  492. clamp: function ( min, max ) {
  493. // assumes min < max, componentwise
  494. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  495. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  496. return this;
  497. },
  498. clampScalar: function ( minVal, maxVal ) {
  499. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  500. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  501. return this;
  502. },
  503. clampLength: function ( min, max ) {
  504. var length = this.length();
  505. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  506. },
  507. floor: function () {
  508. this.x = Math.floor( this.x );
  509. this.y = Math.floor( this.y );
  510. return this;
  511. },
  512. ceil: function () {
  513. this.x = Math.ceil( this.x );
  514. this.y = Math.ceil( this.y );
  515. return this;
  516. },
  517. round: function () {
  518. this.x = Math.round( this.x );
  519. this.y = Math.round( this.y );
  520. return this;
  521. },
  522. roundToZero: function () {
  523. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  524. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  525. return this;
  526. },
  527. negate: function () {
  528. this.x = - this.x;
  529. this.y = - this.y;
  530. return this;
  531. },
  532. dot: function ( v ) {
  533. return this.x * v.x + this.y * v.y;
  534. },
  535. cross: function ( v ) {
  536. return this.x * v.y - this.y * v.x;
  537. },
  538. lengthSq: function () {
  539. return this.x * this.x + this.y * this.y;
  540. },
  541. length: function () {
  542. return Math.sqrt( this.x * this.x + this.y * this.y );
  543. },
  544. manhattanLength: function () {
  545. return Math.abs( this.x ) + Math.abs( this.y );
  546. },
  547. normalize: function () {
  548. return this.divideScalar( this.length() || 1 );
  549. },
  550. angle: function () {
  551. // computes the angle in radians with respect to the positive x-axis
  552. var angle = Math.atan2( this.y, this.x );
  553. if ( angle < 0 ) angle += 2 * Math.PI;
  554. return angle;
  555. },
  556. distanceTo: function ( v ) {
  557. return Math.sqrt( this.distanceToSquared( v ) );
  558. },
  559. distanceToSquared: function ( v ) {
  560. var dx = this.x - v.x, dy = this.y - v.y;
  561. return dx * dx + dy * dy;
  562. },
  563. manhattanDistanceTo: function ( v ) {
  564. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  565. },
  566. setLength: function ( length ) {
  567. return this.normalize().multiplyScalar( length );
  568. },
  569. lerp: function ( v, alpha ) {
  570. this.x += ( v.x - this.x ) * alpha;
  571. this.y += ( v.y - this.y ) * alpha;
  572. return this;
  573. },
  574. lerpVectors: function ( v1, v2, alpha ) {
  575. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  576. },
  577. equals: function ( v ) {
  578. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  579. },
  580. fromArray: function ( array, offset ) {
  581. if ( offset === undefined ) offset = 0;
  582. this.x = array[ offset ];
  583. this.y = array[ offset + 1 ];
  584. return this;
  585. },
  586. toArray: function ( array, offset ) {
  587. if ( array === undefined ) array = [];
  588. if ( offset === undefined ) offset = 0;
  589. array[ offset ] = this.x;
  590. array[ offset + 1 ] = this.y;
  591. return array;
  592. },
  593. fromBufferAttribute: function ( attribute, index, offset ) {
  594. if ( offset !== undefined ) {
  595. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  596. }
  597. this.x = attribute.getX( index );
  598. this.y = attribute.getY( index );
  599. return this;
  600. },
  601. rotateAround: function ( center, angle ) {
  602. var c = Math.cos( angle ), s = Math.sin( angle );
  603. var x = this.x - center.x;
  604. var y = this.y - center.y;
  605. this.x = x * c - y * s + center.x;
  606. this.y = x * s + y * c + center.y;
  607. return this;
  608. }
  609. } );
  610. /**
  611. * @author mikael emtinger / http://gomo.se/
  612. * @author alteredq / http://alteredqualia.com/
  613. * @author WestLangley / http://github.com/WestLangley
  614. * @author bhouston / http://clara.io
  615. */
  616. function Quaternion( x, y, z, w ) {
  617. this._x = x || 0;
  618. this._y = y || 0;
  619. this._z = z || 0;
  620. this._w = ( w !== undefined ) ? w : 1;
  621. }
  622. Object.assign( Quaternion, {
  623. slerp: function ( qa, qb, qm, t ) {
  624. return qm.copy( qa ).slerp( qb, t );
  625. },
  626. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  627. // fuzz-free, array-based Quaternion SLERP operation
  628. var x0 = src0[ srcOffset0 + 0 ],
  629. y0 = src0[ srcOffset0 + 1 ],
  630. z0 = src0[ srcOffset0 + 2 ],
  631. w0 = src0[ srcOffset0 + 3 ],
  632. x1 = src1[ srcOffset1 + 0 ],
  633. y1 = src1[ srcOffset1 + 1 ],
  634. z1 = src1[ srcOffset1 + 2 ],
  635. w1 = src1[ srcOffset1 + 3 ];
  636. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  637. var s = 1 - t,
  638. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  639. dir = ( cos >= 0 ? 1 : - 1 ),
  640. sqrSin = 1 - cos * cos;
  641. // Skip the Slerp for tiny steps to avoid numeric problems:
  642. if ( sqrSin > Number.EPSILON ) {
  643. var sin = Math.sqrt( sqrSin ),
  644. len = Math.atan2( sin, cos * dir );
  645. s = Math.sin( s * len ) / sin;
  646. t = Math.sin( t * len ) / sin;
  647. }
  648. var tDir = t * dir;
  649. x0 = x0 * s + x1 * tDir;
  650. y0 = y0 * s + y1 * tDir;
  651. z0 = z0 * s + z1 * tDir;
  652. w0 = w0 * s + w1 * tDir;
  653. // Normalize in case we just did a lerp:
  654. if ( s === 1 - t ) {
  655. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  656. x0 *= f;
  657. y0 *= f;
  658. z0 *= f;
  659. w0 *= f;
  660. }
  661. }
  662. dst[ dstOffset ] = x0;
  663. dst[ dstOffset + 1 ] = y0;
  664. dst[ dstOffset + 2 ] = z0;
  665. dst[ dstOffset + 3 ] = w0;
  666. }
  667. } );
  668. Object.defineProperties( Quaternion.prototype, {
  669. x: {
  670. get: function () {
  671. return this._x;
  672. },
  673. set: function ( value ) {
  674. this._x = value;
  675. this._onChangeCallback();
  676. }
  677. },
  678. y: {
  679. get: function () {
  680. return this._y;
  681. },
  682. set: function ( value ) {
  683. this._y = value;
  684. this._onChangeCallback();
  685. }
  686. },
  687. z: {
  688. get: function () {
  689. return this._z;
  690. },
  691. set: function ( value ) {
  692. this._z = value;
  693. this._onChangeCallback();
  694. }
  695. },
  696. w: {
  697. get: function () {
  698. return this._w;
  699. },
  700. set: function ( value ) {
  701. this._w = value;
  702. this._onChangeCallback();
  703. }
  704. }
  705. } );
  706. Object.assign( Quaternion.prototype, {
  707. isQuaternion: true,
  708. set: function ( x, y, z, w ) {
  709. this._x = x;
  710. this._y = y;
  711. this._z = z;
  712. this._w = w;
  713. this._onChangeCallback();
  714. return this;
  715. },
  716. clone: function () {
  717. return new this.constructor( this._x, this._y, this._z, this._w );
  718. },
  719. copy: function ( quaternion ) {
  720. this._x = quaternion.x;
  721. this._y = quaternion.y;
  722. this._z = quaternion.z;
  723. this._w = quaternion.w;
  724. this._onChangeCallback();
  725. return this;
  726. },
  727. setFromEuler: function ( euler, update ) {
  728. if ( ! ( euler && euler.isEuler ) ) {
  729. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  730. }
  731. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  732. // http://www.mathworks.com/matlabcentral/fileexchange/
  733. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  734. // content/SpinCalc.m
  735. var cos = Math.cos;
  736. var sin = Math.sin;
  737. var c1 = cos( x / 2 );
  738. var c2 = cos( y / 2 );
  739. var c3 = cos( z / 2 );
  740. var s1 = sin( x / 2 );
  741. var s2 = sin( y / 2 );
  742. var s3 = sin( z / 2 );
  743. if ( order === 'XYZ' ) {
  744. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  745. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  746. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  747. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  748. } else if ( order === 'YXZ' ) {
  749. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  750. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  751. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  752. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  753. } else if ( order === 'ZXY' ) {
  754. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  755. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  756. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  757. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  758. } else if ( order === 'ZYX' ) {
  759. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  760. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  761. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  762. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  763. } else if ( order === 'YZX' ) {
  764. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  765. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  766. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  768. } else if ( order === 'XZY' ) {
  769. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  770. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  771. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  772. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  773. }
  774. if ( update !== false ) this._onChangeCallback();
  775. return this;
  776. },
  777. setFromAxisAngle: function ( axis, angle ) {
  778. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  779. // assumes axis is normalized
  780. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  781. this._x = axis.x * s;
  782. this._y = axis.y * s;
  783. this._z = axis.z * s;
  784. this._w = Math.cos( halfAngle );
  785. this._onChangeCallback();
  786. return this;
  787. },
  788. setFromRotationMatrix: function ( m ) {
  789. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  790. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  791. var te = m.elements,
  792. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  793. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  794. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  795. trace = m11 + m22 + m33,
  796. s;
  797. if ( trace > 0 ) {
  798. s = 0.5 / Math.sqrt( trace + 1.0 );
  799. this._w = 0.25 / s;
  800. this._x = ( m32 - m23 ) * s;
  801. this._y = ( m13 - m31 ) * s;
  802. this._z = ( m21 - m12 ) * s;
  803. } else if ( m11 > m22 && m11 > m33 ) {
  804. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  805. this._w = ( m32 - m23 ) / s;
  806. this._x = 0.25 * s;
  807. this._y = ( m12 + m21 ) / s;
  808. this._z = ( m13 + m31 ) / s;
  809. } else if ( m22 > m33 ) {
  810. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  811. this._w = ( m13 - m31 ) / s;
  812. this._x = ( m12 + m21 ) / s;
  813. this._y = 0.25 * s;
  814. this._z = ( m23 + m32 ) / s;
  815. } else {
  816. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  817. this._w = ( m21 - m12 ) / s;
  818. this._x = ( m13 + m31 ) / s;
  819. this._y = ( m23 + m32 ) / s;
  820. this._z = 0.25 * s;
  821. }
  822. this._onChangeCallback();
  823. return this;
  824. },
  825. setFromUnitVectors: function ( vFrom, vTo ) {
  826. // assumes direction vectors vFrom and vTo are normalized
  827. var EPS = 0.000001;
  828. var r = vFrom.dot( vTo ) + 1;
  829. if ( r < EPS ) {
  830. r = 0;
  831. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  832. this._x = - vFrom.y;
  833. this._y = vFrom.x;
  834. this._z = 0;
  835. this._w = r;
  836. } else {
  837. this._x = 0;
  838. this._y = - vFrom.z;
  839. this._z = vFrom.y;
  840. this._w = r;
  841. }
  842. } else {
  843. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  844. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  845. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  846. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  847. this._w = r;
  848. }
  849. return this.normalize();
  850. },
  851. angleTo: function ( q ) {
  852. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  853. },
  854. rotateTowards: function ( q, step ) {
  855. var angle = this.angleTo( q );
  856. if ( angle === 0 ) return this;
  857. var t = Math.min( 1, step / angle );
  858. this.slerp( q, t );
  859. return this;
  860. },
  861. inverse: function () {
  862. // quaternion is assumed to have unit length
  863. return this.conjugate();
  864. },
  865. conjugate: function () {
  866. this._x *= - 1;
  867. this._y *= - 1;
  868. this._z *= - 1;
  869. this._onChangeCallback();
  870. return this;
  871. },
  872. dot: function ( v ) {
  873. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  874. },
  875. lengthSq: function () {
  876. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  877. },
  878. length: function () {
  879. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  880. },
  881. normalize: function () {
  882. var l = this.length();
  883. if ( l === 0 ) {
  884. this._x = 0;
  885. this._y = 0;
  886. this._z = 0;
  887. this._w = 1;
  888. } else {
  889. l = 1 / l;
  890. this._x = this._x * l;
  891. this._y = this._y * l;
  892. this._z = this._z * l;
  893. this._w = this._w * l;
  894. }
  895. this._onChangeCallback();
  896. return this;
  897. },
  898. multiply: function ( q, p ) {
  899. if ( p !== undefined ) {
  900. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  901. return this.multiplyQuaternions( q, p );
  902. }
  903. return this.multiplyQuaternions( this, q );
  904. },
  905. premultiply: function ( q ) {
  906. return this.multiplyQuaternions( q, this );
  907. },
  908. multiplyQuaternions: function ( a, b ) {
  909. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  910. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  911. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  912. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  913. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  914. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  915. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  916. this._onChangeCallback();
  917. return this;
  918. },
  919. slerp: function ( qb, t ) {
  920. if ( t === 0 ) return this;
  921. if ( t === 1 ) return this.copy( qb );
  922. var x = this._x, y = this._y, z = this._z, w = this._w;
  923. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  924. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  925. if ( cosHalfTheta < 0 ) {
  926. this._w = - qb._w;
  927. this._x = - qb._x;
  928. this._y = - qb._y;
  929. this._z = - qb._z;
  930. cosHalfTheta = - cosHalfTheta;
  931. } else {
  932. this.copy( qb );
  933. }
  934. if ( cosHalfTheta >= 1.0 ) {
  935. this._w = w;
  936. this._x = x;
  937. this._y = y;
  938. this._z = z;
  939. return this;
  940. }
  941. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  942. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  943. var s = 1 - t;
  944. this._w = s * w + t * this._w;
  945. this._x = s * x + t * this._x;
  946. this._y = s * y + t * this._y;
  947. this._z = s * z + t * this._z;
  948. this.normalize();
  949. this._onChangeCallback();
  950. return this;
  951. }
  952. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  953. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  954. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  955. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  956. this._w = ( w * ratioA + this._w * ratioB );
  957. this._x = ( x * ratioA + this._x * ratioB );
  958. this._y = ( y * ratioA + this._y * ratioB );
  959. this._z = ( z * ratioA + this._z * ratioB );
  960. this._onChangeCallback();
  961. return this;
  962. },
  963. equals: function ( quaternion ) {
  964. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  965. },
  966. fromArray: function ( array, offset ) {
  967. if ( offset === undefined ) offset = 0;
  968. this._x = array[ offset ];
  969. this._y = array[ offset + 1 ];
  970. this._z = array[ offset + 2 ];
  971. this._w = array[ offset + 3 ];
  972. this._onChangeCallback();
  973. return this;
  974. },
  975. toArray: function ( array, offset ) {
  976. if ( array === undefined ) array = [];
  977. if ( offset === undefined ) offset = 0;
  978. array[ offset ] = this._x;
  979. array[ offset + 1 ] = this._y;
  980. array[ offset + 2 ] = this._z;
  981. array[ offset + 3 ] = this._w;
  982. return array;
  983. },
  984. _onChange: function ( callback ) {
  985. this._onChangeCallback = callback;
  986. return this;
  987. },
  988. _onChangeCallback: function () {}
  989. } );
  990. /**
  991. * @author mrdoob / http://mrdoob.com/
  992. * @author kile / http://kile.stravaganza.org/
  993. * @author philogb / http://blog.thejit.org/
  994. * @author mikael emtinger / http://gomo.se/
  995. * @author egraether / http://egraether.com/
  996. * @author WestLangley / http://github.com/WestLangley
  997. */
  998. var _vector = new Vector3();
  999. var _quaternion = new Quaternion();
  1000. function Vector3( x, y, z ) {
  1001. this.x = x || 0;
  1002. this.y = y || 0;
  1003. this.z = z || 0;
  1004. }
  1005. Object.assign( Vector3.prototype, {
  1006. isVector3: true,
  1007. set: function ( x, y, z ) {
  1008. this.x = x;
  1009. this.y = y;
  1010. this.z = z;
  1011. return this;
  1012. },
  1013. setScalar: function ( scalar ) {
  1014. this.x = scalar;
  1015. this.y = scalar;
  1016. this.z = scalar;
  1017. return this;
  1018. },
  1019. setX: function ( x ) {
  1020. this.x = x;
  1021. return this;
  1022. },
  1023. setY: function ( y ) {
  1024. this.y = y;
  1025. return this;
  1026. },
  1027. setZ: function ( z ) {
  1028. this.z = z;
  1029. return this;
  1030. },
  1031. setComponent: function ( index, value ) {
  1032. switch ( index ) {
  1033. case 0: this.x = value; break;
  1034. case 1: this.y = value; break;
  1035. case 2: this.z = value; break;
  1036. default: throw new Error( 'index is out of range: ' + index );
  1037. }
  1038. return this;
  1039. },
  1040. getComponent: function ( index ) {
  1041. switch ( index ) {
  1042. case 0: return this.x;
  1043. case 1: return this.y;
  1044. case 2: return this.z;
  1045. default: throw new Error( 'index is out of range: ' + index );
  1046. }
  1047. },
  1048. clone: function () {
  1049. return new this.constructor( this.x, this.y, this.z );
  1050. },
  1051. copy: function ( v ) {
  1052. this.x = v.x;
  1053. this.y = v.y;
  1054. this.z = v.z;
  1055. return this;
  1056. },
  1057. add: function ( v, w ) {
  1058. if ( w !== undefined ) {
  1059. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1060. return this.addVectors( v, w );
  1061. }
  1062. this.x += v.x;
  1063. this.y += v.y;
  1064. this.z += v.z;
  1065. return this;
  1066. },
  1067. addScalar: function ( s ) {
  1068. this.x += s;
  1069. this.y += s;
  1070. this.z += s;
  1071. return this;
  1072. },
  1073. addVectors: function ( a, b ) {
  1074. this.x = a.x + b.x;
  1075. this.y = a.y + b.y;
  1076. this.z = a.z + b.z;
  1077. return this;
  1078. },
  1079. addScaledVector: function ( v, s ) {
  1080. this.x += v.x * s;
  1081. this.y += v.y * s;
  1082. this.z += v.z * s;
  1083. return this;
  1084. },
  1085. sub: function ( v, w ) {
  1086. if ( w !== undefined ) {
  1087. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1088. return this.subVectors( v, w );
  1089. }
  1090. this.x -= v.x;
  1091. this.y -= v.y;
  1092. this.z -= v.z;
  1093. return this;
  1094. },
  1095. subScalar: function ( s ) {
  1096. this.x -= s;
  1097. this.y -= s;
  1098. this.z -= s;
  1099. return this;
  1100. },
  1101. subVectors: function ( a, b ) {
  1102. this.x = a.x - b.x;
  1103. this.y = a.y - b.y;
  1104. this.z = a.z - b.z;
  1105. return this;
  1106. },
  1107. multiply: function ( v, w ) {
  1108. if ( w !== undefined ) {
  1109. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1110. return this.multiplyVectors( v, w );
  1111. }
  1112. this.x *= v.x;
  1113. this.y *= v.y;
  1114. this.z *= v.z;
  1115. return this;
  1116. },
  1117. multiplyScalar: function ( scalar ) {
  1118. this.x *= scalar;
  1119. this.y *= scalar;
  1120. this.z *= scalar;
  1121. return this;
  1122. },
  1123. multiplyVectors: function ( a, b ) {
  1124. this.x = a.x * b.x;
  1125. this.y = a.y * b.y;
  1126. this.z = a.z * b.z;
  1127. return this;
  1128. },
  1129. applyEuler: function ( euler ) {
  1130. if ( ! ( euler && euler.isEuler ) ) {
  1131. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1132. }
  1133. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1134. },
  1135. applyAxisAngle: function ( axis, angle ) {
  1136. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1137. },
  1138. applyMatrix3: function ( m ) {
  1139. var x = this.x, y = this.y, z = this.z;
  1140. var e = m.elements;
  1141. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1142. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1143. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1144. return this;
  1145. },
  1146. applyMatrix4: function ( m ) {
  1147. var x = this.x, y = this.y, z = this.z;
  1148. var e = m.elements;
  1149. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1150. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1151. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1152. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1153. return this;
  1154. },
  1155. applyQuaternion: function ( q ) {
  1156. var x = this.x, y = this.y, z = this.z;
  1157. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1158. // calculate quat * vector
  1159. var ix = qw * x + qy * z - qz * y;
  1160. var iy = qw * y + qz * x - qx * z;
  1161. var iz = qw * z + qx * y - qy * x;
  1162. var iw = - qx * x - qy * y - qz * z;
  1163. // calculate result * inverse quat
  1164. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1165. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1166. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1167. return this;
  1168. },
  1169. project: function ( camera ) {
  1170. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1171. },
  1172. unproject: function ( camera ) {
  1173. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1174. },
  1175. transformDirection: function ( m ) {
  1176. // input: THREE.Matrix4 affine matrix
  1177. // vector interpreted as a direction
  1178. var x = this.x, y = this.y, z = this.z;
  1179. var e = m.elements;
  1180. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1181. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1182. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1183. return this.normalize();
  1184. },
  1185. divide: function ( v ) {
  1186. this.x /= v.x;
  1187. this.y /= v.y;
  1188. this.z /= v.z;
  1189. return this;
  1190. },
  1191. divideScalar: function ( scalar ) {
  1192. return this.multiplyScalar( 1 / scalar );
  1193. },
  1194. min: function ( v ) {
  1195. this.x = Math.min( this.x, v.x );
  1196. this.y = Math.min( this.y, v.y );
  1197. this.z = Math.min( this.z, v.z );
  1198. return this;
  1199. },
  1200. max: function ( v ) {
  1201. this.x = Math.max( this.x, v.x );
  1202. this.y = Math.max( this.y, v.y );
  1203. this.z = Math.max( this.z, v.z );
  1204. return this;
  1205. },
  1206. clamp: function ( min, max ) {
  1207. // assumes min < max, componentwise
  1208. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1209. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1210. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1211. return this;
  1212. },
  1213. clampScalar: function ( minVal, maxVal ) {
  1214. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1215. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1216. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1217. return this;
  1218. },
  1219. clampLength: function ( min, max ) {
  1220. var length = this.length();
  1221. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1222. },
  1223. floor: function () {
  1224. this.x = Math.floor( this.x );
  1225. this.y = Math.floor( this.y );
  1226. this.z = Math.floor( this.z );
  1227. return this;
  1228. },
  1229. ceil: function () {
  1230. this.x = Math.ceil( this.x );
  1231. this.y = Math.ceil( this.y );
  1232. this.z = Math.ceil( this.z );
  1233. return this;
  1234. },
  1235. round: function () {
  1236. this.x = Math.round( this.x );
  1237. this.y = Math.round( this.y );
  1238. this.z = Math.round( this.z );
  1239. return this;
  1240. },
  1241. roundToZero: function () {
  1242. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1243. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1244. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1245. return this;
  1246. },
  1247. negate: function () {
  1248. this.x = - this.x;
  1249. this.y = - this.y;
  1250. this.z = - this.z;
  1251. return this;
  1252. },
  1253. dot: function ( v ) {
  1254. return this.x * v.x + this.y * v.y + this.z * v.z;
  1255. },
  1256. // TODO lengthSquared?
  1257. lengthSq: function () {
  1258. return this.x * this.x + this.y * this.y + this.z * this.z;
  1259. },
  1260. length: function () {
  1261. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1262. },
  1263. manhattanLength: function () {
  1264. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1265. },
  1266. normalize: function () {
  1267. return this.divideScalar( this.length() || 1 );
  1268. },
  1269. setLength: function ( length ) {
  1270. return this.normalize().multiplyScalar( length );
  1271. },
  1272. lerp: function ( v, alpha ) {
  1273. this.x += ( v.x - this.x ) * alpha;
  1274. this.y += ( v.y - this.y ) * alpha;
  1275. this.z += ( v.z - this.z ) * alpha;
  1276. return this;
  1277. },
  1278. lerpVectors: function ( v1, v2, alpha ) {
  1279. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1280. },
  1281. cross: function ( v, w ) {
  1282. if ( w !== undefined ) {
  1283. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1284. return this.crossVectors( v, w );
  1285. }
  1286. return this.crossVectors( this, v );
  1287. },
  1288. crossVectors: function ( a, b ) {
  1289. var ax = a.x, ay = a.y, az = a.z;
  1290. var bx = b.x, by = b.y, bz = b.z;
  1291. this.x = ay * bz - az * by;
  1292. this.y = az * bx - ax * bz;
  1293. this.z = ax * by - ay * bx;
  1294. return this;
  1295. },
  1296. projectOnVector: function ( vector ) {
  1297. var scalar = vector.dot( this ) / vector.lengthSq();
  1298. return this.copy( vector ).multiplyScalar( scalar );
  1299. },
  1300. projectOnPlane: function ( planeNormal ) {
  1301. _vector.copy( this ).projectOnVector( planeNormal );
  1302. return this.sub( _vector );
  1303. },
  1304. reflect: function ( normal ) {
  1305. // reflect incident vector off plane orthogonal to normal
  1306. // normal is assumed to have unit length
  1307. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1308. },
  1309. angleTo: function ( v ) {
  1310. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1311. // clamp, to handle numerical problems
  1312. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1313. },
  1314. distanceTo: function ( v ) {
  1315. return Math.sqrt( this.distanceToSquared( v ) );
  1316. },
  1317. distanceToSquared: function ( v ) {
  1318. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1319. return dx * dx + dy * dy + dz * dz;
  1320. },
  1321. manhattanDistanceTo: function ( v ) {
  1322. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1323. },
  1324. setFromSpherical: function ( s ) {
  1325. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1326. },
  1327. setFromSphericalCoords: function ( radius, phi, theta ) {
  1328. var sinPhiRadius = Math.sin( phi ) * radius;
  1329. this.x = sinPhiRadius * Math.sin( theta );
  1330. this.y = Math.cos( phi ) * radius;
  1331. this.z = sinPhiRadius * Math.cos( theta );
  1332. return this;
  1333. },
  1334. setFromCylindrical: function ( c ) {
  1335. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1336. },
  1337. setFromCylindricalCoords: function ( radius, theta, y ) {
  1338. this.x = radius * Math.sin( theta );
  1339. this.y = y;
  1340. this.z = radius * Math.cos( theta );
  1341. return this;
  1342. },
  1343. setFromMatrixPosition: function ( m ) {
  1344. var e = m.elements;
  1345. this.x = e[ 12 ];
  1346. this.y = e[ 13 ];
  1347. this.z = e[ 14 ];
  1348. return this;
  1349. },
  1350. setFromMatrixScale: function ( m ) {
  1351. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1352. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1353. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1354. this.x = sx;
  1355. this.y = sy;
  1356. this.z = sz;
  1357. return this;
  1358. },
  1359. setFromMatrixColumn: function ( m, index ) {
  1360. return this.fromArray( m.elements, index * 4 );
  1361. },
  1362. equals: function ( v ) {
  1363. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1364. },
  1365. fromArray: function ( array, offset ) {
  1366. if ( offset === undefined ) offset = 0;
  1367. this.x = array[ offset ];
  1368. this.y = array[ offset + 1 ];
  1369. this.z = array[ offset + 2 ];
  1370. return this;
  1371. },
  1372. toArray: function ( array, offset ) {
  1373. if ( array === undefined ) array = [];
  1374. if ( offset === undefined ) offset = 0;
  1375. array[ offset ] = this.x;
  1376. array[ offset + 1 ] = this.y;
  1377. array[ offset + 2 ] = this.z;
  1378. return array;
  1379. },
  1380. fromBufferAttribute: function ( attribute, index, offset ) {
  1381. if ( offset !== undefined ) {
  1382. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1383. }
  1384. this.x = attribute.getX( index );
  1385. this.y = attribute.getY( index );
  1386. this.z = attribute.getZ( index );
  1387. return this;
  1388. }
  1389. } );
  1390. /**
  1391. * @author alteredq / http://alteredqualia.com/
  1392. * @author WestLangley / http://github.com/WestLangley
  1393. * @author bhouston / http://clara.io
  1394. * @author tschw
  1395. */
  1396. var _vector$1 = new Vector3();
  1397. function Matrix3() {
  1398. this.elements = [
  1399. 1, 0, 0,
  1400. 0, 1, 0,
  1401. 0, 0, 1
  1402. ];
  1403. if ( arguments.length > 0 ) {
  1404. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1405. }
  1406. }
  1407. Object.assign( Matrix3.prototype, {
  1408. isMatrix3: true,
  1409. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1410. var te = this.elements;
  1411. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1412. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1413. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1414. return this;
  1415. },
  1416. identity: function () {
  1417. this.set(
  1418. 1, 0, 0,
  1419. 0, 1, 0,
  1420. 0, 0, 1
  1421. );
  1422. return this;
  1423. },
  1424. clone: function () {
  1425. return new this.constructor().fromArray( this.elements );
  1426. },
  1427. copy: function ( m ) {
  1428. var te = this.elements;
  1429. var me = m.elements;
  1430. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1431. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1432. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1433. return this;
  1434. },
  1435. setFromMatrix4: function ( m ) {
  1436. var me = m.elements;
  1437. this.set(
  1438. me[ 0 ], me[ 4 ], me[ 8 ],
  1439. me[ 1 ], me[ 5 ], me[ 9 ],
  1440. me[ 2 ], me[ 6 ], me[ 10 ]
  1441. );
  1442. return this;
  1443. },
  1444. applyToBufferAttribute: function ( attribute ) {
  1445. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1446. _vector$1.x = attribute.getX( i );
  1447. _vector$1.y = attribute.getY( i );
  1448. _vector$1.z = attribute.getZ( i );
  1449. _vector$1.applyMatrix3( this );
  1450. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1451. }
  1452. return attribute;
  1453. },
  1454. multiply: function ( m ) {
  1455. return this.multiplyMatrices( this, m );
  1456. },
  1457. premultiply: function ( m ) {
  1458. return this.multiplyMatrices( m, this );
  1459. },
  1460. multiplyMatrices: function ( a, b ) {
  1461. var ae = a.elements;
  1462. var be = b.elements;
  1463. var te = this.elements;
  1464. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1465. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1466. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1467. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1468. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1469. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1470. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1471. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1472. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1473. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1474. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1475. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1476. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1477. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1478. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1479. return this;
  1480. },
  1481. multiplyScalar: function ( s ) {
  1482. var te = this.elements;
  1483. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1484. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1485. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1486. return this;
  1487. },
  1488. determinant: function () {
  1489. var te = this.elements;
  1490. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1491. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1492. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1493. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1494. },
  1495. getInverse: function ( matrix, throwOnDegenerate ) {
  1496. if ( matrix && matrix.isMatrix4 ) {
  1497. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1498. }
  1499. var me = matrix.elements,
  1500. te = this.elements,
  1501. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1502. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1503. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1504. t11 = n33 * n22 - n32 * n23,
  1505. t12 = n32 * n13 - n33 * n12,
  1506. t13 = n23 * n12 - n22 * n13,
  1507. det = n11 * t11 + n21 * t12 + n31 * t13;
  1508. if ( det === 0 ) {
  1509. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1510. if ( throwOnDegenerate === true ) {
  1511. throw new Error( msg );
  1512. } else {
  1513. console.warn( msg );
  1514. }
  1515. return this.identity();
  1516. }
  1517. var detInv = 1 / det;
  1518. te[ 0 ] = t11 * detInv;
  1519. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1520. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1521. te[ 3 ] = t12 * detInv;
  1522. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1523. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1524. te[ 6 ] = t13 * detInv;
  1525. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1526. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1527. return this;
  1528. },
  1529. transpose: function () {
  1530. var tmp, m = this.elements;
  1531. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1532. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1533. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1534. return this;
  1535. },
  1536. getNormalMatrix: function ( matrix4 ) {
  1537. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1538. },
  1539. transposeIntoArray: function ( r ) {
  1540. var m = this.elements;
  1541. r[ 0 ] = m[ 0 ];
  1542. r[ 1 ] = m[ 3 ];
  1543. r[ 2 ] = m[ 6 ];
  1544. r[ 3 ] = m[ 1 ];
  1545. r[ 4 ] = m[ 4 ];
  1546. r[ 5 ] = m[ 7 ];
  1547. r[ 6 ] = m[ 2 ];
  1548. r[ 7 ] = m[ 5 ];
  1549. r[ 8 ] = m[ 8 ];
  1550. return this;
  1551. },
  1552. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1553. var c = Math.cos( rotation );
  1554. var s = Math.sin( rotation );
  1555. this.set(
  1556. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1557. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1558. 0, 0, 1
  1559. );
  1560. },
  1561. scale: function ( sx, sy ) {
  1562. var te = this.elements;
  1563. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1564. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1565. return this;
  1566. },
  1567. rotate: function ( theta ) {
  1568. var c = Math.cos( theta );
  1569. var s = Math.sin( theta );
  1570. var te = this.elements;
  1571. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1572. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1573. te[ 0 ] = c * a11 + s * a21;
  1574. te[ 3 ] = c * a12 + s * a22;
  1575. te[ 6 ] = c * a13 + s * a23;
  1576. te[ 1 ] = - s * a11 + c * a21;
  1577. te[ 4 ] = - s * a12 + c * a22;
  1578. te[ 7 ] = - s * a13 + c * a23;
  1579. return this;
  1580. },
  1581. translate: function ( tx, ty ) {
  1582. var te = this.elements;
  1583. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1584. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1585. return this;
  1586. },
  1587. equals: function ( matrix ) {
  1588. var te = this.elements;
  1589. var me = matrix.elements;
  1590. for ( var i = 0; i < 9; i ++ ) {
  1591. if ( te[ i ] !== me[ i ] ) return false;
  1592. }
  1593. return true;
  1594. },
  1595. fromArray: function ( array, offset ) {
  1596. if ( offset === undefined ) offset = 0;
  1597. for ( var i = 0; i < 9; i ++ ) {
  1598. this.elements[ i ] = array[ i + offset ];
  1599. }
  1600. return this;
  1601. },
  1602. toArray: function ( array, offset ) {
  1603. if ( array === undefined ) array = [];
  1604. if ( offset === undefined ) offset = 0;
  1605. var te = this.elements;
  1606. array[ offset ] = te[ 0 ];
  1607. array[ offset + 1 ] = te[ 1 ];
  1608. array[ offset + 2 ] = te[ 2 ];
  1609. array[ offset + 3 ] = te[ 3 ];
  1610. array[ offset + 4 ] = te[ 4 ];
  1611. array[ offset + 5 ] = te[ 5 ];
  1612. array[ offset + 6 ] = te[ 6 ];
  1613. array[ offset + 7 ] = te[ 7 ];
  1614. array[ offset + 8 ] = te[ 8 ];
  1615. return array;
  1616. }
  1617. } );
  1618. /**
  1619. * @author mrdoob / http://mrdoob.com/
  1620. * @author alteredq / http://alteredqualia.com/
  1621. * @author szimek / https://github.com/szimek/
  1622. */
  1623. var _canvas;
  1624. var ImageUtils = {
  1625. getDataURL: function ( image ) {
  1626. var canvas;
  1627. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1628. return image.src;
  1629. } else if ( image instanceof HTMLCanvasElement ) {
  1630. canvas = image;
  1631. } else {
  1632. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  1633. _canvas.width = image.width;
  1634. _canvas.height = image.height;
  1635. var context = _canvas.getContext( '2d' );
  1636. if ( image instanceof ImageData ) {
  1637. context.putImageData( image, 0, 0 );
  1638. } else {
  1639. context.drawImage( image, 0, 0, image.width, image.height );
  1640. }
  1641. canvas = _canvas;
  1642. }
  1643. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1644. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1645. } else {
  1646. return canvas.toDataURL( 'image/png' );
  1647. }
  1648. }
  1649. };
  1650. /**
  1651. * @author mrdoob / http://mrdoob.com/
  1652. * @author alteredq / http://alteredqualia.com/
  1653. * @author szimek / https://github.com/szimek/
  1654. */
  1655. var textureId = 0;
  1656. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1657. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1658. this.uuid = _Math.generateUUID();
  1659. this.name = '';
  1660. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1661. this.mipmaps = [];
  1662. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1663. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1664. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1665. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1666. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1667. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1668. this.format = format !== undefined ? format : RGBAFormat;
  1669. this.type = type !== undefined ? type : UnsignedByteType;
  1670. this.offset = new Vector2( 0, 0 );
  1671. this.repeat = new Vector2( 1, 1 );
  1672. this.center = new Vector2( 0, 0 );
  1673. this.rotation = 0;
  1674. this.matrixAutoUpdate = true;
  1675. this.matrix = new Matrix3();
  1676. this.generateMipmaps = true;
  1677. this.premultiplyAlpha = false;
  1678. this.flipY = true;
  1679. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1680. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1681. //
  1682. // Also changing the encoding after already used by a Material will not automatically make the Material
  1683. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1684. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1685. this.version = 0;
  1686. this.onUpdate = null;
  1687. }
  1688. Texture.DEFAULT_IMAGE = undefined;
  1689. Texture.DEFAULT_MAPPING = UVMapping;
  1690. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1691. constructor: Texture,
  1692. isTexture: true,
  1693. updateMatrix: function () {
  1694. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1695. },
  1696. clone: function () {
  1697. return new this.constructor().copy( this );
  1698. },
  1699. copy: function ( source ) {
  1700. this.name = source.name;
  1701. this.image = source.image;
  1702. this.mipmaps = source.mipmaps.slice( 0 );
  1703. this.mapping = source.mapping;
  1704. this.wrapS = source.wrapS;
  1705. this.wrapT = source.wrapT;
  1706. this.magFilter = source.magFilter;
  1707. this.minFilter = source.minFilter;
  1708. this.anisotropy = source.anisotropy;
  1709. this.format = source.format;
  1710. this.type = source.type;
  1711. this.offset.copy( source.offset );
  1712. this.repeat.copy( source.repeat );
  1713. this.center.copy( source.center );
  1714. this.rotation = source.rotation;
  1715. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1716. this.matrix.copy( source.matrix );
  1717. this.generateMipmaps = source.generateMipmaps;
  1718. this.premultiplyAlpha = source.premultiplyAlpha;
  1719. this.flipY = source.flipY;
  1720. this.unpackAlignment = source.unpackAlignment;
  1721. this.encoding = source.encoding;
  1722. return this;
  1723. },
  1724. toJSON: function ( meta ) {
  1725. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1726. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1727. return meta.textures[ this.uuid ];
  1728. }
  1729. var output = {
  1730. metadata: {
  1731. version: 4.5,
  1732. type: 'Texture',
  1733. generator: 'Texture.toJSON'
  1734. },
  1735. uuid: this.uuid,
  1736. name: this.name,
  1737. mapping: this.mapping,
  1738. repeat: [ this.repeat.x, this.repeat.y ],
  1739. offset: [ this.offset.x, this.offset.y ],
  1740. center: [ this.center.x, this.center.y ],
  1741. rotation: this.rotation,
  1742. wrap: [ this.wrapS, this.wrapT ],
  1743. format: this.format,
  1744. type: this.type,
  1745. encoding: this.encoding,
  1746. minFilter: this.minFilter,
  1747. magFilter: this.magFilter,
  1748. anisotropy: this.anisotropy,
  1749. flipY: this.flipY,
  1750. premultiplyAlpha: this.premultiplyAlpha,
  1751. unpackAlignment: this.unpackAlignment
  1752. };
  1753. if ( this.image !== undefined ) {
  1754. // TODO: Move to THREE.Image
  1755. var image = this.image;
  1756. if ( image.uuid === undefined ) {
  1757. image.uuid = _Math.generateUUID(); // UGH
  1758. }
  1759. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1760. var url;
  1761. if ( Array.isArray( image ) ) {
  1762. // process array of images e.g. CubeTexture
  1763. url = [];
  1764. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1765. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1766. }
  1767. } else {
  1768. // process single image
  1769. url = ImageUtils.getDataURL( image );
  1770. }
  1771. meta.images[ image.uuid ] = {
  1772. uuid: image.uuid,
  1773. url: url
  1774. };
  1775. }
  1776. output.image = image.uuid;
  1777. }
  1778. if ( ! isRootObject ) {
  1779. meta.textures[ this.uuid ] = output;
  1780. }
  1781. return output;
  1782. },
  1783. dispose: function () {
  1784. this.dispatchEvent( { type: 'dispose' } );
  1785. },
  1786. transformUv: function ( uv ) {
  1787. if ( this.mapping !== UVMapping ) return uv;
  1788. uv.applyMatrix3( this.matrix );
  1789. if ( uv.x < 0 || uv.x > 1 ) {
  1790. switch ( this.wrapS ) {
  1791. case RepeatWrapping:
  1792. uv.x = uv.x - Math.floor( uv.x );
  1793. break;
  1794. case ClampToEdgeWrapping:
  1795. uv.x = uv.x < 0 ? 0 : 1;
  1796. break;
  1797. case MirroredRepeatWrapping:
  1798. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1799. uv.x = Math.ceil( uv.x ) - uv.x;
  1800. } else {
  1801. uv.x = uv.x - Math.floor( uv.x );
  1802. }
  1803. break;
  1804. }
  1805. }
  1806. if ( uv.y < 0 || uv.y > 1 ) {
  1807. switch ( this.wrapT ) {
  1808. case RepeatWrapping:
  1809. uv.y = uv.y - Math.floor( uv.y );
  1810. break;
  1811. case ClampToEdgeWrapping:
  1812. uv.y = uv.y < 0 ? 0 : 1;
  1813. break;
  1814. case MirroredRepeatWrapping:
  1815. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1816. uv.y = Math.ceil( uv.y ) - uv.y;
  1817. } else {
  1818. uv.y = uv.y - Math.floor( uv.y );
  1819. }
  1820. break;
  1821. }
  1822. }
  1823. if ( this.flipY ) {
  1824. uv.y = 1 - uv.y;
  1825. }
  1826. return uv;
  1827. }
  1828. } );
  1829. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1830. set: function ( value ) {
  1831. if ( value === true ) this.version ++;
  1832. }
  1833. } );
  1834. /**
  1835. * @author supereggbert / http://www.paulbrunt.co.uk/
  1836. * @author philogb / http://blog.thejit.org/
  1837. * @author mikael emtinger / http://gomo.se/
  1838. * @author egraether / http://egraether.com/
  1839. * @author WestLangley / http://github.com/WestLangley
  1840. */
  1841. function Vector4( x, y, z, w ) {
  1842. this.x = x || 0;
  1843. this.y = y || 0;
  1844. this.z = z || 0;
  1845. this.w = ( w !== undefined ) ? w : 1;
  1846. }
  1847. Object.defineProperties( Vector4.prototype, {
  1848. "width": {
  1849. get: function () {
  1850. return this.z;
  1851. },
  1852. set: function ( value ) {
  1853. this.z = value;
  1854. }
  1855. },
  1856. "height": {
  1857. get: function () {
  1858. return this.w;
  1859. },
  1860. set: function ( value ) {
  1861. this.w = value;
  1862. }
  1863. }
  1864. } );
  1865. Object.assign( Vector4.prototype, {
  1866. isVector4: true,
  1867. set: function ( x, y, z, w ) {
  1868. this.x = x;
  1869. this.y = y;
  1870. this.z = z;
  1871. this.w = w;
  1872. return this;
  1873. },
  1874. setScalar: function ( scalar ) {
  1875. this.x = scalar;
  1876. this.y = scalar;
  1877. this.z = scalar;
  1878. this.w = scalar;
  1879. return this;
  1880. },
  1881. setX: function ( x ) {
  1882. this.x = x;
  1883. return this;
  1884. },
  1885. setY: function ( y ) {
  1886. this.y = y;
  1887. return this;
  1888. },
  1889. setZ: function ( z ) {
  1890. this.z = z;
  1891. return this;
  1892. },
  1893. setW: function ( w ) {
  1894. this.w = w;
  1895. return this;
  1896. },
  1897. setComponent: function ( index, value ) {
  1898. switch ( index ) {
  1899. case 0: this.x = value; break;
  1900. case 1: this.y = value; break;
  1901. case 2: this.z = value; break;
  1902. case 3: this.w = value; break;
  1903. default: throw new Error( 'index is out of range: ' + index );
  1904. }
  1905. return this;
  1906. },
  1907. getComponent: function ( index ) {
  1908. switch ( index ) {
  1909. case 0: return this.x;
  1910. case 1: return this.y;
  1911. case 2: return this.z;
  1912. case 3: return this.w;
  1913. default: throw new Error( 'index is out of range: ' + index );
  1914. }
  1915. },
  1916. clone: function () {
  1917. return new this.constructor( this.x, this.y, this.z, this.w );
  1918. },
  1919. copy: function ( v ) {
  1920. this.x = v.x;
  1921. this.y = v.y;
  1922. this.z = v.z;
  1923. this.w = ( v.w !== undefined ) ? v.w : 1;
  1924. return this;
  1925. },
  1926. add: function ( v, w ) {
  1927. if ( w !== undefined ) {
  1928. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1929. return this.addVectors( v, w );
  1930. }
  1931. this.x += v.x;
  1932. this.y += v.y;
  1933. this.z += v.z;
  1934. this.w += v.w;
  1935. return this;
  1936. },
  1937. addScalar: function ( s ) {
  1938. this.x += s;
  1939. this.y += s;
  1940. this.z += s;
  1941. this.w += s;
  1942. return this;
  1943. },
  1944. addVectors: function ( a, b ) {
  1945. this.x = a.x + b.x;
  1946. this.y = a.y + b.y;
  1947. this.z = a.z + b.z;
  1948. this.w = a.w + b.w;
  1949. return this;
  1950. },
  1951. addScaledVector: function ( v, s ) {
  1952. this.x += v.x * s;
  1953. this.y += v.y * s;
  1954. this.z += v.z * s;
  1955. this.w += v.w * s;
  1956. return this;
  1957. },
  1958. sub: function ( v, w ) {
  1959. if ( w !== undefined ) {
  1960. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1961. return this.subVectors( v, w );
  1962. }
  1963. this.x -= v.x;
  1964. this.y -= v.y;
  1965. this.z -= v.z;
  1966. this.w -= v.w;
  1967. return this;
  1968. },
  1969. subScalar: function ( s ) {
  1970. this.x -= s;
  1971. this.y -= s;
  1972. this.z -= s;
  1973. this.w -= s;
  1974. return this;
  1975. },
  1976. subVectors: function ( a, b ) {
  1977. this.x = a.x - b.x;
  1978. this.y = a.y - b.y;
  1979. this.z = a.z - b.z;
  1980. this.w = a.w - b.w;
  1981. return this;
  1982. },
  1983. multiplyScalar: function ( scalar ) {
  1984. this.x *= scalar;
  1985. this.y *= scalar;
  1986. this.z *= scalar;
  1987. this.w *= scalar;
  1988. return this;
  1989. },
  1990. applyMatrix4: function ( m ) {
  1991. var x = this.x, y = this.y, z = this.z, w = this.w;
  1992. var e = m.elements;
  1993. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1994. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1995. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1996. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1997. return this;
  1998. },
  1999. divideScalar: function ( scalar ) {
  2000. return this.multiplyScalar( 1 / scalar );
  2001. },
  2002. setAxisAngleFromQuaternion: function ( q ) {
  2003. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2004. // q is assumed to be normalized
  2005. this.w = 2 * Math.acos( q.w );
  2006. var s = Math.sqrt( 1 - q.w * q.w );
  2007. if ( s < 0.0001 ) {
  2008. this.x = 1;
  2009. this.y = 0;
  2010. this.z = 0;
  2011. } else {
  2012. this.x = q.x / s;
  2013. this.y = q.y / s;
  2014. this.z = q.z / s;
  2015. }
  2016. return this;
  2017. },
  2018. setAxisAngleFromRotationMatrix: function ( m ) {
  2019. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2020. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2021. var angle, x, y, z, // variables for result
  2022. epsilon = 0.01, // margin to allow for rounding errors
  2023. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2024. te = m.elements,
  2025. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2026. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2027. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2028. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2029. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2030. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2031. // singularity found
  2032. // first check for identity matrix which must have +1 for all terms
  2033. // in leading diagonal and zero in other terms
  2034. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2035. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2036. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2037. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2038. // this singularity is identity matrix so angle = 0
  2039. this.set( 1, 0, 0, 0 );
  2040. return this; // zero angle, arbitrary axis
  2041. }
  2042. // otherwise this singularity is angle = 180
  2043. angle = Math.PI;
  2044. var xx = ( m11 + 1 ) / 2;
  2045. var yy = ( m22 + 1 ) / 2;
  2046. var zz = ( m33 + 1 ) / 2;
  2047. var xy = ( m12 + m21 ) / 4;
  2048. var xz = ( m13 + m31 ) / 4;
  2049. var yz = ( m23 + m32 ) / 4;
  2050. if ( ( xx > yy ) && ( xx > zz ) ) {
  2051. // m11 is the largest diagonal term
  2052. if ( xx < epsilon ) {
  2053. x = 0;
  2054. y = 0.707106781;
  2055. z = 0.707106781;
  2056. } else {
  2057. x = Math.sqrt( xx );
  2058. y = xy / x;
  2059. z = xz / x;
  2060. }
  2061. } else if ( yy > zz ) {
  2062. // m22 is the largest diagonal term
  2063. if ( yy < epsilon ) {
  2064. x = 0.707106781;
  2065. y = 0;
  2066. z = 0.707106781;
  2067. } else {
  2068. y = Math.sqrt( yy );
  2069. x = xy / y;
  2070. z = yz / y;
  2071. }
  2072. } else {
  2073. // m33 is the largest diagonal term so base result on this
  2074. if ( zz < epsilon ) {
  2075. x = 0.707106781;
  2076. y = 0.707106781;
  2077. z = 0;
  2078. } else {
  2079. z = Math.sqrt( zz );
  2080. x = xz / z;
  2081. y = yz / z;
  2082. }
  2083. }
  2084. this.set( x, y, z, angle );
  2085. return this; // return 180 deg rotation
  2086. }
  2087. // as we have reached here there are no singularities so we can handle normally
  2088. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2089. ( m13 - m31 ) * ( m13 - m31 ) +
  2090. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2091. if ( Math.abs( s ) < 0.001 ) s = 1;
  2092. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2093. // caught by singularity test above, but I've left it in just in case
  2094. this.x = ( m32 - m23 ) / s;
  2095. this.y = ( m13 - m31 ) / s;
  2096. this.z = ( m21 - m12 ) / s;
  2097. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2098. return this;
  2099. },
  2100. min: function ( v ) {
  2101. this.x = Math.min( this.x, v.x );
  2102. this.y = Math.min( this.y, v.y );
  2103. this.z = Math.min( this.z, v.z );
  2104. this.w = Math.min( this.w, v.w );
  2105. return this;
  2106. },
  2107. max: function ( v ) {
  2108. this.x = Math.max( this.x, v.x );
  2109. this.y = Math.max( this.y, v.y );
  2110. this.z = Math.max( this.z, v.z );
  2111. this.w = Math.max( this.w, v.w );
  2112. return this;
  2113. },
  2114. clamp: function ( min, max ) {
  2115. // assumes min < max, componentwise
  2116. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2117. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2118. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2119. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2120. return this;
  2121. },
  2122. clampScalar: function ( minVal, maxVal ) {
  2123. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2124. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2125. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2126. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2127. return this;
  2128. },
  2129. clampLength: function ( min, max ) {
  2130. var length = this.length();
  2131. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2132. },
  2133. floor: function () {
  2134. this.x = Math.floor( this.x );
  2135. this.y = Math.floor( this.y );
  2136. this.z = Math.floor( this.z );
  2137. this.w = Math.floor( this.w );
  2138. return this;
  2139. },
  2140. ceil: function () {
  2141. this.x = Math.ceil( this.x );
  2142. this.y = Math.ceil( this.y );
  2143. this.z = Math.ceil( this.z );
  2144. this.w = Math.ceil( this.w );
  2145. return this;
  2146. },
  2147. round: function () {
  2148. this.x = Math.round( this.x );
  2149. this.y = Math.round( this.y );
  2150. this.z = Math.round( this.z );
  2151. this.w = Math.round( this.w );
  2152. return this;
  2153. },
  2154. roundToZero: function () {
  2155. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2156. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2157. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2158. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2159. return this;
  2160. },
  2161. negate: function () {
  2162. this.x = - this.x;
  2163. this.y = - this.y;
  2164. this.z = - this.z;
  2165. this.w = - this.w;
  2166. return this;
  2167. },
  2168. dot: function ( v ) {
  2169. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2170. },
  2171. lengthSq: function () {
  2172. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2173. },
  2174. length: function () {
  2175. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2176. },
  2177. manhattanLength: function () {
  2178. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2179. },
  2180. normalize: function () {
  2181. return this.divideScalar( this.length() || 1 );
  2182. },
  2183. setLength: function ( length ) {
  2184. return this.normalize().multiplyScalar( length );
  2185. },
  2186. lerp: function ( v, alpha ) {
  2187. this.x += ( v.x - this.x ) * alpha;
  2188. this.y += ( v.y - this.y ) * alpha;
  2189. this.z += ( v.z - this.z ) * alpha;
  2190. this.w += ( v.w - this.w ) * alpha;
  2191. return this;
  2192. },
  2193. lerpVectors: function ( v1, v2, alpha ) {
  2194. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2195. },
  2196. equals: function ( v ) {
  2197. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2198. },
  2199. fromArray: function ( array, offset ) {
  2200. if ( offset === undefined ) offset = 0;
  2201. this.x = array[ offset ];
  2202. this.y = array[ offset + 1 ];
  2203. this.z = array[ offset + 2 ];
  2204. this.w = array[ offset + 3 ];
  2205. return this;
  2206. },
  2207. toArray: function ( array, offset ) {
  2208. if ( array === undefined ) array = [];
  2209. if ( offset === undefined ) offset = 0;
  2210. array[ offset ] = this.x;
  2211. array[ offset + 1 ] = this.y;
  2212. array[ offset + 2 ] = this.z;
  2213. array[ offset + 3 ] = this.w;
  2214. return array;
  2215. },
  2216. fromBufferAttribute: function ( attribute, index, offset ) {
  2217. if ( offset !== undefined ) {
  2218. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2219. }
  2220. this.x = attribute.getX( index );
  2221. this.y = attribute.getY( index );
  2222. this.z = attribute.getZ( index );
  2223. this.w = attribute.getW( index );
  2224. return this;
  2225. }
  2226. } );
  2227. /**
  2228. * @author szimek / https://github.com/szimek/
  2229. * @author alteredq / http://alteredqualia.com/
  2230. * @author Marius Kintel / https://github.com/kintel
  2231. */
  2232. /*
  2233. In options, we can specify:
  2234. * Texture parameters for an auto-generated target texture
  2235. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2236. */
  2237. function WebGLRenderTarget( width, height, options ) {
  2238. this.width = width;
  2239. this.height = height;
  2240. this.scissor = new Vector4( 0, 0, width, height );
  2241. this.scissorTest = false;
  2242. this.viewport = new Vector4( 0, 0, width, height );
  2243. options = options || {};
  2244. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2245. this.texture.image = {};
  2246. this.texture.image.width = width;
  2247. this.texture.image.height = height;
  2248. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2249. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2250. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2251. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2252. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2253. }
  2254. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2255. constructor: WebGLRenderTarget,
  2256. isWebGLRenderTarget: true,
  2257. setSize: function ( width, height ) {
  2258. if ( this.width !== width || this.height !== height ) {
  2259. this.width = width;
  2260. this.height = height;
  2261. this.texture.image.width = width;
  2262. this.texture.image.height = height;
  2263. this.dispose();
  2264. }
  2265. this.viewport.set( 0, 0, width, height );
  2266. this.scissor.set( 0, 0, width, height );
  2267. },
  2268. clone: function () {
  2269. return new this.constructor().copy( this );
  2270. },
  2271. copy: function ( source ) {
  2272. this.width = source.width;
  2273. this.height = source.height;
  2274. this.viewport.copy( source.viewport );
  2275. this.texture = source.texture.clone();
  2276. this.depthBuffer = source.depthBuffer;
  2277. this.stencilBuffer = source.stencilBuffer;
  2278. this.depthTexture = source.depthTexture;
  2279. return this;
  2280. },
  2281. dispose: function () {
  2282. this.dispatchEvent( { type: 'dispose' } );
  2283. }
  2284. } );
  2285. /**
  2286. * @author Mugen87 / https://github.com/Mugen87
  2287. * @author Matt DesLauriers / @mattdesl
  2288. */
  2289. function WebGLMultisampleRenderTarget( width, height, options ) {
  2290. WebGLRenderTarget.call( this, width, height, options );
  2291. this.samples = 4;
  2292. }
  2293. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2294. constructor: WebGLMultisampleRenderTarget,
  2295. isWebGLMultisampleRenderTarget: true,
  2296. copy: function ( source ) {
  2297. WebGLRenderTarget.prototype.copy.call( this, source );
  2298. this.samples = source.samples;
  2299. return this;
  2300. }
  2301. } );
  2302. var _v1 = new Vector3();
  2303. var _m1 = new Matrix4();
  2304. var _zero = new Vector3( 0, 0, 0 );
  2305. var _one = new Vector3( 1, 1, 1 );
  2306. var _x = new Vector3();
  2307. var _y = new Vector3();
  2308. var _z = new Vector3();
  2309. /**
  2310. * @author mrdoob / http://mrdoob.com/
  2311. * @author supereggbert / http://www.paulbrunt.co.uk/
  2312. * @author philogb / http://blog.thejit.org/
  2313. * @author jordi_ros / http://plattsoft.com
  2314. * @author D1plo1d / http://github.com/D1plo1d
  2315. * @author alteredq / http://alteredqualia.com/
  2316. * @author mikael emtinger / http://gomo.se/
  2317. * @author timknip / http://www.floorplanner.com/
  2318. * @author bhouston / http://clara.io
  2319. * @author WestLangley / http://github.com/WestLangley
  2320. */
  2321. function Matrix4() {
  2322. this.elements = [
  2323. 1, 0, 0, 0,
  2324. 0, 1, 0, 0,
  2325. 0, 0, 1, 0,
  2326. 0, 0, 0, 1
  2327. ];
  2328. if ( arguments.length > 0 ) {
  2329. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2330. }
  2331. }
  2332. Object.assign( Matrix4.prototype, {
  2333. isMatrix4: true,
  2334. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2335. var te = this.elements;
  2336. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2337. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2338. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2339. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2340. return this;
  2341. },
  2342. identity: function () {
  2343. this.set(
  2344. 1, 0, 0, 0,
  2345. 0, 1, 0, 0,
  2346. 0, 0, 1, 0,
  2347. 0, 0, 0, 1
  2348. );
  2349. return this;
  2350. },
  2351. clone: function () {
  2352. return new Matrix4().fromArray( this.elements );
  2353. },
  2354. copy: function ( m ) {
  2355. var te = this.elements;
  2356. var me = m.elements;
  2357. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2358. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2359. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2360. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2361. return this;
  2362. },
  2363. copyPosition: function ( m ) {
  2364. var te = this.elements, me = m.elements;
  2365. te[ 12 ] = me[ 12 ];
  2366. te[ 13 ] = me[ 13 ];
  2367. te[ 14 ] = me[ 14 ];
  2368. return this;
  2369. },
  2370. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2371. xAxis.setFromMatrixColumn( this, 0 );
  2372. yAxis.setFromMatrixColumn( this, 1 );
  2373. zAxis.setFromMatrixColumn( this, 2 );
  2374. return this;
  2375. },
  2376. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2377. this.set(
  2378. xAxis.x, yAxis.x, zAxis.x, 0,
  2379. xAxis.y, yAxis.y, zAxis.y, 0,
  2380. xAxis.z, yAxis.z, zAxis.z, 0,
  2381. 0, 0, 0, 1
  2382. );
  2383. return this;
  2384. },
  2385. extractRotation: function ( m ) {
  2386. // this method does not support reflection matrices
  2387. var te = this.elements;
  2388. var me = m.elements;
  2389. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2390. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2391. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2392. te[ 0 ] = me[ 0 ] * scaleX;
  2393. te[ 1 ] = me[ 1 ] * scaleX;
  2394. te[ 2 ] = me[ 2 ] * scaleX;
  2395. te[ 3 ] = 0;
  2396. te[ 4 ] = me[ 4 ] * scaleY;
  2397. te[ 5 ] = me[ 5 ] * scaleY;
  2398. te[ 6 ] = me[ 6 ] * scaleY;
  2399. te[ 7 ] = 0;
  2400. te[ 8 ] = me[ 8 ] * scaleZ;
  2401. te[ 9 ] = me[ 9 ] * scaleZ;
  2402. te[ 10 ] = me[ 10 ] * scaleZ;
  2403. te[ 11 ] = 0;
  2404. te[ 12 ] = 0;
  2405. te[ 13 ] = 0;
  2406. te[ 14 ] = 0;
  2407. te[ 15 ] = 1;
  2408. return this;
  2409. },
  2410. makeRotationFromEuler: function ( euler ) {
  2411. if ( ! ( euler && euler.isEuler ) ) {
  2412. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2413. }
  2414. var te = this.elements;
  2415. var x = euler.x, y = euler.y, z = euler.z;
  2416. var a = Math.cos( x ), b = Math.sin( x );
  2417. var c = Math.cos( y ), d = Math.sin( y );
  2418. var e = Math.cos( z ), f = Math.sin( z );
  2419. if ( euler.order === 'XYZ' ) {
  2420. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2421. te[ 0 ] = c * e;
  2422. te[ 4 ] = - c * f;
  2423. te[ 8 ] = d;
  2424. te[ 1 ] = af + be * d;
  2425. te[ 5 ] = ae - bf * d;
  2426. te[ 9 ] = - b * c;
  2427. te[ 2 ] = bf - ae * d;
  2428. te[ 6 ] = be + af * d;
  2429. te[ 10 ] = a * c;
  2430. } else if ( euler.order === 'YXZ' ) {
  2431. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2432. te[ 0 ] = ce + df * b;
  2433. te[ 4 ] = de * b - cf;
  2434. te[ 8 ] = a * d;
  2435. te[ 1 ] = a * f;
  2436. te[ 5 ] = a * e;
  2437. te[ 9 ] = - b;
  2438. te[ 2 ] = cf * b - de;
  2439. te[ 6 ] = df + ce * b;
  2440. te[ 10 ] = a * c;
  2441. } else if ( euler.order === 'ZXY' ) {
  2442. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2443. te[ 0 ] = ce - df * b;
  2444. te[ 4 ] = - a * f;
  2445. te[ 8 ] = de + cf * b;
  2446. te[ 1 ] = cf + de * b;
  2447. te[ 5 ] = a * e;
  2448. te[ 9 ] = df - ce * b;
  2449. te[ 2 ] = - a * d;
  2450. te[ 6 ] = b;
  2451. te[ 10 ] = a * c;
  2452. } else if ( euler.order === 'ZYX' ) {
  2453. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2454. te[ 0 ] = c * e;
  2455. te[ 4 ] = be * d - af;
  2456. te[ 8 ] = ae * d + bf;
  2457. te[ 1 ] = c * f;
  2458. te[ 5 ] = bf * d + ae;
  2459. te[ 9 ] = af * d - be;
  2460. te[ 2 ] = - d;
  2461. te[ 6 ] = b * c;
  2462. te[ 10 ] = a * c;
  2463. } else if ( euler.order === 'YZX' ) {
  2464. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2465. te[ 0 ] = c * e;
  2466. te[ 4 ] = bd - ac * f;
  2467. te[ 8 ] = bc * f + ad;
  2468. te[ 1 ] = f;
  2469. te[ 5 ] = a * e;
  2470. te[ 9 ] = - b * e;
  2471. te[ 2 ] = - d * e;
  2472. te[ 6 ] = ad * f + bc;
  2473. te[ 10 ] = ac - bd * f;
  2474. } else if ( euler.order === 'XZY' ) {
  2475. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2476. te[ 0 ] = c * e;
  2477. te[ 4 ] = - f;
  2478. te[ 8 ] = d * e;
  2479. te[ 1 ] = ac * f + bd;
  2480. te[ 5 ] = a * e;
  2481. te[ 9 ] = ad * f - bc;
  2482. te[ 2 ] = bc * f - ad;
  2483. te[ 6 ] = b * e;
  2484. te[ 10 ] = bd * f + ac;
  2485. }
  2486. // bottom row
  2487. te[ 3 ] = 0;
  2488. te[ 7 ] = 0;
  2489. te[ 11 ] = 0;
  2490. // last column
  2491. te[ 12 ] = 0;
  2492. te[ 13 ] = 0;
  2493. te[ 14 ] = 0;
  2494. te[ 15 ] = 1;
  2495. return this;
  2496. },
  2497. makeRotationFromQuaternion: function ( q ) {
  2498. return this.compose( _zero, q, _one );
  2499. },
  2500. lookAt: function ( eye, target, up ) {
  2501. var te = this.elements;
  2502. _z.subVectors( eye, target );
  2503. if ( _z.lengthSq() === 0 ) {
  2504. // eye and target are in the same position
  2505. _z.z = 1;
  2506. }
  2507. _z.normalize();
  2508. _x.crossVectors( up, _z );
  2509. if ( _x.lengthSq() === 0 ) {
  2510. // up and z are parallel
  2511. if ( Math.abs( up.z ) === 1 ) {
  2512. _z.x += 0.0001;
  2513. } else {
  2514. _z.z += 0.0001;
  2515. }
  2516. _z.normalize();
  2517. _x.crossVectors( up, _z );
  2518. }
  2519. _x.normalize();
  2520. _y.crossVectors( _z, _x );
  2521. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2522. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2523. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2524. return this;
  2525. },
  2526. multiply: function ( m, n ) {
  2527. if ( n !== undefined ) {
  2528. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2529. return this.multiplyMatrices( m, n );
  2530. }
  2531. return this.multiplyMatrices( this, m );
  2532. },
  2533. premultiply: function ( m ) {
  2534. return this.multiplyMatrices( m, this );
  2535. },
  2536. multiplyMatrices: function ( a, b ) {
  2537. var ae = a.elements;
  2538. var be = b.elements;
  2539. var te = this.elements;
  2540. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2541. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2542. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2543. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2544. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2545. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2546. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2547. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2548. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2549. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2550. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2551. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2552. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2553. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2554. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2555. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2556. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2557. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2558. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2559. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2560. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2561. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2562. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2563. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2564. return this;
  2565. },
  2566. multiplyScalar: function ( s ) {
  2567. var te = this.elements;
  2568. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2569. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2570. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2571. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2572. return this;
  2573. },
  2574. applyToBufferAttribute: function ( attribute ) {
  2575. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2576. _v1.x = attribute.getX( i );
  2577. _v1.y = attribute.getY( i );
  2578. _v1.z = attribute.getZ( i );
  2579. _v1.applyMatrix4( this );
  2580. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2581. }
  2582. return attribute;
  2583. },
  2584. determinant: function () {
  2585. var te = this.elements;
  2586. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2587. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2588. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2589. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2590. //TODO: make this more efficient
  2591. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2592. return (
  2593. n41 * (
  2594. + n14 * n23 * n32
  2595. - n13 * n24 * n32
  2596. - n14 * n22 * n33
  2597. + n12 * n24 * n33
  2598. + n13 * n22 * n34
  2599. - n12 * n23 * n34
  2600. ) +
  2601. n42 * (
  2602. + n11 * n23 * n34
  2603. - n11 * n24 * n33
  2604. + n14 * n21 * n33
  2605. - n13 * n21 * n34
  2606. + n13 * n24 * n31
  2607. - n14 * n23 * n31
  2608. ) +
  2609. n43 * (
  2610. + n11 * n24 * n32
  2611. - n11 * n22 * n34
  2612. - n14 * n21 * n32
  2613. + n12 * n21 * n34
  2614. + n14 * n22 * n31
  2615. - n12 * n24 * n31
  2616. ) +
  2617. n44 * (
  2618. - n13 * n22 * n31
  2619. - n11 * n23 * n32
  2620. + n11 * n22 * n33
  2621. + n13 * n21 * n32
  2622. - n12 * n21 * n33
  2623. + n12 * n23 * n31
  2624. )
  2625. );
  2626. },
  2627. transpose: function () {
  2628. var te = this.elements;
  2629. var tmp;
  2630. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2631. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2632. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2633. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2634. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2635. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2636. return this;
  2637. },
  2638. setPosition: function ( x, y, z ) {
  2639. var te = this.elements;
  2640. if ( x.isVector3 ) {
  2641. te[ 12 ] = x.x;
  2642. te[ 13 ] = x.y;
  2643. te[ 14 ] = x.z;
  2644. } else {
  2645. te[ 12 ] = x;
  2646. te[ 13 ] = y;
  2647. te[ 14 ] = z;
  2648. }
  2649. return this;
  2650. },
  2651. getInverse: function ( m, throwOnDegenerate ) {
  2652. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2653. var te = this.elements,
  2654. me = m.elements,
  2655. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2656. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2657. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2658. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2659. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2660. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2661. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2662. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2663. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2664. if ( det === 0 ) {
  2665. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2666. if ( throwOnDegenerate === true ) {
  2667. throw new Error( msg );
  2668. } else {
  2669. console.warn( msg );
  2670. }
  2671. return this.identity();
  2672. }
  2673. var detInv = 1 / det;
  2674. te[ 0 ] = t11 * detInv;
  2675. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2676. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2677. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2678. te[ 4 ] = t12 * detInv;
  2679. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2680. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2681. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2682. te[ 8 ] = t13 * detInv;
  2683. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2684. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2685. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2686. te[ 12 ] = t14 * detInv;
  2687. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2688. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2689. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2690. return this;
  2691. },
  2692. scale: function ( v ) {
  2693. var te = this.elements;
  2694. var x = v.x, y = v.y, z = v.z;
  2695. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2696. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2697. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2698. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2699. return this;
  2700. },
  2701. getMaxScaleOnAxis: function () {
  2702. var te = this.elements;
  2703. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2704. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2705. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2706. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2707. },
  2708. makeTranslation: function ( x, y, z ) {
  2709. this.set(
  2710. 1, 0, 0, x,
  2711. 0, 1, 0, y,
  2712. 0, 0, 1, z,
  2713. 0, 0, 0, 1
  2714. );
  2715. return this;
  2716. },
  2717. makeRotationX: function ( theta ) {
  2718. var c = Math.cos( theta ), s = Math.sin( theta );
  2719. this.set(
  2720. 1, 0, 0, 0,
  2721. 0, c, - s, 0,
  2722. 0, s, c, 0,
  2723. 0, 0, 0, 1
  2724. );
  2725. return this;
  2726. },
  2727. makeRotationY: function ( theta ) {
  2728. var c = Math.cos( theta ), s = Math.sin( theta );
  2729. this.set(
  2730. c, 0, s, 0,
  2731. 0, 1, 0, 0,
  2732. - s, 0, c, 0,
  2733. 0, 0, 0, 1
  2734. );
  2735. return this;
  2736. },
  2737. makeRotationZ: function ( theta ) {
  2738. var c = Math.cos( theta ), s = Math.sin( theta );
  2739. this.set(
  2740. c, - s, 0, 0,
  2741. s, c, 0, 0,
  2742. 0, 0, 1, 0,
  2743. 0, 0, 0, 1
  2744. );
  2745. return this;
  2746. },
  2747. makeRotationAxis: function ( axis, angle ) {
  2748. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2749. var c = Math.cos( angle );
  2750. var s = Math.sin( angle );
  2751. var t = 1 - c;
  2752. var x = axis.x, y = axis.y, z = axis.z;
  2753. var tx = t * x, ty = t * y;
  2754. this.set(
  2755. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2756. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2757. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2758. 0, 0, 0, 1
  2759. );
  2760. return this;
  2761. },
  2762. makeScale: function ( x, y, z ) {
  2763. this.set(
  2764. x, 0, 0, 0,
  2765. 0, y, 0, 0,
  2766. 0, 0, z, 0,
  2767. 0, 0, 0, 1
  2768. );
  2769. return this;
  2770. },
  2771. makeShear: function ( x, y, z ) {
  2772. this.set(
  2773. 1, y, z, 0,
  2774. x, 1, z, 0,
  2775. x, y, 1, 0,
  2776. 0, 0, 0, 1
  2777. );
  2778. return this;
  2779. },
  2780. compose: function ( position, quaternion, scale ) {
  2781. var te = this.elements;
  2782. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2783. var x2 = x + x, y2 = y + y, z2 = z + z;
  2784. var xx = x * x2, xy = x * y2, xz = x * z2;
  2785. var yy = y * y2, yz = y * z2, zz = z * z2;
  2786. var wx = w * x2, wy = w * y2, wz = w * z2;
  2787. var sx = scale.x, sy = scale.y, sz = scale.z;
  2788. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2789. te[ 1 ] = ( xy + wz ) * sx;
  2790. te[ 2 ] = ( xz - wy ) * sx;
  2791. te[ 3 ] = 0;
  2792. te[ 4 ] = ( xy - wz ) * sy;
  2793. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2794. te[ 6 ] = ( yz + wx ) * sy;
  2795. te[ 7 ] = 0;
  2796. te[ 8 ] = ( xz + wy ) * sz;
  2797. te[ 9 ] = ( yz - wx ) * sz;
  2798. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2799. te[ 11 ] = 0;
  2800. te[ 12 ] = position.x;
  2801. te[ 13 ] = position.y;
  2802. te[ 14 ] = position.z;
  2803. te[ 15 ] = 1;
  2804. return this;
  2805. },
  2806. decompose: function ( position, quaternion, scale ) {
  2807. var te = this.elements;
  2808. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2809. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2810. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2811. // if determine is negative, we need to invert one scale
  2812. var det = this.determinant();
  2813. if ( det < 0 ) sx = - sx;
  2814. position.x = te[ 12 ];
  2815. position.y = te[ 13 ];
  2816. position.z = te[ 14 ];
  2817. // scale the rotation part
  2818. _m1.copy( this );
  2819. var invSX = 1 / sx;
  2820. var invSY = 1 / sy;
  2821. var invSZ = 1 / sz;
  2822. _m1.elements[ 0 ] *= invSX;
  2823. _m1.elements[ 1 ] *= invSX;
  2824. _m1.elements[ 2 ] *= invSX;
  2825. _m1.elements[ 4 ] *= invSY;
  2826. _m1.elements[ 5 ] *= invSY;
  2827. _m1.elements[ 6 ] *= invSY;
  2828. _m1.elements[ 8 ] *= invSZ;
  2829. _m1.elements[ 9 ] *= invSZ;
  2830. _m1.elements[ 10 ] *= invSZ;
  2831. quaternion.setFromRotationMatrix( _m1 );
  2832. scale.x = sx;
  2833. scale.y = sy;
  2834. scale.z = sz;
  2835. return this;
  2836. },
  2837. makePerspective: function ( left, right, top, bottom, near, far ) {
  2838. if ( far === undefined ) {
  2839. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2840. }
  2841. var te = this.elements;
  2842. var x = 2 * near / ( right - left );
  2843. var y = 2 * near / ( top - bottom );
  2844. var a = ( right + left ) / ( right - left );
  2845. var b = ( top + bottom ) / ( top - bottom );
  2846. var c = - ( far + near ) / ( far - near );
  2847. var d = - 2 * far * near / ( far - near );
  2848. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2849. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2850. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2851. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2852. return this;
  2853. },
  2854. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2855. var te = this.elements;
  2856. var w = 1.0 / ( right - left );
  2857. var h = 1.0 / ( top - bottom );
  2858. var p = 1.0 / ( far - near );
  2859. var x = ( right + left ) * w;
  2860. var y = ( top + bottom ) * h;
  2861. var z = ( far + near ) * p;
  2862. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2863. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2864. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2865. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2866. return this;
  2867. },
  2868. equals: function ( matrix ) {
  2869. var te = this.elements;
  2870. var me = matrix.elements;
  2871. for ( var i = 0; i < 16; i ++ ) {
  2872. if ( te[ i ] !== me[ i ] ) return false;
  2873. }
  2874. return true;
  2875. },
  2876. fromArray: function ( array, offset ) {
  2877. if ( offset === undefined ) offset = 0;
  2878. for ( var i = 0; i < 16; i ++ ) {
  2879. this.elements[ i ] = array[ i + offset ];
  2880. }
  2881. return this;
  2882. },
  2883. toArray: function ( array, offset ) {
  2884. if ( array === undefined ) array = [];
  2885. if ( offset === undefined ) offset = 0;
  2886. var te = this.elements;
  2887. array[ offset ] = te[ 0 ];
  2888. array[ offset + 1 ] = te[ 1 ];
  2889. array[ offset + 2 ] = te[ 2 ];
  2890. array[ offset + 3 ] = te[ 3 ];
  2891. array[ offset + 4 ] = te[ 4 ];
  2892. array[ offset + 5 ] = te[ 5 ];
  2893. array[ offset + 6 ] = te[ 6 ];
  2894. array[ offset + 7 ] = te[ 7 ];
  2895. array[ offset + 8 ] = te[ 8 ];
  2896. array[ offset + 9 ] = te[ 9 ];
  2897. array[ offset + 10 ] = te[ 10 ];
  2898. array[ offset + 11 ] = te[ 11 ];
  2899. array[ offset + 12 ] = te[ 12 ];
  2900. array[ offset + 13 ] = te[ 13 ];
  2901. array[ offset + 14 ] = te[ 14 ];
  2902. array[ offset + 15 ] = te[ 15 ];
  2903. return array;
  2904. }
  2905. } );
  2906. /**
  2907. * @author mrdoob / http://mrdoob.com/
  2908. * @author WestLangley / http://github.com/WestLangley
  2909. * @author bhouston / http://clara.io
  2910. */
  2911. var _matrix = new Matrix4();
  2912. var _quaternion$1 = new Quaternion();
  2913. function Euler( x, y, z, order ) {
  2914. this._x = x || 0;
  2915. this._y = y || 0;
  2916. this._z = z || 0;
  2917. this._order = order || Euler.DefaultOrder;
  2918. }
  2919. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2920. Euler.DefaultOrder = 'XYZ';
  2921. Object.defineProperties( Euler.prototype, {
  2922. x: {
  2923. get: function () {
  2924. return this._x;
  2925. },
  2926. set: function ( value ) {
  2927. this._x = value;
  2928. this._onChangeCallback();
  2929. }
  2930. },
  2931. y: {
  2932. get: function () {
  2933. return this._y;
  2934. },
  2935. set: function ( value ) {
  2936. this._y = value;
  2937. this._onChangeCallback();
  2938. }
  2939. },
  2940. z: {
  2941. get: function () {
  2942. return this._z;
  2943. },
  2944. set: function ( value ) {
  2945. this._z = value;
  2946. this._onChangeCallback();
  2947. }
  2948. },
  2949. order: {
  2950. get: function () {
  2951. return this._order;
  2952. },
  2953. set: function ( value ) {
  2954. this._order = value;
  2955. this._onChangeCallback();
  2956. }
  2957. }
  2958. } );
  2959. Object.assign( Euler.prototype, {
  2960. isEuler: true,
  2961. set: function ( x, y, z, order ) {
  2962. this._x = x;
  2963. this._y = y;
  2964. this._z = z;
  2965. this._order = order || this._order;
  2966. this._onChangeCallback();
  2967. return this;
  2968. },
  2969. clone: function () {
  2970. return new this.constructor( this._x, this._y, this._z, this._order );
  2971. },
  2972. copy: function ( euler ) {
  2973. this._x = euler._x;
  2974. this._y = euler._y;
  2975. this._z = euler._z;
  2976. this._order = euler._order;
  2977. this._onChangeCallback();
  2978. return this;
  2979. },
  2980. setFromRotationMatrix: function ( m, order, update ) {
  2981. var clamp = _Math.clamp;
  2982. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2983. var te = m.elements;
  2984. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2985. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2986. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2987. order = order || this._order;
  2988. if ( order === 'XYZ' ) {
  2989. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2990. if ( Math.abs( m13 ) < 0.9999999 ) {
  2991. this._x = Math.atan2( - m23, m33 );
  2992. this._z = Math.atan2( - m12, m11 );
  2993. } else {
  2994. this._x = Math.atan2( m32, m22 );
  2995. this._z = 0;
  2996. }
  2997. } else if ( order === 'YXZ' ) {
  2998. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  2999. if ( Math.abs( m23 ) < 0.9999999 ) {
  3000. this._y = Math.atan2( m13, m33 );
  3001. this._z = Math.atan2( m21, m22 );
  3002. } else {
  3003. this._y = Math.atan2( - m31, m11 );
  3004. this._z = 0;
  3005. }
  3006. } else if ( order === 'ZXY' ) {
  3007. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3008. if ( Math.abs( m32 ) < 0.9999999 ) {
  3009. this._y = Math.atan2( - m31, m33 );
  3010. this._z = Math.atan2( - m12, m22 );
  3011. } else {
  3012. this._y = 0;
  3013. this._z = Math.atan2( m21, m11 );
  3014. }
  3015. } else if ( order === 'ZYX' ) {
  3016. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3017. if ( Math.abs( m31 ) < 0.9999999 ) {
  3018. this._x = Math.atan2( m32, m33 );
  3019. this._z = Math.atan2( m21, m11 );
  3020. } else {
  3021. this._x = 0;
  3022. this._z = Math.atan2( - m12, m22 );
  3023. }
  3024. } else if ( order === 'YZX' ) {
  3025. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3026. if ( Math.abs( m21 ) < 0.9999999 ) {
  3027. this._x = Math.atan2( - m23, m22 );
  3028. this._y = Math.atan2( - m31, m11 );
  3029. } else {
  3030. this._x = 0;
  3031. this._y = Math.atan2( m13, m33 );
  3032. }
  3033. } else if ( order === 'XZY' ) {
  3034. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3035. if ( Math.abs( m12 ) < 0.9999999 ) {
  3036. this._x = Math.atan2( m32, m22 );
  3037. this._y = Math.atan2( m13, m11 );
  3038. } else {
  3039. this._x = Math.atan2( - m23, m33 );
  3040. this._y = 0;
  3041. }
  3042. } else {
  3043. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3044. }
  3045. this._order = order;
  3046. if ( update !== false ) this._onChangeCallback();
  3047. return this;
  3048. },
  3049. setFromQuaternion: function ( q, order, update ) {
  3050. _matrix.makeRotationFromQuaternion( q );
  3051. return this.setFromRotationMatrix( _matrix, order, update );
  3052. },
  3053. setFromVector3: function ( v, order ) {
  3054. return this.set( v.x, v.y, v.z, order || this._order );
  3055. },
  3056. reorder: function ( newOrder ) {
  3057. // WARNING: this discards revolution information -bhouston
  3058. _quaternion$1.setFromEuler( this );
  3059. return this.setFromQuaternion( _quaternion$1, newOrder );
  3060. },
  3061. equals: function ( euler ) {
  3062. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3063. },
  3064. fromArray: function ( array ) {
  3065. this._x = array[ 0 ];
  3066. this._y = array[ 1 ];
  3067. this._z = array[ 2 ];
  3068. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  3069. this._onChangeCallback();
  3070. return this;
  3071. },
  3072. toArray: function ( array, offset ) {
  3073. if ( array === undefined ) array = [];
  3074. if ( offset === undefined ) offset = 0;
  3075. array[ offset ] = this._x;
  3076. array[ offset + 1 ] = this._y;
  3077. array[ offset + 2 ] = this._z;
  3078. array[ offset + 3 ] = this._order;
  3079. return array;
  3080. },
  3081. toVector3: function ( optionalResult ) {
  3082. if ( optionalResult ) {
  3083. return optionalResult.set( this._x, this._y, this._z );
  3084. } else {
  3085. return new Vector3( this._x, this._y, this._z );
  3086. }
  3087. },
  3088. _onChange: function ( callback ) {
  3089. this._onChangeCallback = callback;
  3090. return this;
  3091. },
  3092. _onChangeCallback: function () {}
  3093. } );
  3094. /**
  3095. * @author mrdoob / http://mrdoob.com/
  3096. */
  3097. function Layers() {
  3098. this.mask = 1 | 0;
  3099. }
  3100. Object.assign( Layers.prototype, {
  3101. set: function ( channel ) {
  3102. this.mask = 1 << channel | 0;
  3103. },
  3104. enable: function ( channel ) {
  3105. this.mask |= 1 << channel | 0;
  3106. },
  3107. toggle: function ( channel ) {
  3108. this.mask ^= 1 << channel | 0;
  3109. },
  3110. disable: function ( channel ) {
  3111. this.mask &= ~ ( 1 << channel | 0 );
  3112. },
  3113. test: function ( layers ) {
  3114. return ( this.mask & layers.mask ) !== 0;
  3115. }
  3116. } );
  3117. var _object3DId = 0;
  3118. var _v1$1 = new Vector3();
  3119. var _q1 = new Quaternion();
  3120. var _m1$1 = new Matrix4();
  3121. var _target = new Vector3();
  3122. var _position = new Vector3();
  3123. var _scale = new Vector3();
  3124. var _quaternion$2 = new Quaternion();
  3125. var _xAxis = new Vector3( 1, 0, 0 );
  3126. var _yAxis = new Vector3( 0, 1, 0 );
  3127. var _zAxis = new Vector3( 0, 0, 1 );
  3128. var _addedEvent = { type: 'added' };
  3129. var _removedEvent = { type: 'removed' };
  3130. /**
  3131. * @author mrdoob / http://mrdoob.com/
  3132. * @author mikael emtinger / http://gomo.se/
  3133. * @author alteredq / http://alteredqualia.com/
  3134. * @author WestLangley / http://github.com/WestLangley
  3135. * @author elephantatwork / www.elephantatwork.ch
  3136. */
  3137. function Object3D() {
  3138. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3139. this.uuid = _Math.generateUUID();
  3140. this.name = '';
  3141. this.type = 'Object3D';
  3142. this.parent = null;
  3143. this.children = [];
  3144. this.up = Object3D.DefaultUp.clone();
  3145. var position = new Vector3();
  3146. var rotation = new Euler();
  3147. var quaternion = new Quaternion();
  3148. var scale = new Vector3( 1, 1, 1 );
  3149. function onRotationChange() {
  3150. quaternion.setFromEuler( rotation, false );
  3151. }
  3152. function onQuaternionChange() {
  3153. rotation.setFromQuaternion( quaternion, undefined, false );
  3154. }
  3155. rotation._onChange( onRotationChange );
  3156. quaternion._onChange( onQuaternionChange );
  3157. Object.defineProperties( this, {
  3158. position: {
  3159. configurable: true,
  3160. enumerable: true,
  3161. value: position
  3162. },
  3163. rotation: {
  3164. configurable: true,
  3165. enumerable: true,
  3166. value: rotation
  3167. },
  3168. quaternion: {
  3169. configurable: true,
  3170. enumerable: true,
  3171. value: quaternion
  3172. },
  3173. scale: {
  3174. configurable: true,
  3175. enumerable: true,
  3176. value: scale
  3177. },
  3178. modelViewMatrix: {
  3179. value: new Matrix4()
  3180. },
  3181. normalMatrix: {
  3182. value: new Matrix3()
  3183. }
  3184. } );
  3185. this.matrix = new Matrix4();
  3186. this.matrixWorld = new Matrix4();
  3187. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3188. this.matrixWorldNeedsUpdate = false;
  3189. this.layers = new Layers();
  3190. this.visible = true;
  3191. this.castShadow = false;
  3192. this.receiveShadow = false;
  3193. this.frustumCulled = true;
  3194. this.renderOrder = 0;
  3195. this.userData = {};
  3196. }
  3197. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3198. Object3D.DefaultMatrixAutoUpdate = true;
  3199. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3200. constructor: Object3D,
  3201. isObject3D: true,
  3202. onBeforeRender: function () {},
  3203. onAfterRender: function () {},
  3204. applyMatrix: function ( matrix ) {
  3205. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3206. this.matrix.premultiply( matrix );
  3207. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3208. },
  3209. applyQuaternion: function ( q ) {
  3210. this.quaternion.premultiply( q );
  3211. return this;
  3212. },
  3213. setRotationFromAxisAngle: function ( axis, angle ) {
  3214. // assumes axis is normalized
  3215. this.quaternion.setFromAxisAngle( axis, angle );
  3216. },
  3217. setRotationFromEuler: function ( euler ) {
  3218. this.quaternion.setFromEuler( euler, true );
  3219. },
  3220. setRotationFromMatrix: function ( m ) {
  3221. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3222. this.quaternion.setFromRotationMatrix( m );
  3223. },
  3224. setRotationFromQuaternion: function ( q ) {
  3225. // assumes q is normalized
  3226. this.quaternion.copy( q );
  3227. },
  3228. rotateOnAxis: function ( axis, angle ) {
  3229. // rotate object on axis in object space
  3230. // axis is assumed to be normalized
  3231. _q1.setFromAxisAngle( axis, angle );
  3232. this.quaternion.multiply( _q1 );
  3233. return this;
  3234. },
  3235. rotateOnWorldAxis: function ( axis, angle ) {
  3236. // rotate object on axis in world space
  3237. // axis is assumed to be normalized
  3238. // method assumes no rotated parent
  3239. _q1.setFromAxisAngle( axis, angle );
  3240. this.quaternion.premultiply( _q1 );
  3241. return this;
  3242. },
  3243. rotateX: function ( angle ) {
  3244. return this.rotateOnAxis( _xAxis, angle );
  3245. },
  3246. rotateY: function ( angle ) {
  3247. return this.rotateOnAxis( _yAxis, angle );
  3248. },
  3249. rotateZ: function ( angle ) {
  3250. return this.rotateOnAxis( _zAxis, angle );
  3251. },
  3252. translateOnAxis: function ( axis, distance ) {
  3253. // translate object by distance along axis in object space
  3254. // axis is assumed to be normalized
  3255. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3256. this.position.add( _v1$1.multiplyScalar( distance ) );
  3257. return this;
  3258. },
  3259. translateX: function ( distance ) {
  3260. return this.translateOnAxis( _xAxis, distance );
  3261. },
  3262. translateY: function ( distance ) {
  3263. return this.translateOnAxis( _yAxis, distance );
  3264. },
  3265. translateZ: function ( distance ) {
  3266. return this.translateOnAxis( _zAxis, distance );
  3267. },
  3268. localToWorld: function ( vector ) {
  3269. return vector.applyMatrix4( this.matrixWorld );
  3270. },
  3271. worldToLocal: function ( vector ) {
  3272. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3273. },
  3274. lookAt: function ( x, y, z ) {
  3275. // This method does not support objects having non-uniformly-scaled parent(s)
  3276. if ( x.isVector3 ) {
  3277. _target.copy( x );
  3278. } else {
  3279. _target.set( x, y, z );
  3280. }
  3281. var parent = this.parent;
  3282. this.updateWorldMatrix( true, false );
  3283. _position.setFromMatrixPosition( this.matrixWorld );
  3284. if ( this.isCamera || this.isLight ) {
  3285. _m1$1.lookAt( _position, _target, this.up );
  3286. } else {
  3287. _m1$1.lookAt( _target, _position, this.up );
  3288. }
  3289. this.quaternion.setFromRotationMatrix( _m1$1 );
  3290. if ( parent ) {
  3291. _m1$1.extractRotation( parent.matrixWorld );
  3292. _q1.setFromRotationMatrix( _m1$1 );
  3293. this.quaternion.premultiply( _q1.inverse() );
  3294. }
  3295. },
  3296. add: function ( object ) {
  3297. if ( arguments.length > 1 ) {
  3298. for ( var i = 0; i < arguments.length; i ++ ) {
  3299. this.add( arguments[ i ] );
  3300. }
  3301. return this;
  3302. }
  3303. if ( object === this ) {
  3304. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3305. return this;
  3306. }
  3307. if ( ( object && object.isObject3D ) ) {
  3308. if ( object.parent !== null ) {
  3309. object.parent.remove( object );
  3310. }
  3311. object.parent = this;
  3312. this.children.push( object );
  3313. object.dispatchEvent( _addedEvent );
  3314. } else {
  3315. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3316. }
  3317. return this;
  3318. },
  3319. remove: function ( object ) {
  3320. if ( arguments.length > 1 ) {
  3321. for ( var i = 0; i < arguments.length; i ++ ) {
  3322. this.remove( arguments[ i ] );
  3323. }
  3324. return this;
  3325. }
  3326. var index = this.children.indexOf( object );
  3327. if ( index !== - 1 ) {
  3328. object.parent = null;
  3329. this.children.splice( index, 1 );
  3330. object.dispatchEvent( _removedEvent );
  3331. }
  3332. return this;
  3333. },
  3334. attach: function ( object ) {
  3335. // adds object as a child of this, while maintaining the object's world transform
  3336. this.updateWorldMatrix( true, false );
  3337. _m1$1.getInverse( this.matrixWorld );
  3338. if ( object.parent !== null ) {
  3339. object.parent.updateWorldMatrix( true, false );
  3340. _m1$1.multiply( object.parent.matrixWorld );
  3341. }
  3342. object.applyMatrix( _m1$1 );
  3343. object.updateWorldMatrix( false, false );
  3344. this.add( object );
  3345. return this;
  3346. },
  3347. getObjectById: function ( id ) {
  3348. return this.getObjectByProperty( 'id', id );
  3349. },
  3350. getObjectByName: function ( name ) {
  3351. return this.getObjectByProperty( 'name', name );
  3352. },
  3353. getObjectByProperty: function ( name, value ) {
  3354. if ( this[ name ] === value ) return this;
  3355. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3356. var child = this.children[ i ];
  3357. var object = child.getObjectByProperty( name, value );
  3358. if ( object !== undefined ) {
  3359. return object;
  3360. }
  3361. }
  3362. return undefined;
  3363. },
  3364. getWorldPosition: function ( target ) {
  3365. if ( target === undefined ) {
  3366. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3367. target = new Vector3();
  3368. }
  3369. this.updateMatrixWorld( true );
  3370. return target.setFromMatrixPosition( this.matrixWorld );
  3371. },
  3372. getWorldQuaternion: function ( target ) {
  3373. if ( target === undefined ) {
  3374. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3375. target = new Quaternion();
  3376. }
  3377. this.updateMatrixWorld( true );
  3378. this.matrixWorld.decompose( _position, target, _scale );
  3379. return target;
  3380. },
  3381. getWorldScale: function ( target ) {
  3382. if ( target === undefined ) {
  3383. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3384. target = new Vector3();
  3385. }
  3386. this.updateMatrixWorld( true );
  3387. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3388. return target;
  3389. },
  3390. getWorldDirection: function ( target ) {
  3391. if ( target === undefined ) {
  3392. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3393. target = new Vector3();
  3394. }
  3395. this.updateMatrixWorld( true );
  3396. var e = this.matrixWorld.elements;
  3397. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3398. },
  3399. raycast: function () {},
  3400. traverse: function ( callback ) {
  3401. callback( this );
  3402. var children = this.children;
  3403. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3404. children[ i ].traverse( callback );
  3405. }
  3406. },
  3407. traverseVisible: function ( callback ) {
  3408. if ( this.visible === false ) return;
  3409. callback( this );
  3410. var children = this.children;
  3411. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3412. children[ i ].traverseVisible( callback );
  3413. }
  3414. },
  3415. traverseAncestors: function ( callback ) {
  3416. var parent = this.parent;
  3417. if ( parent !== null ) {
  3418. callback( parent );
  3419. parent.traverseAncestors( callback );
  3420. }
  3421. },
  3422. updateMatrix: function () {
  3423. this.matrix.compose( this.position, this.quaternion, this.scale );
  3424. this.matrixWorldNeedsUpdate = true;
  3425. },
  3426. updateMatrixWorld: function ( force ) {
  3427. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3428. if ( this.matrixWorldNeedsUpdate || force ) {
  3429. if ( this.parent === null ) {
  3430. this.matrixWorld.copy( this.matrix );
  3431. } else {
  3432. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3433. }
  3434. this.matrixWorldNeedsUpdate = false;
  3435. force = true;
  3436. }
  3437. // update children
  3438. var children = this.children;
  3439. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3440. children[ i ].updateMatrixWorld( force );
  3441. }
  3442. },
  3443. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3444. var parent = this.parent;
  3445. if ( updateParents === true && parent !== null ) {
  3446. parent.updateWorldMatrix( true, false );
  3447. }
  3448. if ( this.matrixAutoUpdate ) this.updateMatrix();
  3449. if ( this.parent === null ) {
  3450. this.matrixWorld.copy( this.matrix );
  3451. } else {
  3452. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3453. }
  3454. // update children
  3455. if ( updateChildren === true ) {
  3456. var children = this.children;
  3457. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3458. children[ i ].updateWorldMatrix( false, true );
  3459. }
  3460. }
  3461. },
  3462. toJSON: function ( meta ) {
  3463. // meta is a string when called from JSON.stringify
  3464. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3465. var output = {};
  3466. // meta is a hash used to collect geometries, materials.
  3467. // not providing it implies that this is the root object
  3468. // being serialized.
  3469. if ( isRootObject ) {
  3470. // initialize meta obj
  3471. meta = {
  3472. geometries: {},
  3473. materials: {},
  3474. textures: {},
  3475. images: {},
  3476. shapes: {}
  3477. };
  3478. output.metadata = {
  3479. version: 4.5,
  3480. type: 'Object',
  3481. generator: 'Object3D.toJSON'
  3482. };
  3483. }
  3484. // standard Object3D serialization
  3485. var object = {};
  3486. object.uuid = this.uuid;
  3487. object.type = this.type;
  3488. if ( this.name !== '' ) object.name = this.name;
  3489. if ( this.castShadow === true ) object.castShadow = true;
  3490. if ( this.receiveShadow === true ) object.receiveShadow = true;
  3491. if ( this.visible === false ) object.visible = false;
  3492. if ( this.frustumCulled === false ) object.frustumCulled = false;
  3493. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  3494. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  3495. object.layers = this.layers.mask;
  3496. object.matrix = this.matrix.toArray();
  3497. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  3498. // object specific properties
  3499. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
  3500. //
  3501. function serialize( library, element ) {
  3502. if ( library[ element.uuid ] === undefined ) {
  3503. library[ element.uuid ] = element.toJSON( meta );
  3504. }
  3505. return element.uuid;
  3506. }
  3507. if ( this.isMesh || this.isLine || this.isPoints ) {
  3508. object.geometry = serialize( meta.geometries, this.geometry );
  3509. var parameters = this.geometry.parameters;
  3510. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3511. var shapes = parameters.shapes;
  3512. if ( Array.isArray( shapes ) ) {
  3513. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3514. var shape = shapes[ i ];
  3515. serialize( meta.shapes, shape );
  3516. }
  3517. } else {
  3518. serialize( meta.shapes, shapes );
  3519. }
  3520. }
  3521. }
  3522. if ( this.material !== undefined ) {
  3523. if ( Array.isArray( this.material ) ) {
  3524. var uuids = [];
  3525. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3526. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3527. }
  3528. object.material = uuids;
  3529. } else {
  3530. object.material = serialize( meta.materials, this.material );
  3531. }
  3532. }
  3533. //
  3534. if ( this.children.length > 0 ) {
  3535. object.children = [];
  3536. for ( var i = 0; i < this.children.length; i ++ ) {
  3537. object.children.push( this.children[ i ].toJSON( meta ).object );
  3538. }
  3539. }
  3540. if ( isRootObject ) {
  3541. var geometries = extractFromCache( meta.geometries );
  3542. var materials = extractFromCache( meta.materials );
  3543. var textures = extractFromCache( meta.textures );
  3544. var images = extractFromCache( meta.images );
  3545. var shapes = extractFromCache( meta.shapes );
  3546. if ( geometries.length > 0 ) output.geometries = geometries;
  3547. if ( materials.length > 0 ) output.materials = materials;
  3548. if ( textures.length > 0 ) output.textures = textures;
  3549. if ( images.length > 0 ) output.images = images;
  3550. if ( shapes.length > 0 ) output.shapes = shapes;
  3551. }
  3552. output.object = object;
  3553. return output;
  3554. // extract data from the cache hash
  3555. // remove metadata on each item
  3556. // and return as array
  3557. function extractFromCache( cache ) {
  3558. var values = [];
  3559. for ( var key in cache ) {
  3560. var data = cache[ key ];
  3561. delete data.metadata;
  3562. values.push( data );
  3563. }
  3564. return values;
  3565. }
  3566. },
  3567. clone: function ( recursive ) {
  3568. return new this.constructor().copy( this, recursive );
  3569. },
  3570. copy: function ( source, recursive ) {
  3571. if ( recursive === undefined ) recursive = true;
  3572. this.name = source.name;
  3573. this.up.copy( source.up );
  3574. this.position.copy( source.position );
  3575. this.quaternion.copy( source.quaternion );
  3576. this.scale.copy( source.scale );
  3577. this.matrix.copy( source.matrix );
  3578. this.matrixWorld.copy( source.matrixWorld );
  3579. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3580. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3581. this.layers.mask = source.layers.mask;
  3582. this.visible = source.visible;
  3583. this.castShadow = source.castShadow;
  3584. this.receiveShadow = source.receiveShadow;
  3585. this.frustumCulled = source.frustumCulled;
  3586. this.renderOrder = source.renderOrder;
  3587. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3588. if ( recursive === true ) {
  3589. for ( var i = 0; i < source.children.length; i ++ ) {
  3590. var child = source.children[ i ];
  3591. this.add( child.clone() );
  3592. }
  3593. }
  3594. return this;
  3595. }
  3596. } );
  3597. /**
  3598. * @author mrdoob / http://mrdoob.com/
  3599. */
  3600. function Scene() {
  3601. Object3D.call( this );
  3602. this.type = 'Scene';
  3603. this.background = null;
  3604. this.fog = null;
  3605. this.overrideMaterial = null;
  3606. this.autoUpdate = true; // checked by the renderer
  3607. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3608. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3609. }
  3610. }
  3611. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3612. constructor: Scene,
  3613. isScene: true,
  3614. copy: function ( source, recursive ) {
  3615. Object3D.prototype.copy.call( this, source, recursive );
  3616. if ( source.background !== null ) this.background = source.background.clone();
  3617. if ( source.fog !== null ) this.fog = source.fog.clone();
  3618. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  3619. this.autoUpdate = source.autoUpdate;
  3620. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3621. return this;
  3622. },
  3623. toJSON: function ( meta ) {
  3624. var data = Object3D.prototype.toJSON.call( this, meta );
  3625. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  3626. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  3627. return data;
  3628. },
  3629. dispose: function () {
  3630. this.dispatchEvent( { type: 'dispose' } );
  3631. }
  3632. } );
  3633. var _points = [
  3634. new Vector3(),
  3635. new Vector3(),
  3636. new Vector3(),
  3637. new Vector3(),
  3638. new Vector3(),
  3639. new Vector3(),
  3640. new Vector3(),
  3641. new Vector3()
  3642. ];
  3643. var _vector$2 = new Vector3();
  3644. // triangle centered vertices
  3645. var _v0 = new Vector3();
  3646. var _v1$2 = new Vector3();
  3647. var _v2 = new Vector3();
  3648. // triangle edge vectors
  3649. var _f0 = new Vector3();
  3650. var _f1 = new Vector3();
  3651. var _f2 = new Vector3();
  3652. var _center = new Vector3();
  3653. var _extents = new Vector3();
  3654. var _triangleNormal = new Vector3();
  3655. var _testAxis = new Vector3();
  3656. /**
  3657. * @author bhouston / http://clara.io
  3658. * @author WestLangley / http://github.com/WestLangley
  3659. */
  3660. function Box3( min, max ) {
  3661. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3662. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3663. }
  3664. Object.assign( Box3.prototype, {
  3665. isBox3: true,
  3666. set: function ( min, max ) {
  3667. this.min.copy( min );
  3668. this.max.copy( max );
  3669. return this;
  3670. },
  3671. setFromArray: function ( array ) {
  3672. var minX = + Infinity;
  3673. var minY = + Infinity;
  3674. var minZ = + Infinity;
  3675. var maxX = - Infinity;
  3676. var maxY = - Infinity;
  3677. var maxZ = - Infinity;
  3678. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3679. var x = array[ i ];
  3680. var y = array[ i + 1 ];
  3681. var z = array[ i + 2 ];
  3682. if ( x < minX ) minX = x;
  3683. if ( y < minY ) minY = y;
  3684. if ( z < minZ ) minZ = z;
  3685. if ( x > maxX ) maxX = x;
  3686. if ( y > maxY ) maxY = y;
  3687. if ( z > maxZ ) maxZ = z;
  3688. }
  3689. this.min.set( minX, minY, minZ );
  3690. this.max.set( maxX, maxY, maxZ );
  3691. return this;
  3692. },
  3693. setFromBufferAttribute: function ( attribute ) {
  3694. var minX = + Infinity;
  3695. var minY = + Infinity;
  3696. var minZ = + Infinity;
  3697. var maxX = - Infinity;
  3698. var maxY = - Infinity;
  3699. var maxZ = - Infinity;
  3700. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3701. var x = attribute.getX( i );
  3702. var y = attribute.getY( i );
  3703. var z = attribute.getZ( i );
  3704. if ( x < minX ) minX = x;
  3705. if ( y < minY ) minY = y;
  3706. if ( z < minZ ) minZ = z;
  3707. if ( x > maxX ) maxX = x;
  3708. if ( y > maxY ) maxY = y;
  3709. if ( z > maxZ ) maxZ = z;
  3710. }
  3711. this.min.set( minX, minY, minZ );
  3712. this.max.set( maxX, maxY, maxZ );
  3713. return this;
  3714. },
  3715. setFromPoints: function ( points ) {
  3716. this.makeEmpty();
  3717. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3718. this.expandByPoint( points[ i ] );
  3719. }
  3720. return this;
  3721. },
  3722. setFromCenterAndSize: function ( center, size ) {
  3723. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3724. this.min.copy( center ).sub( halfSize );
  3725. this.max.copy( center ).add( halfSize );
  3726. return this;
  3727. },
  3728. setFromObject: function ( object ) {
  3729. this.makeEmpty();
  3730. return this.expandByObject( object );
  3731. },
  3732. clone: function () {
  3733. return new this.constructor().copy( this );
  3734. },
  3735. copy: function ( box ) {
  3736. this.min.copy( box.min );
  3737. this.max.copy( box.max );
  3738. return this;
  3739. },
  3740. makeEmpty: function () {
  3741. this.min.x = this.min.y = this.min.z = + Infinity;
  3742. this.max.x = this.max.y = this.max.z = - Infinity;
  3743. return this;
  3744. },
  3745. isEmpty: function () {
  3746. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3747. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3748. },
  3749. getCenter: function ( target ) {
  3750. if ( target === undefined ) {
  3751. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3752. target = new Vector3();
  3753. }
  3754. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3755. },
  3756. getSize: function ( target ) {
  3757. if ( target === undefined ) {
  3758. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3759. target = new Vector3();
  3760. }
  3761. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3762. },
  3763. expandByPoint: function ( point ) {
  3764. this.min.min( point );
  3765. this.max.max( point );
  3766. return this;
  3767. },
  3768. expandByVector: function ( vector ) {
  3769. this.min.sub( vector );
  3770. this.max.add( vector );
  3771. return this;
  3772. },
  3773. expandByScalar: function ( scalar ) {
  3774. this.min.addScalar( - scalar );
  3775. this.max.addScalar( scalar );
  3776. return this;
  3777. },
  3778. expandByObject: function ( object ) {
  3779. var i, l;
  3780. // Computes the world-axis-aligned bounding box of an object (including its children),
  3781. // accounting for both the object's, and children's, world transforms
  3782. object.updateWorldMatrix( false, false );
  3783. var geometry = object.geometry;
  3784. if ( geometry !== undefined ) {
  3785. if ( geometry.isGeometry ) {
  3786. var vertices = geometry.vertices;
  3787. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3788. _vector$2.copy( vertices[ i ] );
  3789. _vector$2.applyMatrix4( object.matrixWorld );
  3790. this.expandByPoint( _vector$2 );
  3791. }
  3792. } else if ( geometry.isBufferGeometry ) {
  3793. var attribute = geometry.attributes.position;
  3794. if ( attribute !== undefined ) {
  3795. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3796. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3797. this.expandByPoint( _vector$2 );
  3798. }
  3799. }
  3800. }
  3801. }
  3802. //
  3803. var children = object.children;
  3804. for ( i = 0, l = children.length; i < l; i ++ ) {
  3805. this.expandByObject( children[ i ] );
  3806. }
  3807. return this;
  3808. },
  3809. containsPoint: function ( point ) {
  3810. return point.x < this.min.x || point.x > this.max.x ||
  3811. point.y < this.min.y || point.y > this.max.y ||
  3812. point.z < this.min.z || point.z > this.max.z ? false : true;
  3813. },
  3814. containsBox: function ( box ) {
  3815. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3816. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3817. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3818. },
  3819. getParameter: function ( point, target ) {
  3820. // This can potentially have a divide by zero if the box
  3821. // has a size dimension of 0.
  3822. if ( target === undefined ) {
  3823. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3824. target = new Vector3();
  3825. }
  3826. return target.set(
  3827. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3828. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3829. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3830. );
  3831. },
  3832. intersectsBox: function ( box ) {
  3833. // using 6 splitting planes to rule out intersections.
  3834. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3835. box.max.y < this.min.y || box.min.y > this.max.y ||
  3836. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3837. },
  3838. intersectsSphere: function ( sphere ) {
  3839. // Find the point on the AABB closest to the sphere center.
  3840. this.clampPoint( sphere.center, _vector$2 );
  3841. // If that point is inside the sphere, the AABB and sphere intersect.
  3842. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3843. },
  3844. intersectsPlane: function ( plane ) {
  3845. // We compute the minimum and maximum dot product values. If those values
  3846. // are on the same side (back or front) of the plane, then there is no intersection.
  3847. var min, max;
  3848. if ( plane.normal.x > 0 ) {
  3849. min = plane.normal.x * this.min.x;
  3850. max = plane.normal.x * this.max.x;
  3851. } else {
  3852. min = plane.normal.x * this.max.x;
  3853. max = plane.normal.x * this.min.x;
  3854. }
  3855. if ( plane.normal.y > 0 ) {
  3856. min += plane.normal.y * this.min.y;
  3857. max += plane.normal.y * this.max.y;
  3858. } else {
  3859. min += plane.normal.y * this.max.y;
  3860. max += plane.normal.y * this.min.y;
  3861. }
  3862. if ( plane.normal.z > 0 ) {
  3863. min += plane.normal.z * this.min.z;
  3864. max += plane.normal.z * this.max.z;
  3865. } else {
  3866. min += plane.normal.z * this.max.z;
  3867. max += plane.normal.z * this.min.z;
  3868. }
  3869. return ( min <= - plane.constant && max >= - plane.constant );
  3870. },
  3871. intersectsTriangle: function ( triangle ) {
  3872. if ( this.isEmpty() ) {
  3873. return false;
  3874. }
  3875. // compute box center and extents
  3876. this.getCenter( _center );
  3877. _extents.subVectors( this.max, _center );
  3878. // translate triangle to aabb origin
  3879. _v0.subVectors( triangle.a, _center );
  3880. _v1$2.subVectors( triangle.b, _center );
  3881. _v2.subVectors( triangle.c, _center );
  3882. // compute edge vectors for triangle
  3883. _f0.subVectors( _v1$2, _v0 );
  3884. _f1.subVectors( _v2, _v1$2 );
  3885. _f2.subVectors( _v0, _v2 );
  3886. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3887. // 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
  3888. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3889. var axes = [
  3890. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3891. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3892. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3893. ];
  3894. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3895. return false;
  3896. }
  3897. // test 3 face normals from the aabb
  3898. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3899. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3900. return false;
  3901. }
  3902. // finally testing the face normal of the triangle
  3903. // use already existing triangle edge vectors here
  3904. _triangleNormal.crossVectors( _f0, _f1 );
  3905. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3906. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3907. },
  3908. clampPoint: function ( point, target ) {
  3909. if ( target === undefined ) {
  3910. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3911. target = new Vector3();
  3912. }
  3913. return target.copy( point ).clamp( this.min, this.max );
  3914. },
  3915. distanceToPoint: function ( point ) {
  3916. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3917. return clampedPoint.sub( point ).length();
  3918. },
  3919. getBoundingSphere: function ( target ) {
  3920. if ( target === undefined ) {
  3921. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3922. //target = new Sphere(); // removed to avoid cyclic dependency
  3923. }
  3924. this.getCenter( target.center );
  3925. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3926. return target;
  3927. },
  3928. intersect: function ( box ) {
  3929. this.min.max( box.min );
  3930. this.max.min( box.max );
  3931. // 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.
  3932. if ( this.isEmpty() ) this.makeEmpty();
  3933. return this;
  3934. },
  3935. union: function ( box ) {
  3936. this.min.min( box.min );
  3937. this.max.max( box.max );
  3938. return this;
  3939. },
  3940. applyMatrix4: function ( matrix ) {
  3941. // transform of empty box is an empty box.
  3942. if ( this.isEmpty() ) return this;
  3943. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3944. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3945. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3946. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3947. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3948. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3949. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3950. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3951. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3952. this.setFromPoints( _points );
  3953. return this;
  3954. },
  3955. translate: function ( offset ) {
  3956. this.min.add( offset );
  3957. this.max.add( offset );
  3958. return this;
  3959. },
  3960. equals: function ( box ) {
  3961. return box.min.equals( this.min ) && box.max.equals( this.max );
  3962. }
  3963. } );
  3964. function satForAxes( axes, v0, v1, v2, extents ) {
  3965. var i, j;
  3966. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3967. _testAxis.fromArray( axes, i );
  3968. // project the aabb onto the seperating axis
  3969. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3970. // project all 3 vertices of the triangle onto the seperating axis
  3971. var p0 = v0.dot( _testAxis );
  3972. var p1 = v1.dot( _testAxis );
  3973. var p2 = v2.dot( _testAxis );
  3974. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3975. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3976. // points of the projected triangle are outside the projected half-length of the aabb
  3977. // the axis is seperating and we can exit
  3978. return false;
  3979. }
  3980. }
  3981. return true;
  3982. }
  3983. var _box = new Box3();
  3984. /**
  3985. * @author bhouston / http://clara.io
  3986. * @author mrdoob / http://mrdoob.com/
  3987. */
  3988. function Sphere( center, radius ) {
  3989. this.center = ( center !== undefined ) ? center : new Vector3();
  3990. this.radius = ( radius !== undefined ) ? radius : 0;
  3991. }
  3992. Object.assign( Sphere.prototype, {
  3993. set: function ( center, radius ) {
  3994. this.center.copy( center );
  3995. this.radius = radius;
  3996. return this;
  3997. },
  3998. setFromPoints: function ( points, optionalCenter ) {
  3999. var center = this.center;
  4000. if ( optionalCenter !== undefined ) {
  4001. center.copy( optionalCenter );
  4002. } else {
  4003. _box.setFromPoints( points ).getCenter( center );
  4004. }
  4005. var maxRadiusSq = 0;
  4006. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4007. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4008. }
  4009. this.radius = Math.sqrt( maxRadiusSq );
  4010. return this;
  4011. },
  4012. clone: function () {
  4013. return new this.constructor().copy( this );
  4014. },
  4015. copy: function ( sphere ) {
  4016. this.center.copy( sphere.center );
  4017. this.radius = sphere.radius;
  4018. return this;
  4019. },
  4020. empty: function () {
  4021. return ( this.radius <= 0 );
  4022. },
  4023. containsPoint: function ( point ) {
  4024. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4025. },
  4026. distanceToPoint: function ( point ) {
  4027. return ( point.distanceTo( this.center ) - this.radius );
  4028. },
  4029. intersectsSphere: function ( sphere ) {
  4030. var radiusSum = this.radius + sphere.radius;
  4031. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4032. },
  4033. intersectsBox: function ( box ) {
  4034. return box.intersectsSphere( this );
  4035. },
  4036. intersectsPlane: function ( plane ) {
  4037. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4038. },
  4039. clampPoint: function ( point, target ) {
  4040. var deltaLengthSq = this.center.distanceToSquared( point );
  4041. if ( target === undefined ) {
  4042. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4043. target = new Vector3();
  4044. }
  4045. target.copy( point );
  4046. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4047. target.sub( this.center ).normalize();
  4048. target.multiplyScalar( this.radius ).add( this.center );
  4049. }
  4050. return target;
  4051. },
  4052. getBoundingBox: function ( target ) {
  4053. if ( target === undefined ) {
  4054. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4055. target = new Box3();
  4056. }
  4057. target.set( this.center, this.center );
  4058. target.expandByScalar( this.radius );
  4059. return target;
  4060. },
  4061. applyMatrix4: function ( matrix ) {
  4062. this.center.applyMatrix4( matrix );
  4063. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4064. return this;
  4065. },
  4066. translate: function ( offset ) {
  4067. this.center.add( offset );
  4068. return this;
  4069. },
  4070. equals: function ( sphere ) {
  4071. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4072. }
  4073. } );
  4074. var _vector$3 = new Vector3();
  4075. var _segCenter = new Vector3();
  4076. var _segDir = new Vector3();
  4077. var _diff = new Vector3();
  4078. var _edge1 = new Vector3();
  4079. var _edge2 = new Vector3();
  4080. var _normal = new Vector3();
  4081. /**
  4082. * @author bhouston / http://clara.io
  4083. */
  4084. function Ray( origin, direction ) {
  4085. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4086. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4087. }
  4088. Object.assign( Ray.prototype, {
  4089. set: function ( origin, direction ) {
  4090. this.origin.copy( origin );
  4091. this.direction.copy( direction );
  4092. return this;
  4093. },
  4094. clone: function () {
  4095. return new this.constructor().copy( this );
  4096. },
  4097. copy: function ( ray ) {
  4098. this.origin.copy( ray.origin );
  4099. this.direction.copy( ray.direction );
  4100. return this;
  4101. },
  4102. at: function ( t, target ) {
  4103. if ( target === undefined ) {
  4104. console.warn( 'THREE.Ray: .at() target is now required' );
  4105. target = new Vector3();
  4106. }
  4107. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4108. },
  4109. lookAt: function ( v ) {
  4110. this.direction.copy( v ).sub( this.origin ).normalize();
  4111. return this;
  4112. },
  4113. recast: function ( t ) {
  4114. this.origin.copy( this.at( t, _vector$3 ) );
  4115. return this;
  4116. },
  4117. closestPointToPoint: function ( point, target ) {
  4118. if ( target === undefined ) {
  4119. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4120. target = new Vector3();
  4121. }
  4122. target.subVectors( point, this.origin );
  4123. var directionDistance = target.dot( this.direction );
  4124. if ( directionDistance < 0 ) {
  4125. return target.copy( this.origin );
  4126. }
  4127. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4128. },
  4129. distanceToPoint: function ( point ) {
  4130. return Math.sqrt( this.distanceSqToPoint( point ) );
  4131. },
  4132. distanceSqToPoint: function ( point ) {
  4133. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4134. // point behind the ray
  4135. if ( directionDistance < 0 ) {
  4136. return this.origin.distanceToSquared( point );
  4137. }
  4138. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4139. return _vector$3.distanceToSquared( point );
  4140. },
  4141. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4142. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4143. // It returns the min distance between the ray and the segment
  4144. // defined by v0 and v1
  4145. // It can also set two optional targets :
  4146. // - The closest point on the ray
  4147. // - The closest point on the segment
  4148. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4149. _segDir.copy( v1 ).sub( v0 ).normalize();
  4150. _diff.copy( this.origin ).sub( _segCenter );
  4151. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4152. var a01 = - this.direction.dot( _segDir );
  4153. var b0 = _diff.dot( this.direction );
  4154. var b1 = - _diff.dot( _segDir );
  4155. var c = _diff.lengthSq();
  4156. var det = Math.abs( 1 - a01 * a01 );
  4157. var s0, s1, sqrDist, extDet;
  4158. if ( det > 0 ) {
  4159. // The ray and segment are not parallel.
  4160. s0 = a01 * b1 - b0;
  4161. s1 = a01 * b0 - b1;
  4162. extDet = segExtent * det;
  4163. if ( s0 >= 0 ) {
  4164. if ( s1 >= - extDet ) {
  4165. if ( s1 <= extDet ) {
  4166. // region 0
  4167. // Minimum at interior points of ray and segment.
  4168. var invDet = 1 / det;
  4169. s0 *= invDet;
  4170. s1 *= invDet;
  4171. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4172. } else {
  4173. // region 1
  4174. s1 = segExtent;
  4175. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4176. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4177. }
  4178. } else {
  4179. // region 5
  4180. s1 = - segExtent;
  4181. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4182. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4183. }
  4184. } else {
  4185. if ( s1 <= - extDet ) {
  4186. // region 4
  4187. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4188. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4189. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4190. } else if ( s1 <= extDet ) {
  4191. // region 3
  4192. s0 = 0;
  4193. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4194. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4195. } else {
  4196. // region 2
  4197. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4198. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4199. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4200. }
  4201. }
  4202. } else {
  4203. // Ray and segment are parallel.
  4204. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4205. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4206. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4207. }
  4208. if ( optionalPointOnRay ) {
  4209. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4210. }
  4211. if ( optionalPointOnSegment ) {
  4212. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4213. }
  4214. return sqrDist;
  4215. },
  4216. intersectSphere: function ( sphere, target ) {
  4217. _vector$3.subVectors( sphere.center, this.origin );
  4218. var tca = _vector$3.dot( this.direction );
  4219. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4220. var radius2 = sphere.radius * sphere.radius;
  4221. if ( d2 > radius2 ) return null;
  4222. var thc = Math.sqrt( radius2 - d2 );
  4223. // t0 = first intersect point - entrance on front of sphere
  4224. var t0 = tca - thc;
  4225. // t1 = second intersect point - exit point on back of sphere
  4226. var t1 = tca + thc;
  4227. // test to see if both t0 and t1 are behind the ray - if so, return null
  4228. if ( t0 < 0 && t1 < 0 ) return null;
  4229. // test to see if t0 is behind the ray:
  4230. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4231. // in order to always return an intersect point that is in front of the ray.
  4232. if ( t0 < 0 ) return this.at( t1, target );
  4233. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4234. return this.at( t0, target );
  4235. },
  4236. intersectsSphere: function ( sphere ) {
  4237. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4238. },
  4239. distanceToPlane: function ( plane ) {
  4240. var denominator = plane.normal.dot( this.direction );
  4241. if ( denominator === 0 ) {
  4242. // line is coplanar, return origin
  4243. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4244. return 0;
  4245. }
  4246. // Null is preferable to undefined since undefined means.... it is undefined
  4247. return null;
  4248. }
  4249. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4250. // Return if the ray never intersects the plane
  4251. return t >= 0 ? t : null;
  4252. },
  4253. intersectPlane: function ( plane, target ) {
  4254. var t = this.distanceToPlane( plane );
  4255. if ( t === null ) {
  4256. return null;
  4257. }
  4258. return this.at( t, target );
  4259. },
  4260. intersectsPlane: function ( plane ) {
  4261. // check if the ray lies on the plane first
  4262. var distToPoint = plane.distanceToPoint( this.origin );
  4263. if ( distToPoint === 0 ) {
  4264. return true;
  4265. }
  4266. var denominator = plane.normal.dot( this.direction );
  4267. if ( denominator * distToPoint < 0 ) {
  4268. return true;
  4269. }
  4270. // ray origin is behind the plane (and is pointing behind it)
  4271. return false;
  4272. },
  4273. intersectBox: function ( box, target ) {
  4274. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4275. var invdirx = 1 / this.direction.x,
  4276. invdiry = 1 / this.direction.y,
  4277. invdirz = 1 / this.direction.z;
  4278. var origin = this.origin;
  4279. if ( invdirx >= 0 ) {
  4280. tmin = ( box.min.x - origin.x ) * invdirx;
  4281. tmax = ( box.max.x - origin.x ) * invdirx;
  4282. } else {
  4283. tmin = ( box.max.x - origin.x ) * invdirx;
  4284. tmax = ( box.min.x - origin.x ) * invdirx;
  4285. }
  4286. if ( invdiry >= 0 ) {
  4287. tymin = ( box.min.y - origin.y ) * invdiry;
  4288. tymax = ( box.max.y - origin.y ) * invdiry;
  4289. } else {
  4290. tymin = ( box.max.y - origin.y ) * invdiry;
  4291. tymax = ( box.min.y - origin.y ) * invdiry;
  4292. }
  4293. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  4294. // These lines also handle the case where tmin or tmax is NaN
  4295. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4296. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  4297. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  4298. if ( invdirz >= 0 ) {
  4299. tzmin = ( box.min.z - origin.z ) * invdirz;
  4300. tzmax = ( box.max.z - origin.z ) * invdirz;
  4301. } else {
  4302. tzmin = ( box.max.z - origin.z ) * invdirz;
  4303. tzmax = ( box.min.z - origin.z ) * invdirz;
  4304. }
  4305. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  4306. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  4307. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  4308. //return point closest to the ray (positive side)
  4309. if ( tmax < 0 ) return null;
  4310. return this.at( tmin >= 0 ? tmin : tmax, target );
  4311. },
  4312. intersectsBox: function ( box ) {
  4313. return this.intersectBox( box, _vector$3 ) !== null;
  4314. },
  4315. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4316. // Compute the offset origin, edges, and normal.
  4317. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4318. _edge1.subVectors( b, a );
  4319. _edge2.subVectors( c, a );
  4320. _normal.crossVectors( _edge1, _edge2 );
  4321. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4322. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4323. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4324. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4325. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4326. var DdN = this.direction.dot( _normal );
  4327. var sign;
  4328. if ( DdN > 0 ) {
  4329. if ( backfaceCulling ) return null;
  4330. sign = 1;
  4331. } else if ( DdN < 0 ) {
  4332. sign = - 1;
  4333. DdN = - DdN;
  4334. } else {
  4335. return null;
  4336. }
  4337. _diff.subVectors( this.origin, a );
  4338. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4339. // b1 < 0, no intersection
  4340. if ( DdQxE2 < 0 ) {
  4341. return null;
  4342. }
  4343. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4344. // b2 < 0, no intersection
  4345. if ( DdE1xQ < 0 ) {
  4346. return null;
  4347. }
  4348. // b1+b2 > 1, no intersection
  4349. if ( DdQxE2 + DdE1xQ > DdN ) {
  4350. return null;
  4351. }
  4352. // Line intersects triangle, check if ray does.
  4353. var QdN = - sign * _diff.dot( _normal );
  4354. // t < 0, no intersection
  4355. if ( QdN < 0 ) {
  4356. return null;
  4357. }
  4358. // Ray intersects triangle.
  4359. return this.at( QdN / DdN, target );
  4360. },
  4361. applyMatrix4: function ( matrix4 ) {
  4362. this.origin.applyMatrix4( matrix4 );
  4363. this.direction.transformDirection( matrix4 );
  4364. return this;
  4365. },
  4366. equals: function ( ray ) {
  4367. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4368. }
  4369. } );
  4370. /**
  4371. * @author bhouston / http://clara.io
  4372. * @author mrdoob / http://mrdoob.com/
  4373. */
  4374. var _v0$1 = new Vector3();
  4375. var _v1$3 = new Vector3();
  4376. var _v2$1 = new Vector3();
  4377. var _v3 = new Vector3();
  4378. var _vab = new Vector3();
  4379. var _vac = new Vector3();
  4380. var _vbc = new Vector3();
  4381. var _vap = new Vector3();
  4382. var _vbp = new Vector3();
  4383. var _vcp = new Vector3();
  4384. function Triangle( a, b, c ) {
  4385. this.a = ( a !== undefined ) ? a : new Vector3();
  4386. this.b = ( b !== undefined ) ? b : new Vector3();
  4387. this.c = ( c !== undefined ) ? c : new Vector3();
  4388. }
  4389. Object.assign( Triangle, {
  4390. getNormal: function ( a, b, c, target ) {
  4391. if ( target === undefined ) {
  4392. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4393. target = new Vector3();
  4394. }
  4395. target.subVectors( c, b );
  4396. _v0$1.subVectors( a, b );
  4397. target.cross( _v0$1 );
  4398. var targetLengthSq = target.lengthSq();
  4399. if ( targetLengthSq > 0 ) {
  4400. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4401. }
  4402. return target.set( 0, 0, 0 );
  4403. },
  4404. // static/instance method to calculate barycentric coordinates
  4405. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4406. getBarycoord: function ( point, a, b, c, target ) {
  4407. _v0$1.subVectors( c, a );
  4408. _v1$3.subVectors( b, a );
  4409. _v2$1.subVectors( point, a );
  4410. var dot00 = _v0$1.dot( _v0$1 );
  4411. var dot01 = _v0$1.dot( _v1$3 );
  4412. var dot02 = _v0$1.dot( _v2$1 );
  4413. var dot11 = _v1$3.dot( _v1$3 );
  4414. var dot12 = _v1$3.dot( _v2$1 );
  4415. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4416. if ( target === undefined ) {
  4417. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4418. target = new Vector3();
  4419. }
  4420. // collinear or singular triangle
  4421. if ( denom === 0 ) {
  4422. // arbitrary location outside of triangle?
  4423. // not sure if this is the best idea, maybe should be returning undefined
  4424. return target.set( - 2, - 1, - 1 );
  4425. }
  4426. var invDenom = 1 / denom;
  4427. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4428. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4429. // barycentric coordinates must always sum to 1
  4430. return target.set( 1 - u - v, v, u );
  4431. },
  4432. containsPoint: function ( point, a, b, c ) {
  4433. Triangle.getBarycoord( point, a, b, c, _v3 );
  4434. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4435. },
  4436. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4437. this.getBarycoord( point, p1, p2, p3, _v3 );
  4438. target.set( 0, 0 );
  4439. target.addScaledVector( uv1, _v3.x );
  4440. target.addScaledVector( uv2, _v3.y );
  4441. target.addScaledVector( uv3, _v3.z );
  4442. return target;
  4443. },
  4444. isFrontFacing: function ( a, b, c, direction ) {
  4445. _v0$1.subVectors( c, b );
  4446. _v1$3.subVectors( a, b );
  4447. // strictly front facing
  4448. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4449. }
  4450. } );
  4451. Object.assign( Triangle.prototype, {
  4452. set: function ( a, b, c ) {
  4453. this.a.copy( a );
  4454. this.b.copy( b );
  4455. this.c.copy( c );
  4456. return this;
  4457. },
  4458. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4459. this.a.copy( points[ i0 ] );
  4460. this.b.copy( points[ i1 ] );
  4461. this.c.copy( points[ i2 ] );
  4462. return this;
  4463. },
  4464. clone: function () {
  4465. return new this.constructor().copy( this );
  4466. },
  4467. copy: function ( triangle ) {
  4468. this.a.copy( triangle.a );
  4469. this.b.copy( triangle.b );
  4470. this.c.copy( triangle.c );
  4471. return this;
  4472. },
  4473. getArea: function () {
  4474. _v0$1.subVectors( this.c, this.b );
  4475. _v1$3.subVectors( this.a, this.b );
  4476. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4477. },
  4478. getMidpoint: function ( target ) {
  4479. if ( target === undefined ) {
  4480. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4481. target = new Vector3();
  4482. }
  4483. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4484. },
  4485. getNormal: function ( target ) {
  4486. return Triangle.getNormal( this.a, this.b, this.c, target );
  4487. },
  4488. getPlane: function ( target ) {
  4489. if ( target === undefined ) {
  4490. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4491. target = new Vector3();
  4492. }
  4493. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4494. },
  4495. getBarycoord: function ( point, target ) {
  4496. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4497. },
  4498. getUV: function ( point, uv1, uv2, uv3, target ) {
  4499. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4500. },
  4501. containsPoint: function ( point ) {
  4502. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4503. },
  4504. isFrontFacing: function ( direction ) {
  4505. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4506. },
  4507. intersectsBox: function ( box ) {
  4508. return box.intersectsTriangle( this );
  4509. },
  4510. closestPointToPoint: function ( p, target ) {
  4511. if ( target === undefined ) {
  4512. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4513. target = new Vector3();
  4514. }
  4515. var a = this.a, b = this.b, c = this.c;
  4516. var v, w;
  4517. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4518. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4519. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4520. // basically, we're distinguishing which of the voronoi regions of the triangle
  4521. // the point lies in with the minimum amount of redundant computation.
  4522. _vab.subVectors( b, a );
  4523. _vac.subVectors( c, a );
  4524. _vap.subVectors( p, a );
  4525. var d1 = _vab.dot( _vap );
  4526. var d2 = _vac.dot( _vap );
  4527. if ( d1 <= 0 && d2 <= 0 ) {
  4528. // vertex region of A; barycentric coords (1, 0, 0)
  4529. return target.copy( a );
  4530. }
  4531. _vbp.subVectors( p, b );
  4532. var d3 = _vab.dot( _vbp );
  4533. var d4 = _vac.dot( _vbp );
  4534. if ( d3 >= 0 && d4 <= d3 ) {
  4535. // vertex region of B; barycentric coords (0, 1, 0)
  4536. return target.copy( b );
  4537. }
  4538. var vc = d1 * d4 - d3 * d2;
  4539. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4540. v = d1 / ( d1 - d3 );
  4541. // edge region of AB; barycentric coords (1-v, v, 0)
  4542. return target.copy( a ).addScaledVector( _vab, v );
  4543. }
  4544. _vcp.subVectors( p, c );
  4545. var d5 = _vab.dot( _vcp );
  4546. var d6 = _vac.dot( _vcp );
  4547. if ( d6 >= 0 && d5 <= d6 ) {
  4548. // vertex region of C; barycentric coords (0, 0, 1)
  4549. return target.copy( c );
  4550. }
  4551. var vb = d5 * d2 - d1 * d6;
  4552. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4553. w = d2 / ( d2 - d6 );
  4554. // edge region of AC; barycentric coords (1-w, 0, w)
  4555. return target.copy( a ).addScaledVector( _vac, w );
  4556. }
  4557. var va = d3 * d6 - d5 * d4;
  4558. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4559. _vbc.subVectors( c, b );
  4560. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4561. // edge region of BC; barycentric coords (0, 1-w, w)
  4562. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4563. }
  4564. // face region
  4565. var denom = 1 / ( va + vb + vc );
  4566. // u = va * denom
  4567. v = vb * denom;
  4568. w = vc * denom;
  4569. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4570. },
  4571. equals: function ( triangle ) {
  4572. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4573. }
  4574. } );
  4575. /**
  4576. * @author mrdoob / http://mrdoob.com/
  4577. */
  4578. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4579. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4580. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4581. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4582. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4583. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4584. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4585. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4586. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4587. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4588. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4589. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4590. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4591. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4592. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4593. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4594. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4595. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4596. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4597. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4598. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4599. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4600. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4601. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4602. var _hslA = { h: 0, s: 0, l: 0 };
  4603. var _hslB = { h: 0, s: 0, l: 0 };
  4604. function Color( r, g, b ) {
  4605. if ( g === undefined && b === undefined ) {
  4606. // r is THREE.Color, hex or string
  4607. return this.set( r );
  4608. }
  4609. return this.setRGB( r, g, b );
  4610. }
  4611. function hue2rgb( p, q, t ) {
  4612. if ( t < 0 ) t += 1;
  4613. if ( t > 1 ) t -= 1;
  4614. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  4615. if ( t < 1 / 2 ) return q;
  4616. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  4617. return p;
  4618. }
  4619. function SRGBToLinear( c ) {
  4620. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4621. }
  4622. function LinearToSRGB( c ) {
  4623. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4624. }
  4625. Object.assign( Color.prototype, {
  4626. isColor: true,
  4627. r: 1, g: 1, b: 1,
  4628. set: function ( value ) {
  4629. if ( value && value.isColor ) {
  4630. this.copy( value );
  4631. } else if ( typeof value === 'number' ) {
  4632. this.setHex( value );
  4633. } else if ( typeof value === 'string' ) {
  4634. this.setStyle( value );
  4635. }
  4636. return this;
  4637. },
  4638. setScalar: function ( scalar ) {
  4639. this.r = scalar;
  4640. this.g = scalar;
  4641. this.b = scalar;
  4642. return this;
  4643. },
  4644. setHex: function ( hex ) {
  4645. hex = Math.floor( hex );
  4646. this.r = ( hex >> 16 & 255 ) / 255;
  4647. this.g = ( hex >> 8 & 255 ) / 255;
  4648. this.b = ( hex & 255 ) / 255;
  4649. return this;
  4650. },
  4651. setRGB: function ( r, g, b ) {
  4652. this.r = r;
  4653. this.g = g;
  4654. this.b = b;
  4655. return this;
  4656. },
  4657. setHSL: function ( h, s, l ) {
  4658. // h,s,l ranges are in 0.0 - 1.0
  4659. h = _Math.euclideanModulo( h, 1 );
  4660. s = _Math.clamp( s, 0, 1 );
  4661. l = _Math.clamp( l, 0, 1 );
  4662. if ( s === 0 ) {
  4663. this.r = this.g = this.b = l;
  4664. } else {
  4665. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4666. var q = ( 2 * l ) - p;
  4667. this.r = hue2rgb( q, p, h + 1 / 3 );
  4668. this.g = hue2rgb( q, p, h );
  4669. this.b = hue2rgb( q, p, h - 1 / 3 );
  4670. }
  4671. return this;
  4672. },
  4673. setStyle: function ( style ) {
  4674. function handleAlpha( string ) {
  4675. if ( string === undefined ) return;
  4676. if ( parseFloat( string ) < 1 ) {
  4677. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4678. }
  4679. }
  4680. var m;
  4681. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4682. // rgb / hsl
  4683. var color;
  4684. var name = m[ 1 ];
  4685. var components = m[ 2 ];
  4686. switch ( name ) {
  4687. case 'rgb':
  4688. case 'rgba':
  4689. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4690. // rgb(255,0,0) rgba(255,0,0,0.5)
  4691. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4692. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4693. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4694. handleAlpha( color[ 5 ] );
  4695. return this;
  4696. }
  4697. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4698. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4699. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4700. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4701. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4702. handleAlpha( color[ 5 ] );
  4703. return this;
  4704. }
  4705. break;
  4706. case 'hsl':
  4707. case 'hsla':
  4708. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4709. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4710. var h = parseFloat( color[ 1 ] ) / 360;
  4711. var s = parseInt( color[ 2 ], 10 ) / 100;
  4712. var l = parseInt( color[ 3 ], 10 ) / 100;
  4713. handleAlpha( color[ 5 ] );
  4714. return this.setHSL( h, s, l );
  4715. }
  4716. break;
  4717. }
  4718. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4719. // hex color
  4720. var hex = m[ 1 ];
  4721. var size = hex.length;
  4722. if ( size === 3 ) {
  4723. // #ff0
  4724. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4725. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4726. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4727. return this;
  4728. } else if ( size === 6 ) {
  4729. // #ff0000
  4730. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4731. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4732. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4733. return this;
  4734. }
  4735. }
  4736. if ( style && style.length > 0 ) {
  4737. // color keywords
  4738. var hex = _colorKeywords[ style ];
  4739. if ( hex !== undefined ) {
  4740. // red
  4741. this.setHex( hex );
  4742. } else {
  4743. // unknown color
  4744. console.warn( 'THREE.Color: Unknown color ' + style );
  4745. }
  4746. }
  4747. return this;
  4748. },
  4749. clone: function () {
  4750. return new this.constructor( this.r, this.g, this.b );
  4751. },
  4752. copy: function ( color ) {
  4753. this.r = color.r;
  4754. this.g = color.g;
  4755. this.b = color.b;
  4756. return this;
  4757. },
  4758. copyGammaToLinear: function ( color, gammaFactor ) {
  4759. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4760. this.r = Math.pow( color.r, gammaFactor );
  4761. this.g = Math.pow( color.g, gammaFactor );
  4762. this.b = Math.pow( color.b, gammaFactor );
  4763. return this;
  4764. },
  4765. copyLinearToGamma: function ( color, gammaFactor ) {
  4766. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4767. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4768. this.r = Math.pow( color.r, safeInverse );
  4769. this.g = Math.pow( color.g, safeInverse );
  4770. this.b = Math.pow( color.b, safeInverse );
  4771. return this;
  4772. },
  4773. convertGammaToLinear: function ( gammaFactor ) {
  4774. this.copyGammaToLinear( this, gammaFactor );
  4775. return this;
  4776. },
  4777. convertLinearToGamma: function ( gammaFactor ) {
  4778. this.copyLinearToGamma( this, gammaFactor );
  4779. return this;
  4780. },
  4781. copySRGBToLinear: function ( color ) {
  4782. this.r = SRGBToLinear( color.r );
  4783. this.g = SRGBToLinear( color.g );
  4784. this.b = SRGBToLinear( color.b );
  4785. return this;
  4786. },
  4787. copyLinearToSRGB: function ( color ) {
  4788. this.r = LinearToSRGB( color.r );
  4789. this.g = LinearToSRGB( color.g );
  4790. this.b = LinearToSRGB( color.b );
  4791. return this;
  4792. },
  4793. convertSRGBToLinear: function () {
  4794. this.copySRGBToLinear( this );
  4795. return this;
  4796. },
  4797. convertLinearToSRGB: function () {
  4798. this.copyLinearToSRGB( this );
  4799. return this;
  4800. },
  4801. getHex: function () {
  4802. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4803. },
  4804. getHexString: function () {
  4805. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4806. },
  4807. getHSL: function ( target ) {
  4808. // h,s,l ranges are in 0.0 - 1.0
  4809. if ( target === undefined ) {
  4810. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4811. target = { h: 0, s: 0, l: 0 };
  4812. }
  4813. var r = this.r, g = this.g, b = this.b;
  4814. var max = Math.max( r, g, b );
  4815. var min = Math.min( r, g, b );
  4816. var hue, saturation;
  4817. var lightness = ( min + max ) / 2.0;
  4818. if ( min === max ) {
  4819. hue = 0;
  4820. saturation = 0;
  4821. } else {
  4822. var delta = max - min;
  4823. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4824. switch ( max ) {
  4825. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4826. case g: hue = ( b - r ) / delta + 2; break;
  4827. case b: hue = ( r - g ) / delta + 4; break;
  4828. }
  4829. hue /= 6;
  4830. }
  4831. target.h = hue;
  4832. target.s = saturation;
  4833. target.l = lightness;
  4834. return target;
  4835. },
  4836. getStyle: function () {
  4837. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4838. },
  4839. offsetHSL: function ( h, s, l ) {
  4840. this.getHSL( _hslA );
  4841. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4842. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4843. return this;
  4844. },
  4845. add: function ( color ) {
  4846. this.r += color.r;
  4847. this.g += color.g;
  4848. this.b += color.b;
  4849. return this;
  4850. },
  4851. addColors: function ( color1, color2 ) {
  4852. this.r = color1.r + color2.r;
  4853. this.g = color1.g + color2.g;
  4854. this.b = color1.b + color2.b;
  4855. return this;
  4856. },
  4857. addScalar: function ( s ) {
  4858. this.r += s;
  4859. this.g += s;
  4860. this.b += s;
  4861. return this;
  4862. },
  4863. sub: function ( color ) {
  4864. this.r = Math.max( 0, this.r - color.r );
  4865. this.g = Math.max( 0, this.g - color.g );
  4866. this.b = Math.max( 0, this.b - color.b );
  4867. return this;
  4868. },
  4869. multiply: function ( color ) {
  4870. this.r *= color.r;
  4871. this.g *= color.g;
  4872. this.b *= color.b;
  4873. return this;
  4874. },
  4875. multiplyScalar: function ( s ) {
  4876. this.r *= s;
  4877. this.g *= s;
  4878. this.b *= s;
  4879. return this;
  4880. },
  4881. lerp: function ( color, alpha ) {
  4882. this.r += ( color.r - this.r ) * alpha;
  4883. this.g += ( color.g - this.g ) * alpha;
  4884. this.b += ( color.b - this.b ) * alpha;
  4885. return this;
  4886. },
  4887. lerpHSL: function ( color, alpha ) {
  4888. this.getHSL( _hslA );
  4889. color.getHSL( _hslB );
  4890. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4891. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4892. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4893. this.setHSL( h, s, l );
  4894. return this;
  4895. },
  4896. equals: function ( c ) {
  4897. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4898. },
  4899. fromArray: function ( array, offset ) {
  4900. if ( offset === undefined ) offset = 0;
  4901. this.r = array[ offset ];
  4902. this.g = array[ offset + 1 ];
  4903. this.b = array[ offset + 2 ];
  4904. return this;
  4905. },
  4906. toArray: function ( array, offset ) {
  4907. if ( array === undefined ) array = [];
  4908. if ( offset === undefined ) offset = 0;
  4909. array[ offset ] = this.r;
  4910. array[ offset + 1 ] = this.g;
  4911. array[ offset + 2 ] = this.b;
  4912. return array;
  4913. },
  4914. toJSON: function () {
  4915. return this.getHex();
  4916. }
  4917. } );
  4918. /**
  4919. * @author mrdoob / http://mrdoob.com/
  4920. * @author alteredq / http://alteredqualia.com/
  4921. */
  4922. function Face3( a, b, c, normal, color, materialIndex ) {
  4923. this.a = a;
  4924. this.b = b;
  4925. this.c = c;
  4926. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4927. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4928. this.color = ( color && color.isColor ) ? color : new Color();
  4929. this.vertexColors = Array.isArray( color ) ? color : [];
  4930. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4931. }
  4932. Object.assign( Face3.prototype, {
  4933. clone: function () {
  4934. return new this.constructor().copy( this );
  4935. },
  4936. copy: function ( source ) {
  4937. this.a = source.a;
  4938. this.b = source.b;
  4939. this.c = source.c;
  4940. this.normal.copy( source.normal );
  4941. this.color.copy( source.color );
  4942. this.materialIndex = source.materialIndex;
  4943. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4944. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4945. }
  4946. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4947. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4948. }
  4949. return this;
  4950. }
  4951. } );
  4952. /**
  4953. * @author mrdoob / http://mrdoob.com/
  4954. * @author alteredq / http://alteredqualia.com/
  4955. */
  4956. var materialId = 0;
  4957. function Material() {
  4958. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4959. this.uuid = _Math.generateUUID();
  4960. this.name = '';
  4961. this.type = 'Material';
  4962. this.fog = true;
  4963. this.lights = true;
  4964. this.blending = NormalBlending;
  4965. this.side = FrontSide;
  4966. this.flatShading = false;
  4967. this.vertexTangents = false;
  4968. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4969. this.opacity = 1;
  4970. this.transparent = false;
  4971. this.blendSrc = SrcAlphaFactor;
  4972. this.blendDst = OneMinusSrcAlphaFactor;
  4973. this.blendEquation = AddEquation;
  4974. this.blendSrcAlpha = null;
  4975. this.blendDstAlpha = null;
  4976. this.blendEquationAlpha = null;
  4977. this.depthFunc = LessEqualDepth;
  4978. this.depthTest = true;
  4979. this.depthWrite = true;
  4980. this.stencilFunc = AlwaysStencilFunc;
  4981. this.stencilRef = 0;
  4982. this.stencilMask = 0xff;
  4983. this.stencilFail = KeepStencilOp;
  4984. this.stencilZFail = KeepStencilOp;
  4985. this.stencilZPass = KeepStencilOp;
  4986. this.stencilWrite = false;
  4987. this.clippingPlanes = null;
  4988. this.clipIntersection = false;
  4989. this.clipShadows = false;
  4990. this.shadowSide = null;
  4991. this.colorWrite = true;
  4992. this.precision = null; // override the renderer's default precision for this material
  4993. this.polygonOffset = false;
  4994. this.polygonOffsetFactor = 0;
  4995. this.polygonOffsetUnits = 0;
  4996. this.dithering = false;
  4997. this.alphaTest = 0;
  4998. this.premultipliedAlpha = false;
  4999. this.visible = true;
  5000. this.toneMapped = true;
  5001. this.userData = {};
  5002. this.needsUpdate = true;
  5003. }
  5004. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5005. constructor: Material,
  5006. isMaterial: true,
  5007. onBeforeCompile: function () {},
  5008. setValues: function ( values ) {
  5009. if ( values === undefined ) return;
  5010. for ( var key in values ) {
  5011. var newValue = values[ key ];
  5012. if ( newValue === undefined ) {
  5013. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5014. continue;
  5015. }
  5016. // for backward compatability if shading is set in the constructor
  5017. if ( key === 'shading' ) {
  5018. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5019. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5020. continue;
  5021. }
  5022. var currentValue = this[ key ];
  5023. if ( currentValue === undefined ) {
  5024. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5025. continue;
  5026. }
  5027. if ( currentValue && currentValue.isColor ) {
  5028. currentValue.set( newValue );
  5029. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5030. currentValue.copy( newValue );
  5031. } else {
  5032. this[ key ] = newValue;
  5033. }
  5034. }
  5035. },
  5036. toJSON: function ( meta ) {
  5037. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5038. if ( isRoot ) {
  5039. meta = {
  5040. textures: {},
  5041. images: {}
  5042. };
  5043. }
  5044. var data = {
  5045. metadata: {
  5046. version: 4.5,
  5047. type: 'Material',
  5048. generator: 'Material.toJSON'
  5049. }
  5050. };
  5051. // standard Material serialization
  5052. data.uuid = this.uuid;
  5053. data.type = this.type;
  5054. if ( this.name !== '' ) data.name = this.name;
  5055. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  5056. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  5057. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  5058. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  5059. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  5060. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  5061. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  5062. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  5063. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  5064. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5065. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5066. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5067. }
  5068. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  5069. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  5070. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  5071. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  5072. if ( this.aoMap && this.aoMap.isTexture ) {
  5073. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5074. data.aoMapIntensity = this.aoMapIntensity;
  5075. }
  5076. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5077. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5078. data.bumpScale = this.bumpScale;
  5079. }
  5080. if ( this.normalMap && this.normalMap.isTexture ) {
  5081. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5082. data.normalMapType = this.normalMapType;
  5083. data.normalScale = this.normalScale.toArray();
  5084. }
  5085. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5086. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5087. data.displacementScale = this.displacementScale;
  5088. data.displacementBias = this.displacementBias;
  5089. }
  5090. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  5091. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  5092. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  5093. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  5094. if ( this.envMap && this.envMap.isTexture ) {
  5095. data.envMap = this.envMap.toJSON( meta ).uuid;
  5096. data.reflectivity = this.reflectivity; // Scale behind envMap
  5097. data.refractionRatio = this.refractionRatio;
  5098. if ( this.combine !== undefined ) data.combine = this.combine;
  5099. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  5100. }
  5101. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5102. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5103. }
  5104. if ( this.size !== undefined ) data.size = this.size;
  5105. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  5106. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  5107. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  5108. if ( this.side !== FrontSide ) data.side = this.side;
  5109. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  5110. if ( this.opacity < 1 ) data.opacity = this.opacity;
  5111. if ( this.transparent === true ) data.transparent = this.transparent;
  5112. data.depthFunc = this.depthFunc;
  5113. data.depthTest = this.depthTest;
  5114. data.depthWrite = this.depthWrite;
  5115. data.stencilWrite = this.stencilWrite;
  5116. data.stencilFunc = this.stencilFunc;
  5117. data.stencilRef = this.stencilRef;
  5118. data.stencilMask = this.stencilMask;
  5119. data.stencilFail = this.stencilFail;
  5120. data.stencilZFail = this.stencilZFail;
  5121. data.stencilZPass = this.stencilZPass;
  5122. // rotation (SpriteMaterial)
  5123. if ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;
  5124. if ( this.polygonOffset === true ) data.polygonOffset = true;
  5125. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5126. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5127. if ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  5128. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  5129. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  5130. if ( this.scale !== undefined ) data.scale = this.scale;
  5131. if ( this.dithering === true ) data.dithering = true;
  5132. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  5133. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  5134. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  5135. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  5136. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  5137. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  5138. if ( this.morphTargets === true ) data.morphTargets = true;
  5139. if ( this.morphNormals === true ) data.morphNormals = true;
  5140. if ( this.skinning === true ) data.skinning = true;
  5141. if ( this.visible === false ) data.visible = false;
  5142. if ( this.toneMapped === false ) data.toneMapped = false;
  5143. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  5144. // TODO: Copied from Object3D.toJSON
  5145. function extractFromCache( cache ) {
  5146. var values = [];
  5147. for ( var key in cache ) {
  5148. var data = cache[ key ];
  5149. delete data.metadata;
  5150. values.push( data );
  5151. }
  5152. return values;
  5153. }
  5154. if ( isRoot ) {
  5155. var textures = extractFromCache( meta.textures );
  5156. var images = extractFromCache( meta.images );
  5157. if ( textures.length > 0 ) data.textures = textures;
  5158. if ( images.length > 0 ) data.images = images;
  5159. }
  5160. return data;
  5161. },
  5162. clone: function () {
  5163. return new this.constructor().copy( this );
  5164. },
  5165. copy: function ( source ) {
  5166. this.name = source.name;
  5167. this.fog = source.fog;
  5168. this.lights = source.lights;
  5169. this.blending = source.blending;
  5170. this.side = source.side;
  5171. this.flatShading = source.flatShading;
  5172. this.vertexColors = source.vertexColors;
  5173. this.opacity = source.opacity;
  5174. this.transparent = source.transparent;
  5175. this.blendSrc = source.blendSrc;
  5176. this.blendDst = source.blendDst;
  5177. this.blendEquation = source.blendEquation;
  5178. this.blendSrcAlpha = source.blendSrcAlpha;
  5179. this.blendDstAlpha = source.blendDstAlpha;
  5180. this.blendEquationAlpha = source.blendEquationAlpha;
  5181. this.depthFunc = source.depthFunc;
  5182. this.depthTest = source.depthTest;
  5183. this.depthWrite = source.depthWrite;
  5184. this.stencilWrite = source.stencilWrite;
  5185. this.stencilFunc = source.stencilFunc;
  5186. this.stencilRef = source.stencilRef;
  5187. this.stencilMask = source.stencilMask;
  5188. this.stencilFail = source.stencilFail;
  5189. this.stencilZFail = source.stencilZFail;
  5190. this.stencilZPass = source.stencilZPass;
  5191. this.colorWrite = source.colorWrite;
  5192. this.precision = source.precision;
  5193. this.polygonOffset = source.polygonOffset;
  5194. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5195. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5196. this.dithering = source.dithering;
  5197. this.alphaTest = source.alphaTest;
  5198. this.premultipliedAlpha = source.premultipliedAlpha;
  5199. this.visible = source.visible;
  5200. this.toneMapped = source.toneMapped;
  5201. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5202. this.clipShadows = source.clipShadows;
  5203. this.clipIntersection = source.clipIntersection;
  5204. var srcPlanes = source.clippingPlanes,
  5205. dstPlanes = null;
  5206. if ( srcPlanes !== null ) {
  5207. var n = srcPlanes.length;
  5208. dstPlanes = new Array( n );
  5209. for ( var i = 0; i !== n; ++ i )
  5210. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5211. }
  5212. this.clippingPlanes = dstPlanes;
  5213. this.shadowSide = source.shadowSide;
  5214. return this;
  5215. },
  5216. dispose: function () {
  5217. this.dispatchEvent( { type: 'dispose' } );
  5218. }
  5219. } );
  5220. /**
  5221. * @author mrdoob / http://mrdoob.com/
  5222. * @author alteredq / http://alteredqualia.com/
  5223. *
  5224. * parameters = {
  5225. * color: <hex>,
  5226. * opacity: <float>,
  5227. * map: new THREE.Texture( <Image> ),
  5228. *
  5229. * lightMap: new THREE.Texture( <Image> ),
  5230. * lightMapIntensity: <float>
  5231. *
  5232. * aoMap: new THREE.Texture( <Image> ),
  5233. * aoMapIntensity: <float>
  5234. *
  5235. * specularMap: new THREE.Texture( <Image> ),
  5236. *
  5237. * alphaMap: new THREE.Texture( <Image> ),
  5238. *
  5239. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5240. * combine: THREE.Multiply,
  5241. * reflectivity: <float>,
  5242. * refractionRatio: <float>,
  5243. *
  5244. * depthTest: <bool>,
  5245. * depthWrite: <bool>,
  5246. *
  5247. * wireframe: <boolean>,
  5248. * wireframeLinewidth: <float>,
  5249. *
  5250. * skinning: <bool>,
  5251. * morphTargets: <bool>
  5252. * }
  5253. */
  5254. function MeshBasicMaterial( parameters ) {
  5255. Material.call( this );
  5256. this.type = 'MeshBasicMaterial';
  5257. this.color = new Color( 0xffffff ); // emissive
  5258. this.map = null;
  5259. this.lightMap = null;
  5260. this.lightMapIntensity = 1.0;
  5261. this.aoMap = null;
  5262. this.aoMapIntensity = 1.0;
  5263. this.specularMap = null;
  5264. this.alphaMap = null;
  5265. this.envMap = null;
  5266. this.combine = MultiplyOperation;
  5267. this.reflectivity = 1;
  5268. this.refractionRatio = 0.98;
  5269. this.wireframe = false;
  5270. this.wireframeLinewidth = 1;
  5271. this.wireframeLinecap = 'round';
  5272. this.wireframeLinejoin = 'round';
  5273. this.skinning = false;
  5274. this.morphTargets = false;
  5275. this.lights = false;
  5276. this.setValues( parameters );
  5277. }
  5278. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5279. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5280. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5281. MeshBasicMaterial.prototype.copy = function ( source ) {
  5282. Material.prototype.copy.call( this, source );
  5283. this.color.copy( source.color );
  5284. this.map = source.map;
  5285. this.lightMap = source.lightMap;
  5286. this.lightMapIntensity = source.lightMapIntensity;
  5287. this.aoMap = source.aoMap;
  5288. this.aoMapIntensity = source.aoMapIntensity;
  5289. this.specularMap = source.specularMap;
  5290. this.alphaMap = source.alphaMap;
  5291. this.envMap = source.envMap;
  5292. this.combine = source.combine;
  5293. this.reflectivity = source.reflectivity;
  5294. this.refractionRatio = source.refractionRatio;
  5295. this.wireframe = source.wireframe;
  5296. this.wireframeLinewidth = source.wireframeLinewidth;
  5297. this.wireframeLinecap = source.wireframeLinecap;
  5298. this.wireframeLinejoin = source.wireframeLinejoin;
  5299. this.skinning = source.skinning;
  5300. this.morphTargets = source.morphTargets;
  5301. return this;
  5302. };
  5303. /**
  5304. * @author mrdoob / http://mrdoob.com/
  5305. */
  5306. function BufferAttribute( array, itemSize, normalized ) {
  5307. if ( Array.isArray( array ) ) {
  5308. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5309. }
  5310. this.name = '';
  5311. this.array = array;
  5312. this.itemSize = itemSize;
  5313. this.count = array !== undefined ? array.length / itemSize : 0;
  5314. this.normalized = normalized === true;
  5315. this.dynamic = false;
  5316. this.updateRange = { offset: 0, count: - 1 };
  5317. this.version = 0;
  5318. }
  5319. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5320. set: function ( value ) {
  5321. if ( value === true ) this.version ++;
  5322. }
  5323. } );
  5324. Object.assign( BufferAttribute.prototype, {
  5325. isBufferAttribute: true,
  5326. onUploadCallback: function () {},
  5327. setArray: function ( array ) {
  5328. if ( Array.isArray( array ) ) {
  5329. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5330. }
  5331. this.count = array !== undefined ? array.length / this.itemSize : 0;
  5332. this.array = array;
  5333. return this;
  5334. },
  5335. setDynamic: function ( value ) {
  5336. this.dynamic = value;
  5337. return this;
  5338. },
  5339. copy: function ( source ) {
  5340. this.name = source.name;
  5341. this.array = new source.array.constructor( source.array );
  5342. this.itemSize = source.itemSize;
  5343. this.count = source.count;
  5344. this.normalized = source.normalized;
  5345. this.dynamic = source.dynamic;
  5346. return this;
  5347. },
  5348. copyAt: function ( index1, attribute, index2 ) {
  5349. index1 *= this.itemSize;
  5350. index2 *= attribute.itemSize;
  5351. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5352. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5353. }
  5354. return this;
  5355. },
  5356. copyArray: function ( array ) {
  5357. this.array.set( array );
  5358. return this;
  5359. },
  5360. copyColorsArray: function ( colors ) {
  5361. var array = this.array, offset = 0;
  5362. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5363. var color = colors[ i ];
  5364. if ( color === undefined ) {
  5365. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5366. color = new Color();
  5367. }
  5368. array[ offset ++ ] = color.r;
  5369. array[ offset ++ ] = color.g;
  5370. array[ offset ++ ] = color.b;
  5371. }
  5372. return this;
  5373. },
  5374. copyVector2sArray: function ( vectors ) {
  5375. var array = this.array, offset = 0;
  5376. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5377. var vector = vectors[ i ];
  5378. if ( vector === undefined ) {
  5379. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5380. vector = new Vector2();
  5381. }
  5382. array[ offset ++ ] = vector.x;
  5383. array[ offset ++ ] = vector.y;
  5384. }
  5385. return this;
  5386. },
  5387. copyVector3sArray: function ( vectors ) {
  5388. var array = this.array, offset = 0;
  5389. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5390. var vector = vectors[ i ];
  5391. if ( vector === undefined ) {
  5392. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5393. vector = new Vector3();
  5394. }
  5395. array[ offset ++ ] = vector.x;
  5396. array[ offset ++ ] = vector.y;
  5397. array[ offset ++ ] = vector.z;
  5398. }
  5399. return this;
  5400. },
  5401. copyVector4sArray: function ( vectors ) {
  5402. var array = this.array, offset = 0;
  5403. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5404. var vector = vectors[ i ];
  5405. if ( vector === undefined ) {
  5406. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5407. vector = new Vector4();
  5408. }
  5409. array[ offset ++ ] = vector.x;
  5410. array[ offset ++ ] = vector.y;
  5411. array[ offset ++ ] = vector.z;
  5412. array[ offset ++ ] = vector.w;
  5413. }
  5414. return this;
  5415. },
  5416. set: function ( value, offset ) {
  5417. if ( offset === undefined ) offset = 0;
  5418. this.array.set( value, offset );
  5419. return this;
  5420. },
  5421. getX: function ( index ) {
  5422. return this.array[ index * this.itemSize ];
  5423. },
  5424. setX: function ( index, x ) {
  5425. this.array[ index * this.itemSize ] = x;
  5426. return this;
  5427. },
  5428. getY: function ( index ) {
  5429. return this.array[ index * this.itemSize + 1 ];
  5430. },
  5431. setY: function ( index, y ) {
  5432. this.array[ index * this.itemSize + 1 ] = y;
  5433. return this;
  5434. },
  5435. getZ: function ( index ) {
  5436. return this.array[ index * this.itemSize + 2 ];
  5437. },
  5438. setZ: function ( index, z ) {
  5439. this.array[ index * this.itemSize + 2 ] = z;
  5440. return this;
  5441. },
  5442. getW: function ( index ) {
  5443. return this.array[ index * this.itemSize + 3 ];
  5444. },
  5445. setW: function ( index, w ) {
  5446. this.array[ index * this.itemSize + 3 ] = w;
  5447. return this;
  5448. },
  5449. setXY: function ( index, x, y ) {
  5450. index *= this.itemSize;
  5451. this.array[ index + 0 ] = x;
  5452. this.array[ index + 1 ] = y;
  5453. return this;
  5454. },
  5455. setXYZ: function ( index, x, y, z ) {
  5456. index *= this.itemSize;
  5457. this.array[ index + 0 ] = x;
  5458. this.array[ index + 1 ] = y;
  5459. this.array[ index + 2 ] = z;
  5460. return this;
  5461. },
  5462. setXYZW: function ( index, x, y, z, w ) {
  5463. index *= this.itemSize;
  5464. this.array[ index + 0 ] = x;
  5465. this.array[ index + 1 ] = y;
  5466. this.array[ index + 2 ] = z;
  5467. this.array[ index + 3 ] = w;
  5468. return this;
  5469. },
  5470. onUpload: function ( callback ) {
  5471. this.onUploadCallback = callback;
  5472. return this;
  5473. },
  5474. clone: function () {
  5475. return new this.constructor( this.array, this.itemSize ).copy( this );
  5476. },
  5477. toJSON: function () {
  5478. return {
  5479. itemSize: this.itemSize,
  5480. type: this.array.constructor.name,
  5481. array: Array.prototype.slice.call( this.array ),
  5482. normalized: this.normalized
  5483. };
  5484. }
  5485. } );
  5486. //
  5487. function Int8BufferAttribute( array, itemSize, normalized ) {
  5488. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5489. }
  5490. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5491. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5492. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5493. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5494. }
  5495. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5496. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5497. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5498. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5499. }
  5500. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5501. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5502. function Int16BufferAttribute( array, itemSize, normalized ) {
  5503. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5504. }
  5505. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5506. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5507. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5508. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5509. }
  5510. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5511. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5512. function Int32BufferAttribute( array, itemSize, normalized ) {
  5513. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5514. }
  5515. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5516. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5517. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5518. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5519. }
  5520. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5521. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5522. function Float32BufferAttribute( array, itemSize, normalized ) {
  5523. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5524. }
  5525. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5526. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5527. function Float64BufferAttribute( array, itemSize, normalized ) {
  5528. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5529. }
  5530. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5531. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5532. /**
  5533. * @author mrdoob / http://mrdoob.com/
  5534. */
  5535. function DirectGeometry() {
  5536. this.vertices = [];
  5537. this.normals = [];
  5538. this.colors = [];
  5539. this.uvs = [];
  5540. this.uvs2 = [];
  5541. this.groups = [];
  5542. this.morphTargets = {};
  5543. this.skinWeights = [];
  5544. this.skinIndices = [];
  5545. // this.lineDistances = [];
  5546. this.boundingBox = null;
  5547. this.boundingSphere = null;
  5548. // update flags
  5549. this.verticesNeedUpdate = false;
  5550. this.normalsNeedUpdate = false;
  5551. this.colorsNeedUpdate = false;
  5552. this.uvsNeedUpdate = false;
  5553. this.groupsNeedUpdate = false;
  5554. }
  5555. Object.assign( DirectGeometry.prototype, {
  5556. computeGroups: function ( geometry ) {
  5557. var group;
  5558. var groups = [];
  5559. var materialIndex = undefined;
  5560. var faces = geometry.faces;
  5561. for ( var i = 0; i < faces.length; i ++ ) {
  5562. var face = faces[ i ];
  5563. // materials
  5564. if ( face.materialIndex !== materialIndex ) {
  5565. materialIndex = face.materialIndex;
  5566. if ( group !== undefined ) {
  5567. group.count = ( i * 3 ) - group.start;
  5568. groups.push( group );
  5569. }
  5570. group = {
  5571. start: i * 3,
  5572. materialIndex: materialIndex
  5573. };
  5574. }
  5575. }
  5576. if ( group !== undefined ) {
  5577. group.count = ( i * 3 ) - group.start;
  5578. groups.push( group );
  5579. }
  5580. this.groups = groups;
  5581. },
  5582. fromGeometry: function ( geometry ) {
  5583. var faces = geometry.faces;
  5584. var vertices = geometry.vertices;
  5585. var faceVertexUvs = geometry.faceVertexUvs;
  5586. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5587. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5588. // morphs
  5589. var morphTargets = geometry.morphTargets;
  5590. var morphTargetsLength = morphTargets.length;
  5591. var morphTargetsPosition;
  5592. if ( morphTargetsLength > 0 ) {
  5593. morphTargetsPosition = [];
  5594. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5595. morphTargetsPosition[ i ] = {
  5596. name: morphTargets[ i ].name,
  5597. data: []
  5598. };
  5599. }
  5600. this.morphTargets.position = morphTargetsPosition;
  5601. }
  5602. var morphNormals = geometry.morphNormals;
  5603. var morphNormalsLength = morphNormals.length;
  5604. var morphTargetsNormal;
  5605. if ( morphNormalsLength > 0 ) {
  5606. morphTargetsNormal = [];
  5607. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5608. morphTargetsNormal[ i ] = {
  5609. name: morphNormals[ i ].name,
  5610. data: []
  5611. };
  5612. }
  5613. this.morphTargets.normal = morphTargetsNormal;
  5614. }
  5615. // skins
  5616. var skinIndices = geometry.skinIndices;
  5617. var skinWeights = geometry.skinWeights;
  5618. var hasSkinIndices = skinIndices.length === vertices.length;
  5619. var hasSkinWeights = skinWeights.length === vertices.length;
  5620. //
  5621. if ( vertices.length > 0 && faces.length === 0 ) {
  5622. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5623. }
  5624. for ( var i = 0; i < faces.length; i ++ ) {
  5625. var face = faces[ i ];
  5626. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5627. var vertexNormals = face.vertexNormals;
  5628. if ( vertexNormals.length === 3 ) {
  5629. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5630. } else {
  5631. var normal = face.normal;
  5632. this.normals.push( normal, normal, normal );
  5633. }
  5634. var vertexColors = face.vertexColors;
  5635. if ( vertexColors.length === 3 ) {
  5636. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5637. } else {
  5638. var color = face.color;
  5639. this.colors.push( color, color, color );
  5640. }
  5641. if ( hasFaceVertexUv === true ) {
  5642. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5643. if ( vertexUvs !== undefined ) {
  5644. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5645. } else {
  5646. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5647. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5648. }
  5649. }
  5650. if ( hasFaceVertexUv2 === true ) {
  5651. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5652. if ( vertexUvs !== undefined ) {
  5653. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5654. } else {
  5655. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5656. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5657. }
  5658. }
  5659. // morphs
  5660. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5661. var morphTarget = morphTargets[ j ].vertices;
  5662. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5663. }
  5664. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5665. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5666. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5667. }
  5668. // skins
  5669. if ( hasSkinIndices ) {
  5670. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5671. }
  5672. if ( hasSkinWeights ) {
  5673. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5674. }
  5675. }
  5676. this.computeGroups( geometry );
  5677. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5678. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5679. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5680. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5681. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5682. if ( geometry.boundingSphere !== null ) {
  5683. this.boundingSphere = geometry.boundingSphere.clone();
  5684. }
  5685. if ( geometry.boundingBox !== null ) {
  5686. this.boundingBox = geometry.boundingBox.clone();
  5687. }
  5688. return this;
  5689. }
  5690. } );
  5691. /**
  5692. * @author mrdoob / http://mrdoob.com/
  5693. */
  5694. function arrayMax( array ) {
  5695. if ( array.length === 0 ) return - Infinity;
  5696. var max = array[ 0 ];
  5697. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5698. if ( array[ i ] > max ) max = array[ i ];
  5699. }
  5700. return max;
  5701. }
  5702. /**
  5703. * @author alteredq / http://alteredqualia.com/
  5704. * @author mrdoob / http://mrdoob.com/
  5705. */
  5706. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5707. var _m1$2 = new Matrix4();
  5708. var _obj = new Object3D();
  5709. var _offset = new Vector3();
  5710. var _box$1 = new Box3();
  5711. var _boxMorphTargets = new Box3();
  5712. var _vector$4 = new Vector3();
  5713. function BufferGeometry() {
  5714. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5715. this.uuid = _Math.generateUUID();
  5716. this.name = '';
  5717. this.type = 'BufferGeometry';
  5718. this.index = null;
  5719. this.attributes = {};
  5720. this.morphAttributes = {};
  5721. this.groups = [];
  5722. this.boundingBox = null;
  5723. this.boundingSphere = null;
  5724. this.drawRange = { start: 0, count: Infinity };
  5725. this.userData = {};
  5726. }
  5727. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5728. constructor: BufferGeometry,
  5729. isBufferGeometry: true,
  5730. getIndex: function () {
  5731. return this.index;
  5732. },
  5733. setIndex: function ( index ) {
  5734. if ( Array.isArray( index ) ) {
  5735. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5736. } else {
  5737. this.index = index;
  5738. }
  5739. },
  5740. addAttribute: function ( name, attribute ) {
  5741. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5742. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5743. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5744. }
  5745. if ( name === 'index' ) {
  5746. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5747. this.setIndex( attribute );
  5748. return this;
  5749. }
  5750. this.attributes[ name ] = attribute;
  5751. return this;
  5752. },
  5753. getAttribute: function ( name ) {
  5754. return this.attributes[ name ];
  5755. },
  5756. removeAttribute: function ( name ) {
  5757. delete this.attributes[ name ];
  5758. return this;
  5759. },
  5760. addGroup: function ( start, count, materialIndex ) {
  5761. this.groups.push( {
  5762. start: start,
  5763. count: count,
  5764. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5765. } );
  5766. },
  5767. clearGroups: function () {
  5768. this.groups = [];
  5769. },
  5770. setDrawRange: function ( start, count ) {
  5771. this.drawRange.start = start;
  5772. this.drawRange.count = count;
  5773. },
  5774. applyMatrix: function ( matrix ) {
  5775. var position = this.attributes.position;
  5776. if ( position !== undefined ) {
  5777. matrix.applyToBufferAttribute( position );
  5778. position.needsUpdate = true;
  5779. }
  5780. var normal = this.attributes.normal;
  5781. if ( normal !== undefined ) {
  5782. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5783. normalMatrix.applyToBufferAttribute( normal );
  5784. normal.needsUpdate = true;
  5785. }
  5786. var tangent = this.attributes.tangent;
  5787. if ( tangent !== undefined ) {
  5788. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5789. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5790. normalMatrix.applyToBufferAttribute( tangent );
  5791. tangent.needsUpdate = true;
  5792. }
  5793. if ( this.boundingBox !== null ) {
  5794. this.computeBoundingBox();
  5795. }
  5796. if ( this.boundingSphere !== null ) {
  5797. this.computeBoundingSphere();
  5798. }
  5799. return this;
  5800. },
  5801. rotateX: function ( angle ) {
  5802. // rotate geometry around world x-axis
  5803. _m1$2.makeRotationX( angle );
  5804. this.applyMatrix( _m1$2 );
  5805. return this;
  5806. },
  5807. rotateY: function ( angle ) {
  5808. // rotate geometry around world y-axis
  5809. _m1$2.makeRotationY( angle );
  5810. this.applyMatrix( _m1$2 );
  5811. return this;
  5812. },
  5813. rotateZ: function ( angle ) {
  5814. // rotate geometry around world z-axis
  5815. _m1$2.makeRotationZ( angle );
  5816. this.applyMatrix( _m1$2 );
  5817. return this;
  5818. },
  5819. translate: function ( x, y, z ) {
  5820. // translate geometry
  5821. _m1$2.makeTranslation( x, y, z );
  5822. this.applyMatrix( _m1$2 );
  5823. return this;
  5824. },
  5825. scale: function ( x, y, z ) {
  5826. // scale geometry
  5827. _m1$2.makeScale( x, y, z );
  5828. this.applyMatrix( _m1$2 );
  5829. return this;
  5830. },
  5831. lookAt: function ( vector ) {
  5832. _obj.lookAt( vector );
  5833. _obj.updateMatrix();
  5834. this.applyMatrix( _obj.matrix );
  5835. return this;
  5836. },
  5837. center: function () {
  5838. this.computeBoundingBox();
  5839. this.boundingBox.getCenter( _offset ).negate();
  5840. this.translate( _offset.x, _offset.y, _offset.z );
  5841. return this;
  5842. },
  5843. setFromObject: function ( object ) {
  5844. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5845. var geometry = object.geometry;
  5846. if ( object.isPoints || object.isLine ) {
  5847. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5848. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5849. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5850. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5851. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5852. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5853. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5854. }
  5855. if ( geometry.boundingSphere !== null ) {
  5856. this.boundingSphere = geometry.boundingSphere.clone();
  5857. }
  5858. if ( geometry.boundingBox !== null ) {
  5859. this.boundingBox = geometry.boundingBox.clone();
  5860. }
  5861. } else if ( object.isMesh ) {
  5862. if ( geometry && geometry.isGeometry ) {
  5863. this.fromGeometry( geometry );
  5864. }
  5865. }
  5866. return this;
  5867. },
  5868. setFromPoints: function ( points ) {
  5869. var position = [];
  5870. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5871. var point = points[ i ];
  5872. position.push( point.x, point.y, point.z || 0 );
  5873. }
  5874. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5875. return this;
  5876. },
  5877. updateFromObject: function ( object ) {
  5878. var geometry = object.geometry;
  5879. if ( object.isMesh ) {
  5880. var direct = geometry.__directGeometry;
  5881. if ( geometry.elementsNeedUpdate === true ) {
  5882. direct = undefined;
  5883. geometry.elementsNeedUpdate = false;
  5884. }
  5885. if ( direct === undefined ) {
  5886. return this.fromGeometry( geometry );
  5887. }
  5888. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5889. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5890. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5891. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5892. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5893. geometry.verticesNeedUpdate = false;
  5894. geometry.normalsNeedUpdate = false;
  5895. geometry.colorsNeedUpdate = false;
  5896. geometry.uvsNeedUpdate = false;
  5897. geometry.groupsNeedUpdate = false;
  5898. geometry = direct;
  5899. }
  5900. var attribute;
  5901. if ( geometry.verticesNeedUpdate === true ) {
  5902. attribute = this.attributes.position;
  5903. if ( attribute !== undefined ) {
  5904. attribute.copyVector3sArray( geometry.vertices );
  5905. attribute.needsUpdate = true;
  5906. }
  5907. geometry.verticesNeedUpdate = false;
  5908. }
  5909. if ( geometry.normalsNeedUpdate === true ) {
  5910. attribute = this.attributes.normal;
  5911. if ( attribute !== undefined ) {
  5912. attribute.copyVector3sArray( geometry.normals );
  5913. attribute.needsUpdate = true;
  5914. }
  5915. geometry.normalsNeedUpdate = false;
  5916. }
  5917. if ( geometry.colorsNeedUpdate === true ) {
  5918. attribute = this.attributes.color;
  5919. if ( attribute !== undefined ) {
  5920. attribute.copyColorsArray( geometry.colors );
  5921. attribute.needsUpdate = true;
  5922. }
  5923. geometry.colorsNeedUpdate = false;
  5924. }
  5925. if ( geometry.uvsNeedUpdate ) {
  5926. attribute = this.attributes.uv;
  5927. if ( attribute !== undefined ) {
  5928. attribute.copyVector2sArray( geometry.uvs );
  5929. attribute.needsUpdate = true;
  5930. }
  5931. geometry.uvsNeedUpdate = false;
  5932. }
  5933. if ( geometry.lineDistancesNeedUpdate ) {
  5934. attribute = this.attributes.lineDistance;
  5935. if ( attribute !== undefined ) {
  5936. attribute.copyArray( geometry.lineDistances );
  5937. attribute.needsUpdate = true;
  5938. }
  5939. geometry.lineDistancesNeedUpdate = false;
  5940. }
  5941. if ( geometry.groupsNeedUpdate ) {
  5942. geometry.computeGroups( object.geometry );
  5943. this.groups = geometry.groups;
  5944. geometry.groupsNeedUpdate = false;
  5945. }
  5946. return this;
  5947. },
  5948. fromGeometry: function ( geometry ) {
  5949. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5950. return this.fromDirectGeometry( geometry.__directGeometry );
  5951. },
  5952. fromDirectGeometry: function ( geometry ) {
  5953. var positions = new Float32Array( geometry.vertices.length * 3 );
  5954. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5955. if ( geometry.normals.length > 0 ) {
  5956. var normals = new Float32Array( geometry.normals.length * 3 );
  5957. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5958. }
  5959. if ( geometry.colors.length > 0 ) {
  5960. var colors = new Float32Array( geometry.colors.length * 3 );
  5961. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5962. }
  5963. if ( geometry.uvs.length > 0 ) {
  5964. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5965. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5966. }
  5967. if ( geometry.uvs2.length > 0 ) {
  5968. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5969. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5970. }
  5971. // groups
  5972. this.groups = geometry.groups;
  5973. // morphs
  5974. for ( var name in geometry.morphTargets ) {
  5975. var array = [];
  5976. var morphTargets = geometry.morphTargets[ name ];
  5977. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5978. var morphTarget = morphTargets[ i ];
  5979. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  5980. attribute.name = morphTarget.name;
  5981. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  5982. }
  5983. this.morphAttributes[ name ] = array;
  5984. }
  5985. // skinning
  5986. if ( geometry.skinIndices.length > 0 ) {
  5987. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  5988. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  5989. }
  5990. if ( geometry.skinWeights.length > 0 ) {
  5991. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  5992. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  5993. }
  5994. //
  5995. if ( geometry.boundingSphere !== null ) {
  5996. this.boundingSphere = geometry.boundingSphere.clone();
  5997. }
  5998. if ( geometry.boundingBox !== null ) {
  5999. this.boundingBox = geometry.boundingBox.clone();
  6000. }
  6001. return this;
  6002. },
  6003. computeBoundingBox: function () {
  6004. if ( this.boundingBox === null ) {
  6005. this.boundingBox = new Box3();
  6006. }
  6007. var position = this.attributes.position;
  6008. var morphAttributesPosition = this.morphAttributes.position;
  6009. if ( position !== undefined ) {
  6010. this.boundingBox.setFromBufferAttribute( position );
  6011. // process morph attributes if present
  6012. if ( morphAttributesPosition ) {
  6013. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6014. var morphAttribute = morphAttributesPosition[ i ];
  6015. _box$1.setFromBufferAttribute( morphAttribute );
  6016. this.boundingBox.expandByPoint( _box$1.min );
  6017. this.boundingBox.expandByPoint( _box$1.max );
  6018. }
  6019. }
  6020. } else {
  6021. this.boundingBox.makeEmpty();
  6022. }
  6023. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6024. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6025. }
  6026. },
  6027. computeBoundingSphere: function () {
  6028. if ( this.boundingSphere === null ) {
  6029. this.boundingSphere = new Sphere();
  6030. }
  6031. var position = this.attributes.position;
  6032. var morphAttributesPosition = this.morphAttributes.position;
  6033. if ( position ) {
  6034. // first, find the center of the bounding sphere
  6035. var center = this.boundingSphere.center;
  6036. _box$1.setFromBufferAttribute( position );
  6037. // process morph attributes if present
  6038. if ( morphAttributesPosition ) {
  6039. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6040. var morphAttribute = morphAttributesPosition[ i ];
  6041. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6042. _box$1.expandByPoint( _boxMorphTargets.min );
  6043. _box$1.expandByPoint( _boxMorphTargets.max );
  6044. }
  6045. }
  6046. _box$1.getCenter( center );
  6047. // second, try to find a boundingSphere with a radius smaller than the
  6048. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6049. var maxRadiusSq = 0;
  6050. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6051. _vector$4.fromBufferAttribute( position, i );
  6052. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6053. }
  6054. // process morph attributes if present
  6055. if ( morphAttributesPosition ) {
  6056. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6057. var morphAttribute = morphAttributesPosition[ i ];
  6058. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6059. _vector$4.fromBufferAttribute( morphAttribute, j );
  6060. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6061. }
  6062. }
  6063. }
  6064. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6065. if ( isNaN( this.boundingSphere.radius ) ) {
  6066. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6067. }
  6068. }
  6069. },
  6070. computeFaceNormals: function () {
  6071. // backwards compatibility
  6072. },
  6073. computeVertexNormals: function () {
  6074. var index = this.index;
  6075. var attributes = this.attributes;
  6076. if ( attributes.position ) {
  6077. var positions = attributes.position.array;
  6078. if ( attributes.normal === undefined ) {
  6079. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6080. } else {
  6081. // reset existing normals to zero
  6082. var array = attributes.normal.array;
  6083. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6084. array[ i ] = 0;
  6085. }
  6086. }
  6087. var normals = attributes.normal.array;
  6088. var vA, vB, vC;
  6089. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6090. var cb = new Vector3(), ab = new Vector3();
  6091. // indexed elements
  6092. if ( index ) {
  6093. var indices = index.array;
  6094. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6095. vA = indices[ i + 0 ] * 3;
  6096. vB = indices[ i + 1 ] * 3;
  6097. vC = indices[ i + 2 ] * 3;
  6098. pA.fromArray( positions, vA );
  6099. pB.fromArray( positions, vB );
  6100. pC.fromArray( positions, vC );
  6101. cb.subVectors( pC, pB );
  6102. ab.subVectors( pA, pB );
  6103. cb.cross( ab );
  6104. normals[ vA ] += cb.x;
  6105. normals[ vA + 1 ] += cb.y;
  6106. normals[ vA + 2 ] += cb.z;
  6107. normals[ vB ] += cb.x;
  6108. normals[ vB + 1 ] += cb.y;
  6109. normals[ vB + 2 ] += cb.z;
  6110. normals[ vC ] += cb.x;
  6111. normals[ vC + 1 ] += cb.y;
  6112. normals[ vC + 2 ] += cb.z;
  6113. }
  6114. } else {
  6115. // non-indexed elements (unconnected triangle soup)
  6116. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6117. pA.fromArray( positions, i );
  6118. pB.fromArray( positions, i + 3 );
  6119. pC.fromArray( positions, i + 6 );
  6120. cb.subVectors( pC, pB );
  6121. ab.subVectors( pA, pB );
  6122. cb.cross( ab );
  6123. normals[ i ] = cb.x;
  6124. normals[ i + 1 ] = cb.y;
  6125. normals[ i + 2 ] = cb.z;
  6126. normals[ i + 3 ] = cb.x;
  6127. normals[ i + 4 ] = cb.y;
  6128. normals[ i + 5 ] = cb.z;
  6129. normals[ i + 6 ] = cb.x;
  6130. normals[ i + 7 ] = cb.y;
  6131. normals[ i + 8 ] = cb.z;
  6132. }
  6133. }
  6134. this.normalizeNormals();
  6135. attributes.normal.needsUpdate = true;
  6136. }
  6137. },
  6138. merge: function ( geometry, offset ) {
  6139. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6140. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6141. return;
  6142. }
  6143. if ( offset === undefined ) {
  6144. offset = 0;
  6145. console.warn(
  6146. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6147. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6148. );
  6149. }
  6150. var attributes = this.attributes;
  6151. for ( var key in attributes ) {
  6152. if ( geometry.attributes[ key ] === undefined ) continue;
  6153. var attribute1 = attributes[ key ];
  6154. var attributeArray1 = attribute1.array;
  6155. var attribute2 = geometry.attributes[ key ];
  6156. var attributeArray2 = attribute2.array;
  6157. var attributeOffset = attribute2.itemSize * offset;
  6158. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6159. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6160. attributeArray1[ j ] = attributeArray2[ i ];
  6161. }
  6162. }
  6163. return this;
  6164. },
  6165. normalizeNormals: function () {
  6166. var normals = this.attributes.normal;
  6167. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6168. _vector$4.x = normals.getX( i );
  6169. _vector$4.y = normals.getY( i );
  6170. _vector$4.z = normals.getZ( i );
  6171. _vector$4.normalize();
  6172. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6173. }
  6174. },
  6175. toNonIndexed: function () {
  6176. function convertBufferAttribute( attribute, indices ) {
  6177. var array = attribute.array;
  6178. var itemSize = attribute.itemSize;
  6179. var array2 = new array.constructor( indices.length * itemSize );
  6180. var index = 0, index2 = 0;
  6181. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6182. index = indices[ i ] * itemSize;
  6183. for ( var j = 0; j < itemSize; j ++ ) {
  6184. array2[ index2 ++ ] = array[ index ++ ];
  6185. }
  6186. }
  6187. return new BufferAttribute( array2, itemSize );
  6188. }
  6189. //
  6190. if ( this.index === null ) {
  6191. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6192. return this;
  6193. }
  6194. var geometry2 = new BufferGeometry();
  6195. var indices = this.index.array;
  6196. var attributes = this.attributes;
  6197. // attributes
  6198. for ( var name in attributes ) {
  6199. var attribute = attributes[ name ];
  6200. var newAttribute = convertBufferAttribute( attribute, indices );
  6201. geometry2.addAttribute( name, newAttribute );
  6202. }
  6203. // morph attributes
  6204. var morphAttributes = this.morphAttributes;
  6205. for ( name in morphAttributes ) {
  6206. var morphArray = [];
  6207. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6208. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6209. var attribute = morphAttribute[ i ];
  6210. var newAttribute = convertBufferAttribute( attribute, indices );
  6211. morphArray.push( newAttribute );
  6212. }
  6213. geometry2.morphAttributes[ name ] = morphArray;
  6214. }
  6215. // groups
  6216. var groups = this.groups;
  6217. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6218. var group = groups[ i ];
  6219. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6220. }
  6221. return geometry2;
  6222. },
  6223. toJSON: function () {
  6224. var data = {
  6225. metadata: {
  6226. version: 4.5,
  6227. type: 'BufferGeometry',
  6228. generator: 'BufferGeometry.toJSON'
  6229. }
  6230. };
  6231. // standard BufferGeometry serialization
  6232. data.uuid = this.uuid;
  6233. data.type = this.type;
  6234. if ( this.name !== '' ) data.name = this.name;
  6235. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  6236. if ( this.parameters !== undefined ) {
  6237. var parameters = this.parameters;
  6238. for ( var key in parameters ) {
  6239. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  6240. }
  6241. return data;
  6242. }
  6243. data.data = { attributes: {} };
  6244. var index = this.index;
  6245. if ( index !== null ) {
  6246. data.data.index = {
  6247. type: index.array.constructor.name,
  6248. array: Array.prototype.slice.call( index.array )
  6249. };
  6250. }
  6251. var attributes = this.attributes;
  6252. for ( var key in attributes ) {
  6253. var attribute = attributes[ key ];
  6254. var attributeData = attribute.toJSON();
  6255. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6256. data.data.attributes[ key ] = attributeData;
  6257. }
  6258. var morphAttributes = {};
  6259. var hasMorphAttributes = false;
  6260. for ( var key in this.morphAttributes ) {
  6261. var attributeArray = this.morphAttributes[ key ];
  6262. var array = [];
  6263. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6264. var attribute = attributeArray[ i ];
  6265. var attributeData = attribute.toJSON();
  6266. if ( attribute.name !== '' ) attributeData.name = attribute.name;
  6267. array.push( attributeData );
  6268. }
  6269. if ( array.length > 0 ) {
  6270. morphAttributes[ key ] = array;
  6271. hasMorphAttributes = true;
  6272. }
  6273. }
  6274. if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
  6275. var groups = this.groups;
  6276. if ( groups.length > 0 ) {
  6277. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6278. }
  6279. var boundingSphere = this.boundingSphere;
  6280. if ( boundingSphere !== null ) {
  6281. data.data.boundingSphere = {
  6282. center: boundingSphere.center.toArray(),
  6283. radius: boundingSphere.radius
  6284. };
  6285. }
  6286. return data;
  6287. },
  6288. clone: function () {
  6289. /*
  6290. // Handle primitives
  6291. var parameters = this.parameters;
  6292. if ( parameters !== undefined ) {
  6293. var values = [];
  6294. for ( var key in parameters ) {
  6295. values.push( parameters[ key ] );
  6296. }
  6297. var geometry = Object.create( this.constructor.prototype );
  6298. this.constructor.apply( geometry, values );
  6299. return geometry;
  6300. }
  6301. return new this.constructor().copy( this );
  6302. */
  6303. return new BufferGeometry().copy( this );
  6304. },
  6305. copy: function ( source ) {
  6306. var name, i, l;
  6307. // reset
  6308. this.index = null;
  6309. this.attributes = {};
  6310. this.morphAttributes = {};
  6311. this.groups = [];
  6312. this.boundingBox = null;
  6313. this.boundingSphere = null;
  6314. // name
  6315. this.name = source.name;
  6316. // index
  6317. var index = source.index;
  6318. if ( index !== null ) {
  6319. this.setIndex( index.clone() );
  6320. }
  6321. // attributes
  6322. var attributes = source.attributes;
  6323. for ( name in attributes ) {
  6324. var attribute = attributes[ name ];
  6325. this.addAttribute( name, attribute.clone() );
  6326. }
  6327. // morph attributes
  6328. var morphAttributes = source.morphAttributes;
  6329. for ( name in morphAttributes ) {
  6330. var array = [];
  6331. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6332. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6333. array.push( morphAttribute[ i ].clone() );
  6334. }
  6335. this.morphAttributes[ name ] = array;
  6336. }
  6337. // groups
  6338. var groups = source.groups;
  6339. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6340. var group = groups[ i ];
  6341. this.addGroup( group.start, group.count, group.materialIndex );
  6342. }
  6343. // bounding box
  6344. var boundingBox = source.boundingBox;
  6345. if ( boundingBox !== null ) {
  6346. this.boundingBox = boundingBox.clone();
  6347. }
  6348. // bounding sphere
  6349. var boundingSphere = source.boundingSphere;
  6350. if ( boundingSphere !== null ) {
  6351. this.boundingSphere = boundingSphere.clone();
  6352. }
  6353. // draw range
  6354. this.drawRange.start = source.drawRange.start;
  6355. this.drawRange.count = source.drawRange.count;
  6356. // user data
  6357. this.userData = source.userData;
  6358. return this;
  6359. },
  6360. dispose: function () {
  6361. this.dispatchEvent( { type: 'dispose' } );
  6362. }
  6363. } );
  6364. /**
  6365. * @author mrdoob / http://mrdoob.com/
  6366. * @author alteredq / http://alteredqualia.com/
  6367. * @author mikael emtinger / http://gomo.se/
  6368. * @author jonobr1 / http://jonobr1.com/
  6369. */
  6370. var _inverseMatrix = new Matrix4();
  6371. var _ray = new Ray();
  6372. var _sphere = new Sphere();
  6373. var _vA = new Vector3();
  6374. var _vB = new Vector3();
  6375. var _vC = new Vector3();
  6376. var _tempA = new Vector3();
  6377. var _tempB = new Vector3();
  6378. var _tempC = new Vector3();
  6379. var _morphA = new Vector3();
  6380. var _morphB = new Vector3();
  6381. var _morphC = new Vector3();
  6382. var _uvA = new Vector2();
  6383. var _uvB = new Vector2();
  6384. var _uvC = new Vector2();
  6385. var _intersectionPoint = new Vector3();
  6386. var _intersectionPointWorld = new Vector3();
  6387. function Mesh( geometry, material ) {
  6388. Object3D.call( this );
  6389. this.type = 'Mesh';
  6390. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6391. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6392. this.drawMode = TrianglesDrawMode;
  6393. this.updateMorphTargets();
  6394. }
  6395. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6396. constructor: Mesh,
  6397. isMesh: true,
  6398. setDrawMode: function ( value ) {
  6399. this.drawMode = value;
  6400. },
  6401. copy: function ( source ) {
  6402. Object3D.prototype.copy.call( this, source );
  6403. this.drawMode = source.drawMode;
  6404. if ( source.morphTargetInfluences !== undefined ) {
  6405. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6406. }
  6407. if ( source.morphTargetDictionary !== undefined ) {
  6408. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6409. }
  6410. return this;
  6411. },
  6412. updateMorphTargets: function () {
  6413. var geometry = this.geometry;
  6414. var m, ml, name;
  6415. if ( geometry.isBufferGeometry ) {
  6416. var morphAttributes = geometry.morphAttributes;
  6417. var keys = Object.keys( morphAttributes );
  6418. if ( keys.length > 0 ) {
  6419. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6420. if ( morphAttribute !== undefined ) {
  6421. this.morphTargetInfluences = [];
  6422. this.morphTargetDictionary = {};
  6423. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6424. name = morphAttribute[ m ].name || String( m );
  6425. this.morphTargetInfluences.push( 0 );
  6426. this.morphTargetDictionary[ name ] = m;
  6427. }
  6428. }
  6429. }
  6430. } else {
  6431. var morphTargets = geometry.morphTargets;
  6432. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6433. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6434. }
  6435. }
  6436. },
  6437. raycast: function ( raycaster, intersects ) {
  6438. var geometry = this.geometry;
  6439. var material = this.material;
  6440. var matrixWorld = this.matrixWorld;
  6441. if ( material === undefined ) return;
  6442. // Checking boundingSphere distance to ray
  6443. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  6444. _sphere.copy( geometry.boundingSphere );
  6445. _sphere.applyMatrix4( matrixWorld );
  6446. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  6447. //
  6448. _inverseMatrix.getInverse( matrixWorld );
  6449. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6450. // Check boundingBox before continuing
  6451. if ( geometry.boundingBox !== null ) {
  6452. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
  6453. }
  6454. var intersection;
  6455. if ( geometry.isBufferGeometry ) {
  6456. var a, b, c;
  6457. var index = geometry.index;
  6458. var position = geometry.attributes.position;
  6459. var morphPosition = geometry.morphAttributes.position;
  6460. var uv = geometry.attributes.uv;
  6461. var uv2 = geometry.attributes.uv2;
  6462. var groups = geometry.groups;
  6463. var drawRange = geometry.drawRange;
  6464. var i, j, il, jl;
  6465. var group, groupMaterial;
  6466. var start, end;
  6467. if ( index !== null ) {
  6468. // indexed buffer geometry
  6469. if ( Array.isArray( material ) ) {
  6470. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6471. group = groups[ i ];
  6472. groupMaterial = material[ group.materialIndex ];
  6473. start = Math.max( group.start, drawRange.start );
  6474. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6475. for ( j = start, jl = end; j < jl; j += 3 ) {
  6476. a = index.getX( j );
  6477. b = index.getX( j + 1 );
  6478. c = index.getX( j + 2 );
  6479. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6480. if ( intersection ) {
  6481. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6482. intersection.face.materialIndex = group.materialIndex;
  6483. intersects.push( intersection );
  6484. }
  6485. }
  6486. }
  6487. } else {
  6488. start = Math.max( 0, drawRange.start );
  6489. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6490. for ( i = start, il = end; i < il; i += 3 ) {
  6491. a = index.getX( i );
  6492. b = index.getX( i + 1 );
  6493. c = index.getX( i + 2 );
  6494. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6495. if ( intersection ) {
  6496. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6497. intersects.push( intersection );
  6498. }
  6499. }
  6500. }
  6501. } else if ( position !== undefined ) {
  6502. // non-indexed buffer geometry
  6503. if ( Array.isArray( material ) ) {
  6504. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6505. group = groups[ i ];
  6506. groupMaterial = material[ group.materialIndex ];
  6507. start = Math.max( group.start, drawRange.start );
  6508. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6509. for ( j = start, jl = end; j < jl; j += 3 ) {
  6510. a = j;
  6511. b = j + 1;
  6512. c = j + 2;
  6513. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6514. if ( intersection ) {
  6515. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6516. intersection.face.materialIndex = group.materialIndex;
  6517. intersects.push( intersection );
  6518. }
  6519. }
  6520. }
  6521. } else {
  6522. start = Math.max( 0, drawRange.start );
  6523. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6524. for ( i = start, il = end; i < il; i += 3 ) {
  6525. a = i;
  6526. b = i + 1;
  6527. c = i + 2;
  6528. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6529. if ( intersection ) {
  6530. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6531. intersects.push( intersection );
  6532. }
  6533. }
  6534. }
  6535. }
  6536. } else if ( geometry.isGeometry ) {
  6537. var fvA, fvB, fvC;
  6538. var isMultiMaterial = Array.isArray( material );
  6539. var vertices = geometry.vertices;
  6540. var faces = geometry.faces;
  6541. var uvs;
  6542. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6543. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  6544. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6545. var face = faces[ f ];
  6546. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6547. if ( faceMaterial === undefined ) continue;
  6548. fvA = vertices[ face.a ];
  6549. fvB = vertices[ face.b ];
  6550. fvC = vertices[ face.c ];
  6551. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6552. if ( intersection ) {
  6553. if ( uvs && uvs[ f ] ) {
  6554. var uvs_f = uvs[ f ];
  6555. _uvA.copy( uvs_f[ 0 ] );
  6556. _uvB.copy( uvs_f[ 1 ] );
  6557. _uvC.copy( uvs_f[ 2 ] );
  6558. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6559. }
  6560. intersection.face = face;
  6561. intersection.faceIndex = f;
  6562. intersects.push( intersection );
  6563. }
  6564. }
  6565. }
  6566. },
  6567. clone: function () {
  6568. return new this.constructor( this.geometry, this.material ).copy( this );
  6569. }
  6570. } );
  6571. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6572. var intersect;
  6573. if ( material.side === BackSide ) {
  6574. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6575. } else {
  6576. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6577. }
  6578. if ( intersect === null ) return null;
  6579. _intersectionPointWorld.copy( point );
  6580. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6581. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6582. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  6583. return {
  6584. distance: distance,
  6585. point: _intersectionPointWorld.clone(),
  6586. object: object
  6587. };
  6588. }
  6589. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6590. _vA.fromBufferAttribute( position, a );
  6591. _vB.fromBufferAttribute( position, b );
  6592. _vC.fromBufferAttribute( position, c );
  6593. var morphInfluences = object.morphTargetInfluences;
  6594. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6595. _morphA.set( 0, 0, 0 );
  6596. _morphB.set( 0, 0, 0 );
  6597. _morphC.set( 0, 0, 0 );
  6598. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6599. var influence = morphInfluences[ i ];
  6600. var morphAttribute = morphPosition[ i ];
  6601. if ( influence === 0 ) continue;
  6602. _tempA.fromBufferAttribute( morphAttribute, a );
  6603. _tempB.fromBufferAttribute( morphAttribute, b );
  6604. _tempC.fromBufferAttribute( morphAttribute, c );
  6605. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6606. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6607. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6608. }
  6609. _vA.add( _morphA );
  6610. _vB.add( _morphB );
  6611. _vC.add( _morphC );
  6612. }
  6613. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6614. if ( intersection ) {
  6615. if ( uv ) {
  6616. _uvA.fromBufferAttribute( uv, a );
  6617. _uvB.fromBufferAttribute( uv, b );
  6618. _uvC.fromBufferAttribute( uv, c );
  6619. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6620. }
  6621. if ( uv2 ) {
  6622. _uvA.fromBufferAttribute( uv2, a );
  6623. _uvB.fromBufferAttribute( uv2, b );
  6624. _uvC.fromBufferAttribute( uv2, c );
  6625. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6626. }
  6627. var face = new Face3( a, b, c );
  6628. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6629. intersection.face = face;
  6630. }
  6631. return intersection;
  6632. }
  6633. /**
  6634. * @author mrdoob / http://mrdoob.com/
  6635. * @author kile / http://kile.stravaganza.org/
  6636. * @author alteredq / http://alteredqualia.com/
  6637. * @author mikael emtinger / http://gomo.se/
  6638. * @author zz85 / http://www.lab4games.net/zz85/blog
  6639. * @author bhouston / http://clara.io
  6640. */
  6641. var _geometryId = 0; // Geometry uses even numbers as Id
  6642. var _m1$3 = new Matrix4();
  6643. var _obj$1 = new Object3D();
  6644. var _offset$1 = new Vector3();
  6645. function Geometry() {
  6646. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6647. this.uuid = _Math.generateUUID();
  6648. this.name = '';
  6649. this.type = 'Geometry';
  6650. this.vertices = [];
  6651. this.colors = [];
  6652. this.faces = [];
  6653. this.faceVertexUvs = [[]];
  6654. this.morphTargets = [];
  6655. this.morphNormals = [];
  6656. this.skinWeights = [];
  6657. this.skinIndices = [];
  6658. this.lineDistances = [];
  6659. this.boundingBox = null;
  6660. this.boundingSphere = null;
  6661. // update flags
  6662. this.elementsNeedUpdate = false;
  6663. this.verticesNeedUpdate = false;
  6664. this.uvsNeedUpdate = false;
  6665. this.normalsNeedUpdate = false;
  6666. this.colorsNeedUpdate = false;
  6667. this.lineDistancesNeedUpdate = false;
  6668. this.groupsNeedUpdate = false;
  6669. }
  6670. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6671. constructor: Geometry,
  6672. isGeometry: true,
  6673. applyMatrix: function ( matrix ) {
  6674. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6675. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6676. var vertex = this.vertices[ i ];
  6677. vertex.applyMatrix4( matrix );
  6678. }
  6679. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6680. var face = this.faces[ i ];
  6681. face.normal.applyMatrix3( normalMatrix ).normalize();
  6682. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6683. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6684. }
  6685. }
  6686. if ( this.boundingBox !== null ) {
  6687. this.computeBoundingBox();
  6688. }
  6689. if ( this.boundingSphere !== null ) {
  6690. this.computeBoundingSphere();
  6691. }
  6692. this.verticesNeedUpdate = true;
  6693. this.normalsNeedUpdate = true;
  6694. return this;
  6695. },
  6696. rotateX: function ( angle ) {
  6697. // rotate geometry around world x-axis
  6698. _m1$3.makeRotationX( angle );
  6699. this.applyMatrix( _m1$3 );
  6700. return this;
  6701. },
  6702. rotateY: function ( angle ) {
  6703. // rotate geometry around world y-axis
  6704. _m1$3.makeRotationY( angle );
  6705. this.applyMatrix( _m1$3 );
  6706. return this;
  6707. },
  6708. rotateZ: function ( angle ) {
  6709. // rotate geometry around world z-axis
  6710. _m1$3.makeRotationZ( angle );
  6711. this.applyMatrix( _m1$3 );
  6712. return this;
  6713. },
  6714. translate: function ( x, y, z ) {
  6715. // translate geometry
  6716. _m1$3.makeTranslation( x, y, z );
  6717. this.applyMatrix( _m1$3 );
  6718. return this;
  6719. },
  6720. scale: function ( x, y, z ) {
  6721. // scale geometry
  6722. _m1$3.makeScale( x, y, z );
  6723. this.applyMatrix( _m1$3 );
  6724. return this;
  6725. },
  6726. lookAt: function ( vector ) {
  6727. _obj$1.lookAt( vector );
  6728. _obj$1.updateMatrix();
  6729. this.applyMatrix( _obj$1.matrix );
  6730. return this;
  6731. },
  6732. fromBufferGeometry: function ( geometry ) {
  6733. var scope = this;
  6734. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6735. var attributes = geometry.attributes;
  6736. var positions = attributes.position.array;
  6737. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6738. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6739. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6740. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6741. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  6742. for ( var i = 0; i < positions.length; i += 3 ) {
  6743. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6744. if ( colors !== undefined ) {
  6745. scope.colors.push( new Color().fromArray( colors, i ) );
  6746. }
  6747. }
  6748. function addFace( a, b, c, materialIndex ) {
  6749. var vertexColors = ( colors === undefined ) ? [] : [
  6750. scope.colors[ a ].clone(),
  6751. scope.colors[ b ].clone(),
  6752. scope.colors[ c ].clone() ];
  6753. var vertexNormals = ( normals === undefined ) ? [] : [
  6754. new Vector3().fromArray( normals, a * 3 ),
  6755. new Vector3().fromArray( normals, b * 3 ),
  6756. new Vector3().fromArray( normals, c * 3 )
  6757. ];
  6758. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6759. scope.faces.push( face );
  6760. if ( uvs !== undefined ) {
  6761. scope.faceVertexUvs[ 0 ].push( [
  6762. new Vector2().fromArray( uvs, a * 2 ),
  6763. new Vector2().fromArray( uvs, b * 2 ),
  6764. new Vector2().fromArray( uvs, c * 2 )
  6765. ] );
  6766. }
  6767. if ( uvs2 !== undefined ) {
  6768. scope.faceVertexUvs[ 1 ].push( [
  6769. new Vector2().fromArray( uvs2, a * 2 ),
  6770. new Vector2().fromArray( uvs2, b * 2 ),
  6771. new Vector2().fromArray( uvs2, c * 2 )
  6772. ] );
  6773. }
  6774. }
  6775. var groups = geometry.groups;
  6776. if ( groups.length > 0 ) {
  6777. for ( var i = 0; i < groups.length; i ++ ) {
  6778. var group = groups[ i ];
  6779. var start = group.start;
  6780. var count = group.count;
  6781. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6782. if ( indices !== undefined ) {
  6783. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6784. } else {
  6785. addFace( j, j + 1, j + 2, group.materialIndex );
  6786. }
  6787. }
  6788. }
  6789. } else {
  6790. if ( indices !== undefined ) {
  6791. for ( var i = 0; i < indices.length; i += 3 ) {
  6792. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6793. }
  6794. } else {
  6795. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6796. addFace( i, i + 1, i + 2 );
  6797. }
  6798. }
  6799. }
  6800. this.computeFaceNormals();
  6801. if ( geometry.boundingBox !== null ) {
  6802. this.boundingBox = geometry.boundingBox.clone();
  6803. }
  6804. if ( geometry.boundingSphere !== null ) {
  6805. this.boundingSphere = geometry.boundingSphere.clone();
  6806. }
  6807. return this;
  6808. },
  6809. center: function () {
  6810. this.computeBoundingBox();
  6811. this.boundingBox.getCenter( _offset$1 ).negate();
  6812. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6813. return this;
  6814. },
  6815. normalize: function () {
  6816. this.computeBoundingSphere();
  6817. var center = this.boundingSphere.center;
  6818. var radius = this.boundingSphere.radius;
  6819. var s = radius === 0 ? 1 : 1.0 / radius;
  6820. var matrix = new Matrix4();
  6821. matrix.set(
  6822. s, 0, 0, - s * center.x,
  6823. 0, s, 0, - s * center.y,
  6824. 0, 0, s, - s * center.z,
  6825. 0, 0, 0, 1
  6826. );
  6827. this.applyMatrix( matrix );
  6828. return this;
  6829. },
  6830. computeFaceNormals: function () {
  6831. var cb = new Vector3(), ab = new Vector3();
  6832. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6833. var face = this.faces[ f ];
  6834. var vA = this.vertices[ face.a ];
  6835. var vB = this.vertices[ face.b ];
  6836. var vC = this.vertices[ face.c ];
  6837. cb.subVectors( vC, vB );
  6838. ab.subVectors( vA, vB );
  6839. cb.cross( ab );
  6840. cb.normalize();
  6841. face.normal.copy( cb );
  6842. }
  6843. },
  6844. computeVertexNormals: function ( areaWeighted ) {
  6845. if ( areaWeighted === undefined ) areaWeighted = true;
  6846. var v, vl, f, fl, face, vertices;
  6847. vertices = new Array( this.vertices.length );
  6848. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6849. vertices[ v ] = new Vector3();
  6850. }
  6851. if ( areaWeighted ) {
  6852. // vertex normals weighted by triangle areas
  6853. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6854. var vA, vB, vC;
  6855. var cb = new Vector3(), ab = new Vector3();
  6856. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6857. face = this.faces[ f ];
  6858. vA = this.vertices[ face.a ];
  6859. vB = this.vertices[ face.b ];
  6860. vC = this.vertices[ face.c ];
  6861. cb.subVectors( vC, vB );
  6862. ab.subVectors( vA, vB );
  6863. cb.cross( ab );
  6864. vertices[ face.a ].add( cb );
  6865. vertices[ face.b ].add( cb );
  6866. vertices[ face.c ].add( cb );
  6867. }
  6868. } else {
  6869. this.computeFaceNormals();
  6870. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6871. face = this.faces[ f ];
  6872. vertices[ face.a ].add( face.normal );
  6873. vertices[ face.b ].add( face.normal );
  6874. vertices[ face.c ].add( face.normal );
  6875. }
  6876. }
  6877. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6878. vertices[ v ].normalize();
  6879. }
  6880. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6881. face = this.faces[ f ];
  6882. var vertexNormals = face.vertexNormals;
  6883. if ( vertexNormals.length === 3 ) {
  6884. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6885. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6886. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6887. } else {
  6888. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6889. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6890. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6891. }
  6892. }
  6893. if ( this.faces.length > 0 ) {
  6894. this.normalsNeedUpdate = true;
  6895. }
  6896. },
  6897. computeFlatVertexNormals: function () {
  6898. var f, fl, face;
  6899. this.computeFaceNormals();
  6900. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6901. face = this.faces[ f ];
  6902. var vertexNormals = face.vertexNormals;
  6903. if ( vertexNormals.length === 3 ) {
  6904. vertexNormals[ 0 ].copy( face.normal );
  6905. vertexNormals[ 1 ].copy( face.normal );
  6906. vertexNormals[ 2 ].copy( face.normal );
  6907. } else {
  6908. vertexNormals[ 0 ] = face.normal.clone();
  6909. vertexNormals[ 1 ] = face.normal.clone();
  6910. vertexNormals[ 2 ] = face.normal.clone();
  6911. }
  6912. }
  6913. if ( this.faces.length > 0 ) {
  6914. this.normalsNeedUpdate = true;
  6915. }
  6916. },
  6917. computeMorphNormals: function () {
  6918. var i, il, f, fl, face;
  6919. // save original normals
  6920. // - create temp variables on first access
  6921. // otherwise just copy (for faster repeated calls)
  6922. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6923. face = this.faces[ f ];
  6924. if ( ! face.__originalFaceNormal ) {
  6925. face.__originalFaceNormal = face.normal.clone();
  6926. } else {
  6927. face.__originalFaceNormal.copy( face.normal );
  6928. }
  6929. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  6930. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6931. if ( ! face.__originalVertexNormals[ i ] ) {
  6932. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6933. } else {
  6934. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6935. }
  6936. }
  6937. }
  6938. // use temp geometry to compute face and vertex normals for each morph
  6939. var tmpGeo = new Geometry();
  6940. tmpGeo.faces = this.faces;
  6941. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6942. // create on first access
  6943. if ( ! this.morphNormals[ i ] ) {
  6944. this.morphNormals[ i ] = {};
  6945. this.morphNormals[ i ].faceNormals = [];
  6946. this.morphNormals[ i ].vertexNormals = [];
  6947. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6948. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6949. var faceNormal, vertexNormals;
  6950. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6951. faceNormal = new Vector3();
  6952. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6953. dstNormalsFace.push( faceNormal );
  6954. dstNormalsVertex.push( vertexNormals );
  6955. }
  6956. }
  6957. var morphNormals = this.morphNormals[ i ];
  6958. // set vertices to morph target
  6959. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6960. // compute morph normals
  6961. tmpGeo.computeFaceNormals();
  6962. tmpGeo.computeVertexNormals();
  6963. // store morph normals
  6964. var faceNormal, vertexNormals;
  6965. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6966. face = this.faces[ f ];
  6967. faceNormal = morphNormals.faceNormals[ f ];
  6968. vertexNormals = morphNormals.vertexNormals[ f ];
  6969. faceNormal.copy( face.normal );
  6970. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6971. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6972. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6973. }
  6974. }
  6975. // restore original normals
  6976. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6977. face = this.faces[ f ];
  6978. face.normal = face.__originalFaceNormal;
  6979. face.vertexNormals = face.__originalVertexNormals;
  6980. }
  6981. },
  6982. computeBoundingBox: function () {
  6983. if ( this.boundingBox === null ) {
  6984. this.boundingBox = new Box3();
  6985. }
  6986. this.boundingBox.setFromPoints( this.vertices );
  6987. },
  6988. computeBoundingSphere: function () {
  6989. if ( this.boundingSphere === null ) {
  6990. this.boundingSphere = new Sphere();
  6991. }
  6992. this.boundingSphere.setFromPoints( this.vertices );
  6993. },
  6994. merge: function ( geometry, matrix, materialIndexOffset ) {
  6995. if ( ! ( geometry && geometry.isGeometry ) ) {
  6996. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  6997. return;
  6998. }
  6999. var normalMatrix,
  7000. vertexOffset = this.vertices.length,
  7001. vertices1 = this.vertices,
  7002. vertices2 = geometry.vertices,
  7003. faces1 = this.faces,
  7004. faces2 = geometry.faces,
  7005. colors1 = this.colors,
  7006. colors2 = geometry.colors;
  7007. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  7008. if ( matrix !== undefined ) {
  7009. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7010. }
  7011. // vertices
  7012. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7013. var vertex = vertices2[ i ];
  7014. var vertexCopy = vertex.clone();
  7015. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  7016. vertices1.push( vertexCopy );
  7017. }
  7018. // colors
  7019. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7020. colors1.push( colors2[ i ].clone() );
  7021. }
  7022. // faces
  7023. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7024. var face = faces2[ i ], faceCopy, normal, color,
  7025. faceVertexNormals = face.vertexNormals,
  7026. faceVertexColors = face.vertexColors;
  7027. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7028. faceCopy.normal.copy( face.normal );
  7029. if ( normalMatrix !== undefined ) {
  7030. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7031. }
  7032. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7033. normal = faceVertexNormals[ j ].clone();
  7034. if ( normalMatrix !== undefined ) {
  7035. normal.applyMatrix3( normalMatrix ).normalize();
  7036. }
  7037. faceCopy.vertexNormals.push( normal );
  7038. }
  7039. faceCopy.color.copy( face.color );
  7040. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7041. color = faceVertexColors[ j ];
  7042. faceCopy.vertexColors.push( color.clone() );
  7043. }
  7044. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7045. faces1.push( faceCopy );
  7046. }
  7047. // uvs
  7048. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7049. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7050. if ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];
  7051. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7052. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7053. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7054. uvsCopy.push( uvs2[ k ].clone() );
  7055. }
  7056. this.faceVertexUvs[ i ].push( uvsCopy );
  7057. }
  7058. }
  7059. },
  7060. mergeMesh: function ( mesh ) {
  7061. if ( ! ( mesh && mesh.isMesh ) ) {
  7062. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7063. return;
  7064. }
  7065. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  7066. this.merge( mesh.geometry, mesh.matrix );
  7067. },
  7068. /*
  7069. * Checks for duplicate vertices with hashmap.
  7070. * Duplicated vertices are removed
  7071. * and faces' vertices are updated.
  7072. */
  7073. mergeVertices: function () {
  7074. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7075. var unique = [], changes = [];
  7076. var v, key;
  7077. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7078. var precision = Math.pow( 10, precisionPoints );
  7079. var i, il, face;
  7080. var indices, j, jl;
  7081. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7082. v = this.vertices[ i ];
  7083. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7084. if ( verticesMap[ key ] === undefined ) {
  7085. verticesMap[ key ] = i;
  7086. unique.push( this.vertices[ i ] );
  7087. changes[ i ] = unique.length - 1;
  7088. } else {
  7089. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7090. changes[ i ] = changes[ verticesMap[ key ] ];
  7091. }
  7092. }
  7093. // if faces are completely degenerate after merging vertices, we
  7094. // have to remove them from the geometry.
  7095. var faceIndicesToRemove = [];
  7096. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7097. face = this.faces[ i ];
  7098. face.a = changes[ face.a ];
  7099. face.b = changes[ face.b ];
  7100. face.c = changes[ face.c ];
  7101. indices = [ face.a, face.b, face.c ];
  7102. // if any duplicate vertices are found in a Face3
  7103. // we have to remove the face as nothing can be saved
  7104. for ( var n = 0; n < 3; n ++ ) {
  7105. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7106. faceIndicesToRemove.push( i );
  7107. break;
  7108. }
  7109. }
  7110. }
  7111. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7112. var idx = faceIndicesToRemove[ i ];
  7113. this.faces.splice( idx, 1 );
  7114. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7115. this.faceVertexUvs[ j ].splice( idx, 1 );
  7116. }
  7117. }
  7118. // Use unique set of vertices
  7119. var diff = this.vertices.length - unique.length;
  7120. this.vertices = unique;
  7121. return diff;
  7122. },
  7123. setFromPoints: function ( points ) {
  7124. this.vertices = [];
  7125. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7126. var point = points[ i ];
  7127. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7128. }
  7129. return this;
  7130. },
  7131. sortFacesByMaterialIndex: function () {
  7132. var faces = this.faces;
  7133. var length = faces.length;
  7134. // tag faces
  7135. for ( var i = 0; i < length; i ++ ) {
  7136. faces[ i ]._id = i;
  7137. }
  7138. // sort faces
  7139. function materialIndexSort( a, b ) {
  7140. return a.materialIndex - b.materialIndex;
  7141. }
  7142. faces.sort( materialIndexSort );
  7143. // sort uvs
  7144. var uvs1 = this.faceVertexUvs[ 0 ];
  7145. var uvs2 = this.faceVertexUvs[ 1 ];
  7146. var newUvs1, newUvs2;
  7147. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  7148. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  7149. for ( var i = 0; i < length; i ++ ) {
  7150. var id = faces[ i ]._id;
  7151. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  7152. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  7153. }
  7154. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  7155. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  7156. },
  7157. toJSON: function () {
  7158. var data = {
  7159. metadata: {
  7160. version: 4.5,
  7161. type: 'Geometry',
  7162. generator: 'Geometry.toJSON'
  7163. }
  7164. };
  7165. // standard Geometry serialization
  7166. data.uuid = this.uuid;
  7167. data.type = this.type;
  7168. if ( this.name !== '' ) data.name = this.name;
  7169. if ( this.parameters !== undefined ) {
  7170. var parameters = this.parameters;
  7171. for ( var key in parameters ) {
  7172. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7173. }
  7174. return data;
  7175. }
  7176. var vertices = [];
  7177. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7178. var vertex = this.vertices[ i ];
  7179. vertices.push( vertex.x, vertex.y, vertex.z );
  7180. }
  7181. var faces = [];
  7182. var normals = [];
  7183. var normalsHash = {};
  7184. var colors = [];
  7185. var colorsHash = {};
  7186. var uvs = [];
  7187. var uvsHash = {};
  7188. for ( var i = 0; i < this.faces.length; i ++ ) {
  7189. var face = this.faces[ i ];
  7190. var hasMaterial = true;
  7191. var hasFaceUv = false; // deprecated
  7192. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7193. var hasFaceNormal = face.normal.length() > 0;
  7194. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7195. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7196. var hasFaceVertexColor = face.vertexColors.length > 0;
  7197. var faceType = 0;
  7198. faceType = setBit( faceType, 0, 0 ); // isQuad
  7199. faceType = setBit( faceType, 1, hasMaterial );
  7200. faceType = setBit( faceType, 2, hasFaceUv );
  7201. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7202. faceType = setBit( faceType, 4, hasFaceNormal );
  7203. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7204. faceType = setBit( faceType, 6, hasFaceColor );
  7205. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7206. faces.push( faceType );
  7207. faces.push( face.a, face.b, face.c );
  7208. faces.push( face.materialIndex );
  7209. if ( hasFaceVertexUv ) {
  7210. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7211. faces.push(
  7212. getUvIndex( faceVertexUvs[ 0 ] ),
  7213. getUvIndex( faceVertexUvs[ 1 ] ),
  7214. getUvIndex( faceVertexUvs[ 2 ] )
  7215. );
  7216. }
  7217. if ( hasFaceNormal ) {
  7218. faces.push( getNormalIndex( face.normal ) );
  7219. }
  7220. if ( hasFaceVertexNormal ) {
  7221. var vertexNormals = face.vertexNormals;
  7222. faces.push(
  7223. getNormalIndex( vertexNormals[ 0 ] ),
  7224. getNormalIndex( vertexNormals[ 1 ] ),
  7225. getNormalIndex( vertexNormals[ 2 ] )
  7226. );
  7227. }
  7228. if ( hasFaceColor ) {
  7229. faces.push( getColorIndex( face.color ) );
  7230. }
  7231. if ( hasFaceVertexColor ) {
  7232. var vertexColors = face.vertexColors;
  7233. faces.push(
  7234. getColorIndex( vertexColors[ 0 ] ),
  7235. getColorIndex( vertexColors[ 1 ] ),
  7236. getColorIndex( vertexColors[ 2 ] )
  7237. );
  7238. }
  7239. }
  7240. function setBit( value, position, enabled ) {
  7241. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7242. }
  7243. function getNormalIndex( normal ) {
  7244. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7245. if ( normalsHash[ hash ] !== undefined ) {
  7246. return normalsHash[ hash ];
  7247. }
  7248. normalsHash[ hash ] = normals.length / 3;
  7249. normals.push( normal.x, normal.y, normal.z );
  7250. return normalsHash[ hash ];
  7251. }
  7252. function getColorIndex( color ) {
  7253. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7254. if ( colorsHash[ hash ] !== undefined ) {
  7255. return colorsHash[ hash ];
  7256. }
  7257. colorsHash[ hash ] = colors.length;
  7258. colors.push( color.getHex() );
  7259. return colorsHash[ hash ];
  7260. }
  7261. function getUvIndex( uv ) {
  7262. var hash = uv.x.toString() + uv.y.toString();
  7263. if ( uvsHash[ hash ] !== undefined ) {
  7264. return uvsHash[ hash ];
  7265. }
  7266. uvsHash[ hash ] = uvs.length / 2;
  7267. uvs.push( uv.x, uv.y );
  7268. return uvsHash[ hash ];
  7269. }
  7270. data.data = {};
  7271. data.data.vertices = vertices;
  7272. data.data.normals = normals;
  7273. if ( colors.length > 0 ) data.data.colors = colors;
  7274. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  7275. data.data.faces = faces;
  7276. return data;
  7277. },
  7278. clone: function () {
  7279. /*
  7280. // Handle primitives
  7281. var parameters = this.parameters;
  7282. if ( parameters !== undefined ) {
  7283. var values = [];
  7284. for ( var key in parameters ) {
  7285. values.push( parameters[ key ] );
  7286. }
  7287. var geometry = Object.create( this.constructor.prototype );
  7288. this.constructor.apply( geometry, values );
  7289. return geometry;
  7290. }
  7291. return new this.constructor().copy( this );
  7292. */
  7293. return new Geometry().copy( this );
  7294. },
  7295. copy: function ( source ) {
  7296. var i, il, j, jl, k, kl;
  7297. // reset
  7298. this.vertices = [];
  7299. this.colors = [];
  7300. this.faces = [];
  7301. this.faceVertexUvs = [[]];
  7302. this.morphTargets = [];
  7303. this.morphNormals = [];
  7304. this.skinWeights = [];
  7305. this.skinIndices = [];
  7306. this.lineDistances = [];
  7307. this.boundingBox = null;
  7308. this.boundingSphere = null;
  7309. // name
  7310. this.name = source.name;
  7311. // vertices
  7312. var vertices = source.vertices;
  7313. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7314. this.vertices.push( vertices[ i ].clone() );
  7315. }
  7316. // colors
  7317. var colors = source.colors;
  7318. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7319. this.colors.push( colors[ i ].clone() );
  7320. }
  7321. // faces
  7322. var faces = source.faces;
  7323. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7324. this.faces.push( faces[ i ].clone() );
  7325. }
  7326. // face vertex uvs
  7327. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7328. var faceVertexUvs = source.faceVertexUvs[ i ];
  7329. if ( this.faceVertexUvs[ i ] === undefined ) {
  7330. this.faceVertexUvs[ i ] = [];
  7331. }
  7332. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7333. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7334. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7335. var uv = uvs[ k ];
  7336. uvsCopy.push( uv.clone() );
  7337. }
  7338. this.faceVertexUvs[ i ].push( uvsCopy );
  7339. }
  7340. }
  7341. // morph targets
  7342. var morphTargets = source.morphTargets;
  7343. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7344. var morphTarget = {};
  7345. morphTarget.name = morphTargets[ i ].name;
  7346. // vertices
  7347. if ( morphTargets[ i ].vertices !== undefined ) {
  7348. morphTarget.vertices = [];
  7349. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7350. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7351. }
  7352. }
  7353. // normals
  7354. if ( morphTargets[ i ].normals !== undefined ) {
  7355. morphTarget.normals = [];
  7356. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7357. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7358. }
  7359. }
  7360. this.morphTargets.push( morphTarget );
  7361. }
  7362. // morph normals
  7363. var morphNormals = source.morphNormals;
  7364. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7365. var morphNormal = {};
  7366. // vertex normals
  7367. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7368. morphNormal.vertexNormals = [];
  7369. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7370. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7371. var destVertexNormal = {};
  7372. destVertexNormal.a = srcVertexNormal.a.clone();
  7373. destVertexNormal.b = srcVertexNormal.b.clone();
  7374. destVertexNormal.c = srcVertexNormal.c.clone();
  7375. morphNormal.vertexNormals.push( destVertexNormal );
  7376. }
  7377. }
  7378. // face normals
  7379. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7380. morphNormal.faceNormals = [];
  7381. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7382. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7383. }
  7384. }
  7385. this.morphNormals.push( morphNormal );
  7386. }
  7387. // skin weights
  7388. var skinWeights = source.skinWeights;
  7389. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7390. this.skinWeights.push( skinWeights[ i ].clone() );
  7391. }
  7392. // skin indices
  7393. var skinIndices = source.skinIndices;
  7394. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7395. this.skinIndices.push( skinIndices[ i ].clone() );
  7396. }
  7397. // line distances
  7398. var lineDistances = source.lineDistances;
  7399. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7400. this.lineDistances.push( lineDistances[ i ] );
  7401. }
  7402. // bounding box
  7403. var boundingBox = source.boundingBox;
  7404. if ( boundingBox !== null ) {
  7405. this.boundingBox = boundingBox.clone();
  7406. }
  7407. // bounding sphere
  7408. var boundingSphere = source.boundingSphere;
  7409. if ( boundingSphere !== null ) {
  7410. this.boundingSphere = boundingSphere.clone();
  7411. }
  7412. // update flags
  7413. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7414. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7415. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7416. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7417. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7418. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7419. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7420. return this;
  7421. },
  7422. dispose: function () {
  7423. this.dispatchEvent( { type: 'dispose' } );
  7424. }
  7425. } );
  7426. /**
  7427. * @author mrdoob / http://mrdoob.com/
  7428. * @author Mugen87 / https://github.com/Mugen87
  7429. */
  7430. // BoxGeometry
  7431. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7432. Geometry.call( this );
  7433. this.type = 'BoxGeometry';
  7434. this.parameters = {
  7435. width: width,
  7436. height: height,
  7437. depth: depth,
  7438. widthSegments: widthSegments,
  7439. heightSegments: heightSegments,
  7440. depthSegments: depthSegments
  7441. };
  7442. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7443. this.mergeVertices();
  7444. }
  7445. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7446. BoxGeometry.prototype.constructor = BoxGeometry;
  7447. // BoxBufferGeometry
  7448. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7449. BufferGeometry.call( this );
  7450. this.type = 'BoxBufferGeometry';
  7451. this.parameters = {
  7452. width: width,
  7453. height: height,
  7454. depth: depth,
  7455. widthSegments: widthSegments,
  7456. heightSegments: heightSegments,
  7457. depthSegments: depthSegments
  7458. };
  7459. var scope = this;
  7460. width = width || 1;
  7461. height = height || 1;
  7462. depth = depth || 1;
  7463. // segments
  7464. widthSegments = Math.floor( widthSegments ) || 1;
  7465. heightSegments = Math.floor( heightSegments ) || 1;
  7466. depthSegments = Math.floor( depthSegments ) || 1;
  7467. // buffers
  7468. var indices = [];
  7469. var vertices = [];
  7470. var normals = [];
  7471. var uvs = [];
  7472. // helper variables
  7473. var numberOfVertices = 0;
  7474. var groupStart = 0;
  7475. // build each side of the box geometry
  7476. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7477. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7478. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7479. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7480. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7481. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7482. // build geometry
  7483. this.setIndex( indices );
  7484. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7485. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7486. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7487. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7488. var segmentWidth = width / gridX;
  7489. var segmentHeight = height / gridY;
  7490. var widthHalf = width / 2;
  7491. var heightHalf = height / 2;
  7492. var depthHalf = depth / 2;
  7493. var gridX1 = gridX + 1;
  7494. var gridY1 = gridY + 1;
  7495. var vertexCounter = 0;
  7496. var groupCount = 0;
  7497. var ix, iy;
  7498. var vector = new Vector3();
  7499. // generate vertices, normals and uvs
  7500. for ( iy = 0; iy < gridY1; iy ++ ) {
  7501. var y = iy * segmentHeight - heightHalf;
  7502. for ( ix = 0; ix < gridX1; ix ++ ) {
  7503. var x = ix * segmentWidth - widthHalf;
  7504. // set values to correct vector component
  7505. vector[ u ] = x * udir;
  7506. vector[ v ] = y * vdir;
  7507. vector[ w ] = depthHalf;
  7508. // now apply vector to vertex buffer
  7509. vertices.push( vector.x, vector.y, vector.z );
  7510. // set values to correct vector component
  7511. vector[ u ] = 0;
  7512. vector[ v ] = 0;
  7513. vector[ w ] = depth > 0 ? 1 : - 1;
  7514. // now apply vector to normal buffer
  7515. normals.push( vector.x, vector.y, vector.z );
  7516. // uvs
  7517. uvs.push( ix / gridX );
  7518. uvs.push( 1 - ( iy / gridY ) );
  7519. // counters
  7520. vertexCounter += 1;
  7521. }
  7522. }
  7523. // indices
  7524. // 1. you need three indices to draw a single face
  7525. // 2. a single segment consists of two faces
  7526. // 3. so we need to generate six (2*3) indices per segment
  7527. for ( iy = 0; iy < gridY; iy ++ ) {
  7528. for ( ix = 0; ix < gridX; ix ++ ) {
  7529. var a = numberOfVertices + ix + gridX1 * iy;
  7530. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7531. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7532. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7533. // faces
  7534. indices.push( a, b, d );
  7535. indices.push( b, c, d );
  7536. // increase counter
  7537. groupCount += 6;
  7538. }
  7539. }
  7540. // add a group to the geometry. this will ensure multi material support
  7541. scope.addGroup( groupStart, groupCount, materialIndex );
  7542. // calculate new start value for groups
  7543. groupStart += groupCount;
  7544. // update total number of vertices
  7545. numberOfVertices += vertexCounter;
  7546. }
  7547. }
  7548. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7549. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7550. /**
  7551. * Uniform Utilities
  7552. */
  7553. function cloneUniforms( src ) {
  7554. var dst = {};
  7555. for ( var u in src ) {
  7556. dst[ u ] = {};
  7557. for ( var p in src[ u ] ) {
  7558. var property = src[ u ][ p ];
  7559. if ( property && ( property.isColor ||
  7560. property.isMatrix3 || property.isMatrix4 ||
  7561. property.isVector2 || property.isVector3 || property.isVector4 ||
  7562. property.isTexture ) ) {
  7563. dst[ u ][ p ] = property.clone();
  7564. } else if ( Array.isArray( property ) ) {
  7565. dst[ u ][ p ] = property.slice();
  7566. } else {
  7567. dst[ u ][ p ] = property;
  7568. }
  7569. }
  7570. }
  7571. return dst;
  7572. }
  7573. function mergeUniforms( uniforms ) {
  7574. var merged = {};
  7575. for ( var u = 0; u < uniforms.length; u ++ ) {
  7576. var tmp = cloneUniforms( uniforms[ u ] );
  7577. for ( var p in tmp ) {
  7578. merged[ p ] = tmp[ p ];
  7579. }
  7580. }
  7581. return merged;
  7582. }
  7583. // Legacy
  7584. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7585. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7586. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7587. /**
  7588. * @author alteredq / http://alteredqualia.com/
  7589. *
  7590. * parameters = {
  7591. * defines: { "label" : "value" },
  7592. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7593. *
  7594. * fragmentShader: <string>,
  7595. * vertexShader: <string>,
  7596. *
  7597. * wireframe: <boolean>,
  7598. * wireframeLinewidth: <float>,
  7599. *
  7600. * lights: <bool>,
  7601. *
  7602. * skinning: <bool>,
  7603. * morphTargets: <bool>,
  7604. * morphNormals: <bool>
  7605. * }
  7606. */
  7607. function ShaderMaterial( parameters ) {
  7608. Material.call( this );
  7609. this.type = 'ShaderMaterial';
  7610. this.defines = {};
  7611. this.uniforms = {};
  7612. this.vertexShader = default_vertex;
  7613. this.fragmentShader = default_fragment;
  7614. this.linewidth = 1;
  7615. this.wireframe = false;
  7616. this.wireframeLinewidth = 1;
  7617. this.fog = false; // set to use scene fog
  7618. this.lights = false; // set to use scene lights
  7619. this.clipping = false; // set to use user-defined clipping planes
  7620. this.skinning = false; // set to use skinning attribute streams
  7621. this.morphTargets = false; // set to use morph targets
  7622. this.morphNormals = false; // set to use morph normals
  7623. this.extensions = {
  7624. derivatives: false, // set to use derivatives
  7625. fragDepth: false, // set to use fragment depth values
  7626. drawBuffers: false, // set to use draw buffers
  7627. shaderTextureLOD: false // set to use shader texture LOD
  7628. };
  7629. // When rendered geometry doesn't include these attributes but the material does,
  7630. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7631. this.defaultAttributeValues = {
  7632. 'color': [ 1, 1, 1 ],
  7633. 'uv': [ 0, 0 ],
  7634. 'uv2': [ 0, 0 ]
  7635. };
  7636. this.index0AttributeName = undefined;
  7637. this.uniformsNeedUpdate = false;
  7638. if ( parameters !== undefined ) {
  7639. if ( parameters.attributes !== undefined ) {
  7640. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7641. }
  7642. this.setValues( parameters );
  7643. }
  7644. }
  7645. ShaderMaterial.prototype = Object.create( Material.prototype );
  7646. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7647. ShaderMaterial.prototype.isShaderMaterial = true;
  7648. ShaderMaterial.prototype.copy = function ( source ) {
  7649. Material.prototype.copy.call( this, source );
  7650. this.fragmentShader = source.fragmentShader;
  7651. this.vertexShader = source.vertexShader;
  7652. this.uniforms = cloneUniforms( source.uniforms );
  7653. this.defines = Object.assign( {}, source.defines );
  7654. this.wireframe = source.wireframe;
  7655. this.wireframeLinewidth = source.wireframeLinewidth;
  7656. this.lights = source.lights;
  7657. this.clipping = source.clipping;
  7658. this.skinning = source.skinning;
  7659. this.morphTargets = source.morphTargets;
  7660. this.morphNormals = source.morphNormals;
  7661. this.extensions = source.extensions;
  7662. return this;
  7663. };
  7664. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7665. var data = Material.prototype.toJSON.call( this, meta );
  7666. data.uniforms = {};
  7667. for ( var name in this.uniforms ) {
  7668. var uniform = this.uniforms[ name ];
  7669. var value = uniform.value;
  7670. if ( value && value.isTexture ) {
  7671. data.uniforms[ name ] = {
  7672. type: 't',
  7673. value: value.toJSON( meta ).uuid
  7674. };
  7675. } else if ( value && value.isColor ) {
  7676. data.uniforms[ name ] = {
  7677. type: 'c',
  7678. value: value.getHex()
  7679. };
  7680. } else if ( value && value.isVector2 ) {
  7681. data.uniforms[ name ] = {
  7682. type: 'v2',
  7683. value: value.toArray()
  7684. };
  7685. } else if ( value && value.isVector3 ) {
  7686. data.uniforms[ name ] = {
  7687. type: 'v3',
  7688. value: value.toArray()
  7689. };
  7690. } else if ( value && value.isVector4 ) {
  7691. data.uniforms[ name ] = {
  7692. type: 'v4',
  7693. value: value.toArray()
  7694. };
  7695. } else if ( value && value.isMatrix3 ) {
  7696. data.uniforms[ name ] = {
  7697. type: 'm3',
  7698. value: value.toArray()
  7699. };
  7700. } else if ( value && value.isMatrix4 ) {
  7701. data.uniforms[ name ] = {
  7702. type: 'm4',
  7703. value: value.toArray()
  7704. };
  7705. } else {
  7706. data.uniforms[ name ] = {
  7707. value: value
  7708. };
  7709. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7710. }
  7711. }
  7712. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7713. data.vertexShader = this.vertexShader;
  7714. data.fragmentShader = this.fragmentShader;
  7715. var extensions = {};
  7716. for ( var key in this.extensions ) {
  7717. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  7718. }
  7719. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  7720. return data;
  7721. };
  7722. /**
  7723. * @author mrdoob / http://mrdoob.com/
  7724. * @author mikael emtinger / http://gomo.se/
  7725. * @author WestLangley / http://github.com/WestLangley
  7726. */
  7727. function Camera() {
  7728. Object3D.call( this );
  7729. this.type = 'Camera';
  7730. this.matrixWorldInverse = new Matrix4();
  7731. this.projectionMatrix = new Matrix4();
  7732. this.projectionMatrixInverse = new Matrix4();
  7733. }
  7734. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7735. constructor: Camera,
  7736. isCamera: true,
  7737. copy: function ( source, recursive ) {
  7738. Object3D.prototype.copy.call( this, source, recursive );
  7739. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7740. this.projectionMatrix.copy( source.projectionMatrix );
  7741. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7742. return this;
  7743. },
  7744. getWorldDirection: function ( target ) {
  7745. if ( target === undefined ) {
  7746. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7747. target = new Vector3();
  7748. }
  7749. this.updateMatrixWorld( true );
  7750. var e = this.matrixWorld.elements;
  7751. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7752. },
  7753. updateMatrixWorld: function ( force ) {
  7754. Object3D.prototype.updateMatrixWorld.call( this, force );
  7755. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7756. },
  7757. clone: function () {
  7758. return new this.constructor().copy( this );
  7759. }
  7760. } );
  7761. /**
  7762. * @author mrdoob / http://mrdoob.com/
  7763. * @author greggman / http://games.greggman.com/
  7764. * @author zz85 / http://www.lab4games.net/zz85/blog
  7765. * @author tschw
  7766. */
  7767. function PerspectiveCamera( fov, aspect, near, far ) {
  7768. Camera.call( this );
  7769. this.type = 'PerspectiveCamera';
  7770. this.fov = fov !== undefined ? fov : 50;
  7771. this.zoom = 1;
  7772. this.near = near !== undefined ? near : 0.1;
  7773. this.far = far !== undefined ? far : 2000;
  7774. this.focus = 10;
  7775. this.aspect = aspect !== undefined ? aspect : 1;
  7776. this.view = null;
  7777. this.filmGauge = 35; // width of the film (default in millimeters)
  7778. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7779. this.updateProjectionMatrix();
  7780. }
  7781. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7782. constructor: PerspectiveCamera,
  7783. isPerspectiveCamera: true,
  7784. copy: function ( source, recursive ) {
  7785. Camera.prototype.copy.call( this, source, recursive );
  7786. this.fov = source.fov;
  7787. this.zoom = source.zoom;
  7788. this.near = source.near;
  7789. this.far = source.far;
  7790. this.focus = source.focus;
  7791. this.aspect = source.aspect;
  7792. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7793. this.filmGauge = source.filmGauge;
  7794. this.filmOffset = source.filmOffset;
  7795. return this;
  7796. },
  7797. /**
  7798. * Sets the FOV by focal length in respect to the current .filmGauge.
  7799. *
  7800. * The default film gauge is 35, so that the focal length can be specified for
  7801. * a 35mm (full frame) camera.
  7802. *
  7803. * Values for focal length and film gauge must have the same unit.
  7804. */
  7805. setFocalLength: function ( focalLength ) {
  7806. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7807. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7808. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7809. this.updateProjectionMatrix();
  7810. },
  7811. /**
  7812. * Calculates the focal length from the current .fov and .filmGauge.
  7813. */
  7814. getFocalLength: function () {
  7815. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7816. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7817. },
  7818. getEffectiveFOV: function () {
  7819. return _Math.RAD2DEG * 2 * Math.atan(
  7820. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7821. },
  7822. getFilmWidth: function () {
  7823. // film not completely covered in portrait format (aspect < 1)
  7824. return this.filmGauge * Math.min( this.aspect, 1 );
  7825. },
  7826. getFilmHeight: function () {
  7827. // film not completely covered in landscape format (aspect > 1)
  7828. return this.filmGauge / Math.max( this.aspect, 1 );
  7829. },
  7830. /**
  7831. * Sets an offset in a larger frustum. This is useful for multi-window or
  7832. * multi-monitor/multi-machine setups.
  7833. *
  7834. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7835. * the monitors are in grid like this
  7836. *
  7837. * +---+---+---+
  7838. * | A | B | C |
  7839. * +---+---+---+
  7840. * | D | E | F |
  7841. * +---+---+---+
  7842. *
  7843. * then for each monitor you would call it like this
  7844. *
  7845. * var w = 1920;
  7846. * var h = 1080;
  7847. * var fullWidth = w * 3;
  7848. * var fullHeight = h * 2;
  7849. *
  7850. * --A--
  7851. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7852. * --B--
  7853. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7854. * --C--
  7855. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7856. * --D--
  7857. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7858. * --E--
  7859. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7860. * --F--
  7861. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7862. *
  7863. * Note there is no reason monitors have to be the same size or in a grid.
  7864. */
  7865. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7866. this.aspect = fullWidth / fullHeight;
  7867. if ( this.view === null ) {
  7868. this.view = {
  7869. enabled: true,
  7870. fullWidth: 1,
  7871. fullHeight: 1,
  7872. offsetX: 0,
  7873. offsetY: 0,
  7874. width: 1,
  7875. height: 1
  7876. };
  7877. }
  7878. this.view.enabled = true;
  7879. this.view.fullWidth = fullWidth;
  7880. this.view.fullHeight = fullHeight;
  7881. this.view.offsetX = x;
  7882. this.view.offsetY = y;
  7883. this.view.width = width;
  7884. this.view.height = height;
  7885. this.updateProjectionMatrix();
  7886. },
  7887. clearViewOffset: function () {
  7888. if ( this.view !== null ) {
  7889. this.view.enabled = false;
  7890. }
  7891. this.updateProjectionMatrix();
  7892. },
  7893. updateProjectionMatrix: function () {
  7894. var near = this.near,
  7895. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7896. height = 2 * top,
  7897. width = this.aspect * height,
  7898. left = - 0.5 * width,
  7899. view = this.view;
  7900. if ( this.view !== null && this.view.enabled ) {
  7901. var fullWidth = view.fullWidth,
  7902. fullHeight = view.fullHeight;
  7903. left += view.offsetX * width / fullWidth;
  7904. top -= view.offsetY * height / fullHeight;
  7905. width *= view.width / fullWidth;
  7906. height *= view.height / fullHeight;
  7907. }
  7908. var skew = this.filmOffset;
  7909. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  7910. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7911. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7912. },
  7913. toJSON: function ( meta ) {
  7914. var data = Object3D.prototype.toJSON.call( this, meta );
  7915. data.object.fov = this.fov;
  7916. data.object.zoom = this.zoom;
  7917. data.object.near = this.near;
  7918. data.object.far = this.far;
  7919. data.object.focus = this.focus;
  7920. data.object.aspect = this.aspect;
  7921. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  7922. data.object.filmGauge = this.filmGauge;
  7923. data.object.filmOffset = this.filmOffset;
  7924. return data;
  7925. }
  7926. } );
  7927. /**
  7928. * Camera for rendering cube maps
  7929. * - renders scene into axis-aligned cube
  7930. *
  7931. * @author alteredq / http://alteredqualia.com/
  7932. */
  7933. var fov = 90, aspect = 1;
  7934. function CubeCamera( near, far, cubeResolution, options ) {
  7935. Object3D.call( this );
  7936. this.type = 'CubeCamera';
  7937. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7938. cameraPX.up.set( 0, - 1, 0 );
  7939. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7940. this.add( cameraPX );
  7941. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7942. cameraNX.up.set( 0, - 1, 0 );
  7943. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7944. this.add( cameraNX );
  7945. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7946. cameraPY.up.set( 0, 0, 1 );
  7947. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7948. this.add( cameraPY );
  7949. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7950. cameraNY.up.set( 0, 0, - 1 );
  7951. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7952. this.add( cameraNY );
  7953. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7954. cameraPZ.up.set( 0, - 1, 0 );
  7955. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7956. this.add( cameraPZ );
  7957. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7958. cameraNZ.up.set( 0, - 1, 0 );
  7959. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7960. this.add( cameraNZ );
  7961. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7962. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7963. this.renderTarget.texture.name = "CubeCamera";
  7964. this.update = function ( renderer, scene ) {
  7965. if ( this.parent === null ) this.updateMatrixWorld();
  7966. var currentRenderTarget = renderer.getRenderTarget();
  7967. var renderTarget = this.renderTarget;
  7968. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7969. renderTarget.texture.generateMipmaps = false;
  7970. renderer.setRenderTarget( renderTarget, 0 );
  7971. renderer.render( scene, cameraPX );
  7972. renderer.setRenderTarget( renderTarget, 1 );
  7973. renderer.render( scene, cameraNX );
  7974. renderer.setRenderTarget( renderTarget, 2 );
  7975. renderer.render( scene, cameraPY );
  7976. renderer.setRenderTarget( renderTarget, 3 );
  7977. renderer.render( scene, cameraNY );
  7978. renderer.setRenderTarget( renderTarget, 4 );
  7979. renderer.render( scene, cameraPZ );
  7980. renderTarget.texture.generateMipmaps = generateMipmaps;
  7981. renderer.setRenderTarget( renderTarget, 5 );
  7982. renderer.render( scene, cameraNZ );
  7983. renderer.setRenderTarget( currentRenderTarget );
  7984. };
  7985. this.clear = function ( renderer, color, depth, stencil ) {
  7986. var currentRenderTarget = renderer.getRenderTarget();
  7987. var renderTarget = this.renderTarget;
  7988. for ( var i = 0; i < 6; i ++ ) {
  7989. renderer.setRenderTarget( renderTarget, i );
  7990. renderer.clear( color, depth, stencil );
  7991. }
  7992. renderer.setRenderTarget( currentRenderTarget );
  7993. };
  7994. }
  7995. CubeCamera.prototype = Object.create( Object3D.prototype );
  7996. CubeCamera.prototype.constructor = CubeCamera;
  7997. /**
  7998. * @author alteredq / http://alteredqualia.com
  7999. * @author WestLangley / http://github.com/WestLangley
  8000. */
  8001. function WebGLRenderTargetCube( width, height, options ) {
  8002. WebGLRenderTarget.call( this, width, height, options );
  8003. }
  8004. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8005. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8006. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8007. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8008. this.texture.type = texture.type;
  8009. this.texture.format = texture.format;
  8010. this.texture.encoding = texture.encoding;
  8011. var scene = new Scene();
  8012. var shader = {
  8013. uniforms: {
  8014. tEquirect: { value: null },
  8015. },
  8016. vertexShader: [
  8017. "varying vec3 vWorldDirection;",
  8018. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8019. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8020. "}",
  8021. "void main() {",
  8022. " vWorldDirection = transformDirection( position, modelMatrix );",
  8023. " #include <begin_vertex>",
  8024. " #include <project_vertex>",
  8025. "}"
  8026. ].join( '\n' ),
  8027. fragmentShader: [
  8028. "uniform sampler2D tEquirect;",
  8029. "varying vec3 vWorldDirection;",
  8030. "#define RECIPROCAL_PI 0.31830988618",
  8031. "#define RECIPROCAL_PI2 0.15915494",
  8032. "void main() {",
  8033. " vec3 direction = normalize( vWorldDirection );",
  8034. " vec2 sampleUV;",
  8035. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8036. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8037. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8038. "}"
  8039. ].join( '\n' ),
  8040. };
  8041. var material = new ShaderMaterial( {
  8042. type: 'CubemapFromEquirect',
  8043. uniforms: cloneUniforms( shader.uniforms ),
  8044. vertexShader: shader.vertexShader,
  8045. fragmentShader: shader.fragmentShader,
  8046. side: BackSide,
  8047. blending: NoBlending
  8048. } );
  8049. material.uniforms.tEquirect.value = texture;
  8050. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8051. scene.add( mesh );
  8052. var camera = new CubeCamera( 1, 10, 1 );
  8053. camera.renderTarget = this;
  8054. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8055. camera.update( renderer, scene );
  8056. mesh.geometry.dispose();
  8057. mesh.material.dispose();
  8058. return this;
  8059. };
  8060. /**
  8061. * @author alteredq / http://alteredqualia.com/
  8062. */
  8063. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8064. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8065. this.image = { data: data, width: width, height: height };
  8066. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8067. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8068. this.generateMipmaps = false;
  8069. this.flipY = false;
  8070. this.unpackAlignment = 1;
  8071. }
  8072. DataTexture.prototype = Object.create( Texture.prototype );
  8073. DataTexture.prototype.constructor = DataTexture;
  8074. DataTexture.prototype.isDataTexture = true;
  8075. /**
  8076. * @author bhouston / http://clara.io
  8077. */
  8078. var _vector1 = new Vector3();
  8079. var _vector2 = new Vector3();
  8080. var _normalMatrix = new Matrix3();
  8081. function Plane( normal, constant ) {
  8082. // normal is assumed to be normalized
  8083. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8084. this.constant = ( constant !== undefined ) ? constant : 0;
  8085. }
  8086. Object.assign( Plane.prototype, {
  8087. isPlane: true,
  8088. set: function ( normal, constant ) {
  8089. this.normal.copy( normal );
  8090. this.constant = constant;
  8091. return this;
  8092. },
  8093. setComponents: function ( x, y, z, w ) {
  8094. this.normal.set( x, y, z );
  8095. this.constant = w;
  8096. return this;
  8097. },
  8098. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8099. this.normal.copy( normal );
  8100. this.constant = - point.dot( this.normal );
  8101. return this;
  8102. },
  8103. setFromCoplanarPoints: function ( a, b, c ) {
  8104. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8105. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8106. this.setFromNormalAndCoplanarPoint( normal, a );
  8107. return this;
  8108. },
  8109. clone: function () {
  8110. return new this.constructor().copy( this );
  8111. },
  8112. copy: function ( plane ) {
  8113. this.normal.copy( plane.normal );
  8114. this.constant = plane.constant;
  8115. return this;
  8116. },
  8117. normalize: function () {
  8118. // Note: will lead to a divide by zero if the plane is invalid.
  8119. var inverseNormalLength = 1.0 / this.normal.length();
  8120. this.normal.multiplyScalar( inverseNormalLength );
  8121. this.constant *= inverseNormalLength;
  8122. return this;
  8123. },
  8124. negate: function () {
  8125. this.constant *= - 1;
  8126. this.normal.negate();
  8127. return this;
  8128. },
  8129. distanceToPoint: function ( point ) {
  8130. return this.normal.dot( point ) + this.constant;
  8131. },
  8132. distanceToSphere: function ( sphere ) {
  8133. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8134. },
  8135. projectPoint: function ( point, target ) {
  8136. if ( target === undefined ) {
  8137. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8138. target = new Vector3();
  8139. }
  8140. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8141. },
  8142. intersectLine: function ( line, target ) {
  8143. if ( target === undefined ) {
  8144. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8145. target = new Vector3();
  8146. }
  8147. var direction = line.delta( _vector1 );
  8148. var denominator = this.normal.dot( direction );
  8149. if ( denominator === 0 ) {
  8150. // line is coplanar, return origin
  8151. if ( this.distanceToPoint( line.start ) === 0 ) {
  8152. return target.copy( line.start );
  8153. }
  8154. // Unsure if this is the correct method to handle this case.
  8155. return undefined;
  8156. }
  8157. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8158. if ( t < 0 || t > 1 ) {
  8159. return undefined;
  8160. }
  8161. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8162. },
  8163. intersectsLine: function ( line ) {
  8164. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8165. var startSign = this.distanceToPoint( line.start );
  8166. var endSign = this.distanceToPoint( line.end );
  8167. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8168. },
  8169. intersectsBox: function ( box ) {
  8170. return box.intersectsPlane( this );
  8171. },
  8172. intersectsSphere: function ( sphere ) {
  8173. return sphere.intersectsPlane( this );
  8174. },
  8175. coplanarPoint: function ( target ) {
  8176. if ( target === undefined ) {
  8177. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8178. target = new Vector3();
  8179. }
  8180. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8181. },
  8182. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8183. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8184. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8185. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8186. this.constant = - referencePoint.dot( normal );
  8187. return this;
  8188. },
  8189. translate: function ( offset ) {
  8190. this.constant -= offset.dot( this.normal );
  8191. return this;
  8192. },
  8193. equals: function ( plane ) {
  8194. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8195. }
  8196. } );
  8197. /**
  8198. * @author mrdoob / http://mrdoob.com/
  8199. * @author alteredq / http://alteredqualia.com/
  8200. * @author bhouston / http://clara.io
  8201. */
  8202. var _sphere$1 = new Sphere();
  8203. var _vector$5 = new Vector3();
  8204. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8205. this.planes = [
  8206. ( p0 !== undefined ) ? p0 : new Plane(),
  8207. ( p1 !== undefined ) ? p1 : new Plane(),
  8208. ( p2 !== undefined ) ? p2 : new Plane(),
  8209. ( p3 !== undefined ) ? p3 : new Plane(),
  8210. ( p4 !== undefined ) ? p4 : new Plane(),
  8211. ( p5 !== undefined ) ? p5 : new Plane()
  8212. ];
  8213. }
  8214. Object.assign( Frustum.prototype, {
  8215. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8216. var planes = this.planes;
  8217. planes[ 0 ].copy( p0 );
  8218. planes[ 1 ].copy( p1 );
  8219. planes[ 2 ].copy( p2 );
  8220. planes[ 3 ].copy( p3 );
  8221. planes[ 4 ].copy( p4 );
  8222. planes[ 5 ].copy( p5 );
  8223. return this;
  8224. },
  8225. clone: function () {
  8226. return new this.constructor().copy( this );
  8227. },
  8228. copy: function ( frustum ) {
  8229. var planes = this.planes;
  8230. for ( var i = 0; i < 6; i ++ ) {
  8231. planes[ i ].copy( frustum.planes[ i ] );
  8232. }
  8233. return this;
  8234. },
  8235. setFromMatrix: function ( m ) {
  8236. var planes = this.planes;
  8237. var me = m.elements;
  8238. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8239. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8240. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8241. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8242. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8243. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8244. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8245. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8246. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8247. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8248. return this;
  8249. },
  8250. intersectsObject: function ( object ) {
  8251. var geometry = object.geometry;
  8252. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8253. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8254. return this.intersectsSphere( _sphere$1 );
  8255. },
  8256. intersectsSprite: function ( sprite ) {
  8257. _sphere$1.center.set( 0, 0, 0 );
  8258. _sphere$1.radius = 0.7071067811865476;
  8259. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8260. return this.intersectsSphere( _sphere$1 );
  8261. },
  8262. intersectsSphere: function ( sphere ) {
  8263. var planes = this.planes;
  8264. var center = sphere.center;
  8265. var negRadius = - sphere.radius;
  8266. for ( var i = 0; i < 6; i ++ ) {
  8267. var distance = planes[ i ].distanceToPoint( center );
  8268. if ( distance < negRadius ) {
  8269. return false;
  8270. }
  8271. }
  8272. return true;
  8273. },
  8274. intersectsBox: function ( box ) {
  8275. var planes = this.planes;
  8276. for ( var i = 0; i < 6; i ++ ) {
  8277. var plane = planes[ i ];
  8278. // corner at max distance
  8279. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8280. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8281. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8282. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8283. return false;
  8284. }
  8285. }
  8286. return true;
  8287. },
  8288. containsPoint: function ( point ) {
  8289. var planes = this.planes;
  8290. for ( var i = 0; i < 6; i ++ ) {
  8291. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8292. return false;
  8293. }
  8294. }
  8295. return true;
  8296. }
  8297. } );
  8298. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8299. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8300. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8301. 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";
  8302. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8303. var begin_vertex = "vec3 transformed = vec3( position );";
  8304. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8305. 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";
  8306. 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";
  8307. 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";
  8308. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8309. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8310. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8311. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8312. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8313. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8314. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8315. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define 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}";
  8316. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8317. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8318. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8319. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  8320. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8321. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8322. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8323. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8324. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8325. 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";
  8326. 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";
  8327. 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";
  8328. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8329. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8330. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8331. 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";
  8332. 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";
  8333. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  8334. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8335. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8336. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8337. var lights_pars_begin = "uniform 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\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8338. 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\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float 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\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, 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";
  8339. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8340. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8341. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 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 = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8342. 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.indirectDiffuse += 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}";
  8343. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = 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#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\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 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";
  8344. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( 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";
  8345. 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";
  8346. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8347. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  8348. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8349. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  8350. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8351. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8352. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  8353. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8354. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8355. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8356. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  8357. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8358. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8359. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8360. 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\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8361. 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, vec2 normalScale, in sampler2D normalMap ) {\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\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvec3 NfromST = cross( S, T );\n\t\t\tif( dot( NfromST, N ) > 0.0 ) {\n\t\t\t\tS *= -1.0;\n\t\t\t\tT *= -1.0;\n\t\t\t}\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8362. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8363. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearcoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearcoatNormalScale * mapN.xy;\n\t\tclearcoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatNormalScale, clearcoatNormalMap );\n\t#endif\n#endif";
  8364. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8365. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8366. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8367. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8368. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8369. 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";
  8370. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8371. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8372. 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\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\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 dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8373. 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";
  8374. 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";
  8375. 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\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8376. 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";
  8377. 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";
  8378. 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";
  8379. 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";
  8380. 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";
  8381. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8382. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8383. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8384. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8385. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8386. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8387. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8388. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8389. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8390. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8391. 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}";
  8392. 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}";
  8393. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8394. 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}";
  8395. 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}";
  8396. 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}";
  8397. 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}";
  8398. 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}";
  8399. 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}";
  8400. 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}";
  8401. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8402. 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}";
  8403. 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 <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8404. 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}";
  8405. 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 <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8406. 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}";
  8407. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8408. 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}";
  8409. 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 <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8410. 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}";
  8411. 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 <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}";
  8412. 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}";
  8413. 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}";
  8414. 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 <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}";
  8415. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8416. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8417. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  8418. 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}";
  8419. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8420. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8421. var ShaderChunk = {
  8422. alphamap_fragment: alphamap_fragment,
  8423. alphamap_pars_fragment: alphamap_pars_fragment,
  8424. alphatest_fragment: alphatest_fragment,
  8425. aomap_fragment: aomap_fragment,
  8426. aomap_pars_fragment: aomap_pars_fragment,
  8427. begin_vertex: begin_vertex,
  8428. beginnormal_vertex: beginnormal_vertex,
  8429. bsdfs: bsdfs,
  8430. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8431. clipping_planes_fragment: clipping_planes_fragment,
  8432. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8433. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8434. clipping_planes_vertex: clipping_planes_vertex,
  8435. color_fragment: color_fragment,
  8436. color_pars_fragment: color_pars_fragment,
  8437. color_pars_vertex: color_pars_vertex,
  8438. color_vertex: color_vertex,
  8439. common: common,
  8440. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8441. defaultnormal_vertex: defaultnormal_vertex,
  8442. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8443. displacementmap_vertex: displacementmap_vertex,
  8444. emissivemap_fragment: emissivemap_fragment,
  8445. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8446. encodings_fragment: encodings_fragment,
  8447. encodings_pars_fragment: encodings_pars_fragment,
  8448. envmap_fragment: envmap_fragment,
  8449. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8450. envmap_pars_fragment: envmap_pars_fragment,
  8451. envmap_pars_vertex: envmap_pars_vertex,
  8452. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8453. envmap_vertex: envmap_vertex,
  8454. fog_vertex: fog_vertex,
  8455. fog_pars_vertex: fog_pars_vertex,
  8456. fog_fragment: fog_fragment,
  8457. fog_pars_fragment: fog_pars_fragment,
  8458. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8459. lightmap_fragment: lightmap_fragment,
  8460. lightmap_pars_fragment: lightmap_pars_fragment,
  8461. lights_lambert_vertex: lights_lambert_vertex,
  8462. lights_pars_begin: lights_pars_begin,
  8463. lights_phong_fragment: lights_phong_fragment,
  8464. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8465. lights_physical_fragment: lights_physical_fragment,
  8466. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8467. lights_fragment_begin: lights_fragment_begin,
  8468. lights_fragment_maps: lights_fragment_maps,
  8469. lights_fragment_end: lights_fragment_end,
  8470. logdepthbuf_fragment: logdepthbuf_fragment,
  8471. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8472. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8473. logdepthbuf_vertex: logdepthbuf_vertex,
  8474. map_fragment: map_fragment,
  8475. map_pars_fragment: map_pars_fragment,
  8476. map_particle_fragment: map_particle_fragment,
  8477. map_particle_pars_fragment: map_particle_pars_fragment,
  8478. metalnessmap_fragment: metalnessmap_fragment,
  8479. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8480. morphnormal_vertex: morphnormal_vertex,
  8481. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8482. morphtarget_vertex: morphtarget_vertex,
  8483. normal_fragment_begin: normal_fragment_begin,
  8484. normal_fragment_maps: normal_fragment_maps,
  8485. normalmap_pars_fragment: normalmap_pars_fragment,
  8486. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8487. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8488. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8489. packing: packing,
  8490. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8491. project_vertex: project_vertex,
  8492. dithering_fragment: dithering_fragment,
  8493. dithering_pars_fragment: dithering_pars_fragment,
  8494. roughnessmap_fragment: roughnessmap_fragment,
  8495. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8496. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8497. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8498. shadowmap_vertex: shadowmap_vertex,
  8499. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8500. skinbase_vertex: skinbase_vertex,
  8501. skinning_pars_vertex: skinning_pars_vertex,
  8502. skinning_vertex: skinning_vertex,
  8503. skinnormal_vertex: skinnormal_vertex,
  8504. specularmap_fragment: specularmap_fragment,
  8505. specularmap_pars_fragment: specularmap_pars_fragment,
  8506. tonemapping_fragment: tonemapping_fragment,
  8507. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8508. uv_pars_fragment: uv_pars_fragment,
  8509. uv_pars_vertex: uv_pars_vertex,
  8510. uv_vertex: uv_vertex,
  8511. uv2_pars_fragment: uv2_pars_fragment,
  8512. uv2_pars_vertex: uv2_pars_vertex,
  8513. uv2_vertex: uv2_vertex,
  8514. worldpos_vertex: worldpos_vertex,
  8515. background_frag: background_frag,
  8516. background_vert: background_vert,
  8517. cube_frag: cube_frag,
  8518. cube_vert: cube_vert,
  8519. depth_frag: depth_frag,
  8520. depth_vert: depth_vert,
  8521. distanceRGBA_frag: distanceRGBA_frag,
  8522. distanceRGBA_vert: distanceRGBA_vert,
  8523. equirect_frag: equirect_frag,
  8524. equirect_vert: equirect_vert,
  8525. linedashed_frag: linedashed_frag,
  8526. linedashed_vert: linedashed_vert,
  8527. meshbasic_frag: meshbasic_frag,
  8528. meshbasic_vert: meshbasic_vert,
  8529. meshlambert_frag: meshlambert_frag,
  8530. meshlambert_vert: meshlambert_vert,
  8531. meshmatcap_frag: meshmatcap_frag,
  8532. meshmatcap_vert: meshmatcap_vert,
  8533. meshphong_frag: meshphong_frag,
  8534. meshphong_vert: meshphong_vert,
  8535. meshphysical_frag: meshphysical_frag,
  8536. meshphysical_vert: meshphysical_vert,
  8537. normal_frag: normal_frag,
  8538. normal_vert: normal_vert,
  8539. points_frag: points_frag,
  8540. points_vert: points_vert,
  8541. shadow_frag: shadow_frag,
  8542. shadow_vert: shadow_vert,
  8543. sprite_frag: sprite_frag,
  8544. sprite_vert: sprite_vert
  8545. };
  8546. /**
  8547. * Uniforms library for shared webgl shaders
  8548. */
  8549. var UniformsLib = {
  8550. common: {
  8551. diffuse: { value: new Color( 0xeeeeee ) },
  8552. opacity: { value: 1.0 },
  8553. map: { value: null },
  8554. uvTransform: { value: new Matrix3() },
  8555. alphaMap: { value: null },
  8556. },
  8557. specularmap: {
  8558. specularMap: { value: null },
  8559. },
  8560. envmap: {
  8561. envMap: { value: null },
  8562. flipEnvMap: { value: - 1 },
  8563. reflectivity: { value: 1.0 },
  8564. refractionRatio: { value: 0.98 },
  8565. maxMipLevel: { value: 0 }
  8566. },
  8567. aomap: {
  8568. aoMap: { value: null },
  8569. aoMapIntensity: { value: 1 }
  8570. },
  8571. lightmap: {
  8572. lightMap: { value: null },
  8573. lightMapIntensity: { value: 1 }
  8574. },
  8575. emissivemap: {
  8576. emissiveMap: { value: null }
  8577. },
  8578. bumpmap: {
  8579. bumpMap: { value: null },
  8580. bumpScale: { value: 1 }
  8581. },
  8582. normalmap: {
  8583. normalMap: { value: null },
  8584. normalScale: { value: new Vector2( 1, 1 ) }
  8585. },
  8586. displacementmap: {
  8587. displacementMap: { value: null },
  8588. displacementScale: { value: 1 },
  8589. displacementBias: { value: 0 }
  8590. },
  8591. roughnessmap: {
  8592. roughnessMap: { value: null }
  8593. },
  8594. metalnessmap: {
  8595. metalnessMap: { value: null }
  8596. },
  8597. gradientmap: {
  8598. gradientMap: { value: null }
  8599. },
  8600. fog: {
  8601. fogDensity: { value: 0.00025 },
  8602. fogNear: { value: 1 },
  8603. fogFar: { value: 2000 },
  8604. fogColor: { value: new Color( 0xffffff ) }
  8605. },
  8606. lights: {
  8607. ambientLightColor: { value: [] },
  8608. lightProbe: { value: [] },
  8609. directionalLights: { value: [], properties: {
  8610. direction: {},
  8611. color: {},
  8612. shadow: {},
  8613. shadowBias: {},
  8614. shadowRadius: {},
  8615. shadowMapSize: {}
  8616. } },
  8617. directionalShadowMap: { value: [] },
  8618. directionalShadowMatrix: { value: [] },
  8619. spotLights: { value: [], properties: {
  8620. color: {},
  8621. position: {},
  8622. direction: {},
  8623. distance: {},
  8624. coneCos: {},
  8625. penumbraCos: {},
  8626. decay: {},
  8627. shadow: {},
  8628. shadowBias: {},
  8629. shadowRadius: {},
  8630. shadowMapSize: {}
  8631. } },
  8632. spotShadowMap: { value: [] },
  8633. spotShadowMatrix: { value: [] },
  8634. pointLights: { value: [], properties: {
  8635. color: {},
  8636. position: {},
  8637. decay: {},
  8638. distance: {},
  8639. shadow: {},
  8640. shadowBias: {},
  8641. shadowRadius: {},
  8642. shadowMapSize: {},
  8643. shadowCameraNear: {},
  8644. shadowCameraFar: {}
  8645. } },
  8646. pointShadowMap: { value: [] },
  8647. pointShadowMatrix: { value: [] },
  8648. hemisphereLights: { value: [], properties: {
  8649. direction: {},
  8650. skyColor: {},
  8651. groundColor: {}
  8652. } },
  8653. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8654. rectAreaLights: { value: [], properties: {
  8655. color: {},
  8656. position: {},
  8657. width: {},
  8658. height: {}
  8659. } }
  8660. },
  8661. points: {
  8662. diffuse: { value: new Color( 0xeeeeee ) },
  8663. opacity: { value: 1.0 },
  8664. size: { value: 1.0 },
  8665. scale: { value: 1.0 },
  8666. map: { value: null },
  8667. uvTransform: { value: new Matrix3() }
  8668. },
  8669. sprite: {
  8670. diffuse: { value: new Color( 0xeeeeee ) },
  8671. opacity: { value: 1.0 },
  8672. center: { value: new Vector2( 0.5, 0.5 ) },
  8673. rotation: { value: 0.0 },
  8674. map: { value: null },
  8675. uvTransform: { value: new Matrix3() }
  8676. }
  8677. };
  8678. /**
  8679. * @author alteredq / http://alteredqualia.com/
  8680. * @author mrdoob / http://mrdoob.com/
  8681. * @author mikael emtinger / http://gomo.se/
  8682. */
  8683. var ShaderLib = {
  8684. basic: {
  8685. uniforms: mergeUniforms( [
  8686. UniformsLib.common,
  8687. UniformsLib.specularmap,
  8688. UniformsLib.envmap,
  8689. UniformsLib.aomap,
  8690. UniformsLib.lightmap,
  8691. UniformsLib.fog
  8692. ] ),
  8693. vertexShader: ShaderChunk.meshbasic_vert,
  8694. fragmentShader: ShaderChunk.meshbasic_frag
  8695. },
  8696. lambert: {
  8697. uniforms: mergeUniforms( [
  8698. UniformsLib.common,
  8699. UniformsLib.specularmap,
  8700. UniformsLib.envmap,
  8701. UniformsLib.aomap,
  8702. UniformsLib.lightmap,
  8703. UniformsLib.emissivemap,
  8704. UniformsLib.fog,
  8705. UniformsLib.lights,
  8706. {
  8707. emissive: { value: new Color( 0x000000 ) }
  8708. }
  8709. ] ),
  8710. vertexShader: ShaderChunk.meshlambert_vert,
  8711. fragmentShader: ShaderChunk.meshlambert_frag
  8712. },
  8713. phong: {
  8714. uniforms: mergeUniforms( [
  8715. UniformsLib.common,
  8716. UniformsLib.specularmap,
  8717. UniformsLib.envmap,
  8718. UniformsLib.aomap,
  8719. UniformsLib.lightmap,
  8720. UniformsLib.emissivemap,
  8721. UniformsLib.bumpmap,
  8722. UniformsLib.normalmap,
  8723. UniformsLib.displacementmap,
  8724. UniformsLib.gradientmap,
  8725. UniformsLib.fog,
  8726. UniformsLib.lights,
  8727. {
  8728. emissive: { value: new Color( 0x000000 ) },
  8729. specular: { value: new Color( 0x111111 ) },
  8730. shininess: { value: 30 }
  8731. }
  8732. ] ),
  8733. vertexShader: ShaderChunk.meshphong_vert,
  8734. fragmentShader: ShaderChunk.meshphong_frag
  8735. },
  8736. standard: {
  8737. uniforms: mergeUniforms( [
  8738. UniformsLib.common,
  8739. UniformsLib.envmap,
  8740. UniformsLib.aomap,
  8741. UniformsLib.lightmap,
  8742. UniformsLib.emissivemap,
  8743. UniformsLib.bumpmap,
  8744. UniformsLib.normalmap,
  8745. UniformsLib.displacementmap,
  8746. UniformsLib.roughnessmap,
  8747. UniformsLib.metalnessmap,
  8748. UniformsLib.fog,
  8749. UniformsLib.lights,
  8750. {
  8751. emissive: { value: new Color( 0x000000 ) },
  8752. roughness: { value: 0.5 },
  8753. metalness: { value: 0.5 },
  8754. envMapIntensity: { value: 1 } // temporary
  8755. }
  8756. ] ),
  8757. vertexShader: ShaderChunk.meshphysical_vert,
  8758. fragmentShader: ShaderChunk.meshphysical_frag
  8759. },
  8760. matcap: {
  8761. uniforms: mergeUniforms( [
  8762. UniformsLib.common,
  8763. UniformsLib.bumpmap,
  8764. UniformsLib.normalmap,
  8765. UniformsLib.displacementmap,
  8766. UniformsLib.fog,
  8767. {
  8768. matcap: { value: null }
  8769. }
  8770. ] ),
  8771. vertexShader: ShaderChunk.meshmatcap_vert,
  8772. fragmentShader: ShaderChunk.meshmatcap_frag
  8773. },
  8774. points: {
  8775. uniforms: mergeUniforms( [
  8776. UniformsLib.points,
  8777. UniformsLib.fog
  8778. ] ),
  8779. vertexShader: ShaderChunk.points_vert,
  8780. fragmentShader: ShaderChunk.points_frag
  8781. },
  8782. dashed: {
  8783. uniforms: mergeUniforms( [
  8784. UniformsLib.common,
  8785. UniformsLib.fog,
  8786. {
  8787. scale: { value: 1 },
  8788. dashSize: { value: 1 },
  8789. totalSize: { value: 2 }
  8790. }
  8791. ] ),
  8792. vertexShader: ShaderChunk.linedashed_vert,
  8793. fragmentShader: ShaderChunk.linedashed_frag
  8794. },
  8795. depth: {
  8796. uniforms: mergeUniforms( [
  8797. UniformsLib.common,
  8798. UniformsLib.displacementmap
  8799. ] ),
  8800. vertexShader: ShaderChunk.depth_vert,
  8801. fragmentShader: ShaderChunk.depth_frag
  8802. },
  8803. normal: {
  8804. uniforms: mergeUniforms( [
  8805. UniformsLib.common,
  8806. UniformsLib.bumpmap,
  8807. UniformsLib.normalmap,
  8808. UniformsLib.displacementmap,
  8809. {
  8810. opacity: { value: 1.0 }
  8811. }
  8812. ] ),
  8813. vertexShader: ShaderChunk.normal_vert,
  8814. fragmentShader: ShaderChunk.normal_frag
  8815. },
  8816. sprite: {
  8817. uniforms: mergeUniforms( [
  8818. UniformsLib.sprite,
  8819. UniformsLib.fog
  8820. ] ),
  8821. vertexShader: ShaderChunk.sprite_vert,
  8822. fragmentShader: ShaderChunk.sprite_frag
  8823. },
  8824. background: {
  8825. uniforms: {
  8826. uvTransform: { value: new Matrix3() },
  8827. t2D: { value: null },
  8828. },
  8829. vertexShader: ShaderChunk.background_vert,
  8830. fragmentShader: ShaderChunk.background_frag
  8831. },
  8832. /* -------------------------------------------------------------------------
  8833. // Cube map shader
  8834. ------------------------------------------------------------------------- */
  8835. cube: {
  8836. uniforms: {
  8837. tCube: { value: null },
  8838. tFlip: { value: - 1 },
  8839. opacity: { value: 1.0 }
  8840. },
  8841. vertexShader: ShaderChunk.cube_vert,
  8842. fragmentShader: ShaderChunk.cube_frag
  8843. },
  8844. equirect: {
  8845. uniforms: {
  8846. tEquirect: { value: null },
  8847. },
  8848. vertexShader: ShaderChunk.equirect_vert,
  8849. fragmentShader: ShaderChunk.equirect_frag
  8850. },
  8851. distanceRGBA: {
  8852. uniforms: mergeUniforms( [
  8853. UniformsLib.common,
  8854. UniformsLib.displacementmap,
  8855. {
  8856. referencePosition: { value: new Vector3() },
  8857. nearDistance: { value: 1 },
  8858. farDistance: { value: 1000 }
  8859. }
  8860. ] ),
  8861. vertexShader: ShaderChunk.distanceRGBA_vert,
  8862. fragmentShader: ShaderChunk.distanceRGBA_frag
  8863. },
  8864. shadow: {
  8865. uniforms: mergeUniforms( [
  8866. UniformsLib.lights,
  8867. UniformsLib.fog,
  8868. {
  8869. color: { value: new Color( 0x00000 ) },
  8870. opacity: { value: 1.0 }
  8871. },
  8872. ] ),
  8873. vertexShader: ShaderChunk.shadow_vert,
  8874. fragmentShader: ShaderChunk.shadow_frag
  8875. }
  8876. };
  8877. ShaderLib.physical = {
  8878. uniforms: mergeUniforms( [
  8879. ShaderLib.standard.uniforms,
  8880. {
  8881. transparency: { value: 0 },
  8882. clearcoat: { value: 0 },
  8883. clearcoatRoughness: { value: 0 },
  8884. sheen: { value: new Color( 0x000000 ) },
  8885. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8886. clearcoatNormalMap: { value: null },
  8887. }
  8888. ] ),
  8889. vertexShader: ShaderChunk.meshphysical_vert,
  8890. fragmentShader: ShaderChunk.meshphysical_frag
  8891. };
  8892. /**
  8893. * @author mrdoob / http://mrdoob.com/
  8894. */
  8895. function WebGLAnimation() {
  8896. var context = null;
  8897. var isAnimating = false;
  8898. var animationLoop = null;
  8899. function onAnimationFrame( time, frame ) {
  8900. if ( isAnimating === false ) return;
  8901. animationLoop( time, frame );
  8902. context.requestAnimationFrame( onAnimationFrame );
  8903. }
  8904. return {
  8905. start: function () {
  8906. if ( isAnimating === true ) return;
  8907. if ( animationLoop === null ) return;
  8908. context.requestAnimationFrame( onAnimationFrame );
  8909. isAnimating = true;
  8910. },
  8911. stop: function () {
  8912. isAnimating = false;
  8913. },
  8914. setAnimationLoop: function ( callback ) {
  8915. animationLoop = callback;
  8916. },
  8917. setContext: function ( value ) {
  8918. context = value;
  8919. }
  8920. };
  8921. }
  8922. /**
  8923. * @author mrdoob / http://mrdoob.com/
  8924. */
  8925. function WebGLAttributes( gl ) {
  8926. var buffers = new WeakMap();
  8927. function createBuffer( attribute, bufferType ) {
  8928. var array = attribute.array;
  8929. var usage = attribute.dynamic ? 35048 : 35044;
  8930. var buffer = gl.createBuffer();
  8931. gl.bindBuffer( bufferType, buffer );
  8932. gl.bufferData( bufferType, array, usage );
  8933. attribute.onUploadCallback();
  8934. var type = 5126;
  8935. if ( array instanceof Float32Array ) {
  8936. type = 5126;
  8937. } else if ( array instanceof Float64Array ) {
  8938. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8939. } else if ( array instanceof Uint16Array ) {
  8940. type = 5123;
  8941. } else if ( array instanceof Int16Array ) {
  8942. type = 5122;
  8943. } else if ( array instanceof Uint32Array ) {
  8944. type = 5125;
  8945. } else if ( array instanceof Int32Array ) {
  8946. type = 5124;
  8947. } else if ( array instanceof Int8Array ) {
  8948. type = 5120;
  8949. } else if ( array instanceof Uint8Array ) {
  8950. type = 5121;
  8951. }
  8952. return {
  8953. buffer: buffer,
  8954. type: type,
  8955. bytesPerElement: array.BYTES_PER_ELEMENT,
  8956. version: attribute.version
  8957. };
  8958. }
  8959. function updateBuffer( buffer, attribute, bufferType ) {
  8960. var array = attribute.array;
  8961. var updateRange = attribute.updateRange;
  8962. gl.bindBuffer( bufferType, buffer );
  8963. if ( attribute.dynamic === false ) {
  8964. gl.bufferData( bufferType, array, 35044 );
  8965. } else if ( updateRange.count === - 1 ) {
  8966. // Not using update ranges
  8967. gl.bufferSubData( bufferType, 0, array );
  8968. } else if ( updateRange.count === 0 ) {
  8969. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  8970. } else {
  8971. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8972. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8973. updateRange.count = - 1; // reset range
  8974. }
  8975. }
  8976. //
  8977. function get( attribute ) {
  8978. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8979. return buffers.get( attribute );
  8980. }
  8981. function remove( attribute ) {
  8982. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8983. var data = buffers.get( attribute );
  8984. if ( data ) {
  8985. gl.deleteBuffer( data.buffer );
  8986. buffers.delete( attribute );
  8987. }
  8988. }
  8989. function update( attribute, bufferType ) {
  8990. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  8991. var data = buffers.get( attribute );
  8992. if ( data === undefined ) {
  8993. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8994. } else if ( data.version < attribute.version ) {
  8995. updateBuffer( data.buffer, attribute, bufferType );
  8996. data.version = attribute.version;
  8997. }
  8998. }
  8999. return {
  9000. get: get,
  9001. remove: remove,
  9002. update: update
  9003. };
  9004. }
  9005. /**
  9006. * @author mrdoob / http://mrdoob.com/
  9007. * @author Mugen87 / https://github.com/Mugen87
  9008. */
  9009. // PlaneGeometry
  9010. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9011. Geometry.call( this );
  9012. this.type = 'PlaneGeometry';
  9013. this.parameters = {
  9014. width: width,
  9015. height: height,
  9016. widthSegments: widthSegments,
  9017. heightSegments: heightSegments
  9018. };
  9019. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9020. this.mergeVertices();
  9021. }
  9022. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9023. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9024. // PlaneBufferGeometry
  9025. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9026. BufferGeometry.call( this );
  9027. this.type = 'PlaneBufferGeometry';
  9028. this.parameters = {
  9029. width: width,
  9030. height: height,
  9031. widthSegments: widthSegments,
  9032. heightSegments: heightSegments
  9033. };
  9034. width = width || 1;
  9035. height = height || 1;
  9036. var width_half = width / 2;
  9037. var height_half = height / 2;
  9038. var gridX = Math.floor( widthSegments ) || 1;
  9039. var gridY = Math.floor( heightSegments ) || 1;
  9040. var gridX1 = gridX + 1;
  9041. var gridY1 = gridY + 1;
  9042. var segment_width = width / gridX;
  9043. var segment_height = height / gridY;
  9044. var ix, iy;
  9045. // buffers
  9046. var indices = [];
  9047. var vertices = [];
  9048. var normals = [];
  9049. var uvs = [];
  9050. // generate vertices, normals and uvs
  9051. for ( iy = 0; iy < gridY1; iy ++ ) {
  9052. var y = iy * segment_height - height_half;
  9053. for ( ix = 0; ix < gridX1; ix ++ ) {
  9054. var x = ix * segment_width - width_half;
  9055. vertices.push( x, - y, 0 );
  9056. normals.push( 0, 0, 1 );
  9057. uvs.push( ix / gridX );
  9058. uvs.push( 1 - ( iy / gridY ) );
  9059. }
  9060. }
  9061. // indices
  9062. for ( iy = 0; iy < gridY; iy ++ ) {
  9063. for ( ix = 0; ix < gridX; ix ++ ) {
  9064. var a = ix + gridX1 * iy;
  9065. var b = ix + gridX1 * ( iy + 1 );
  9066. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9067. var d = ( ix + 1 ) + gridX1 * iy;
  9068. // faces
  9069. indices.push( a, b, d );
  9070. indices.push( b, c, d );
  9071. }
  9072. }
  9073. // build geometry
  9074. this.setIndex( indices );
  9075. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9076. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9077. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9078. }
  9079. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9080. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9081. /**
  9082. * @author mrdoob / http://mrdoob.com/
  9083. */
  9084. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9085. var clearColor = new Color( 0x000000 );
  9086. var clearAlpha = 0;
  9087. var planeMesh;
  9088. var boxMesh;
  9089. // Store the current background texture and its `version`
  9090. // so we can recompile the material accordingly.
  9091. var currentBackground = null;
  9092. var currentBackgroundVersion = 0;
  9093. function render( renderList, scene, camera, forceClear ) {
  9094. var background = scene.background;
  9095. // Ignore background in AR
  9096. // TODO: Reconsider this.
  9097. var vr = renderer.vr;
  9098. var session = vr.getSession && vr.getSession();
  9099. if ( session && session.environmentBlendMode === 'additive' ) {
  9100. background = null;
  9101. }
  9102. if ( background === null ) {
  9103. setClear( clearColor, clearAlpha );
  9104. currentBackground = null;
  9105. currentBackgroundVersion = 0;
  9106. } else if ( background && background.isColor ) {
  9107. setClear( background, 1 );
  9108. forceClear = true;
  9109. currentBackground = null;
  9110. currentBackgroundVersion = 0;
  9111. }
  9112. if ( renderer.autoClear || forceClear ) {
  9113. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9114. }
  9115. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9116. if ( boxMesh === undefined ) {
  9117. boxMesh = new Mesh(
  9118. new BoxBufferGeometry( 1, 1, 1 ),
  9119. new ShaderMaterial( {
  9120. type: 'BackgroundCubeMaterial',
  9121. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9122. vertexShader: ShaderLib.cube.vertexShader,
  9123. fragmentShader: ShaderLib.cube.fragmentShader,
  9124. side: BackSide,
  9125. depthTest: false,
  9126. depthWrite: false,
  9127. fog: false
  9128. } )
  9129. );
  9130. boxMesh.geometry.removeAttribute( 'normal' );
  9131. boxMesh.geometry.removeAttribute( 'uv' );
  9132. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9133. this.matrixWorld.copyPosition( camera.matrixWorld );
  9134. };
  9135. // enable code injection for non-built-in material
  9136. Object.defineProperty( boxMesh.material, 'map', {
  9137. get: function () {
  9138. return this.uniforms.tCube.value;
  9139. }
  9140. } );
  9141. objects.update( boxMesh );
  9142. }
  9143. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9144. boxMesh.material.uniforms.tCube.value = texture;
  9145. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9146. if ( currentBackground !== background ||
  9147. currentBackgroundVersion !== texture.version ) {
  9148. boxMesh.material.needsUpdate = true;
  9149. currentBackground = background;
  9150. currentBackgroundVersion = texture.version;
  9151. }
  9152. // push to the pre-sorted opaque render list
  9153. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9154. } else if ( background && background.isTexture ) {
  9155. if ( planeMesh === undefined ) {
  9156. planeMesh = new Mesh(
  9157. new PlaneBufferGeometry( 2, 2 ),
  9158. new ShaderMaterial( {
  9159. type: 'BackgroundMaterial',
  9160. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9161. vertexShader: ShaderLib.background.vertexShader,
  9162. fragmentShader: ShaderLib.background.fragmentShader,
  9163. side: FrontSide,
  9164. depthTest: false,
  9165. depthWrite: false,
  9166. fog: false
  9167. } )
  9168. );
  9169. planeMesh.geometry.removeAttribute( 'normal' );
  9170. // enable code injection for non-built-in material
  9171. Object.defineProperty( planeMesh.material, 'map', {
  9172. get: function () {
  9173. return this.uniforms.t2D.value;
  9174. }
  9175. } );
  9176. objects.update( planeMesh );
  9177. }
  9178. planeMesh.material.uniforms.t2D.value = background;
  9179. if ( background.matrixAutoUpdate === true ) {
  9180. background.updateMatrix();
  9181. }
  9182. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9183. if ( currentBackground !== background ||
  9184. currentBackgroundVersion !== background.version ) {
  9185. planeMesh.material.needsUpdate = true;
  9186. currentBackground = background;
  9187. currentBackgroundVersion = background.version;
  9188. }
  9189. // push to the pre-sorted opaque render list
  9190. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9191. }
  9192. }
  9193. function setClear( color, alpha ) {
  9194. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9195. }
  9196. return {
  9197. getClearColor: function () {
  9198. return clearColor;
  9199. },
  9200. setClearColor: function ( color, alpha ) {
  9201. clearColor.set( color );
  9202. clearAlpha = alpha !== undefined ? alpha : 1;
  9203. setClear( clearColor, clearAlpha );
  9204. },
  9205. getClearAlpha: function () {
  9206. return clearAlpha;
  9207. },
  9208. setClearAlpha: function ( alpha ) {
  9209. clearAlpha = alpha;
  9210. setClear( clearColor, clearAlpha );
  9211. },
  9212. render: render
  9213. };
  9214. }
  9215. /**
  9216. * @author mrdoob / http://mrdoob.com/
  9217. */
  9218. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9219. var mode;
  9220. function setMode( value ) {
  9221. mode = value;
  9222. }
  9223. function render( start, count ) {
  9224. gl.drawArrays( mode, start, count );
  9225. info.update( count, mode );
  9226. }
  9227. function renderInstances( geometry, start, count ) {
  9228. var extension, methodName;
  9229. if ( capabilities.isWebGL2 ) {
  9230. extension = gl;
  9231. methodName = 'drawArraysInstanced';
  9232. } else {
  9233. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9234. methodName = 'drawArraysInstancedANGLE';
  9235. if ( extension === null ) {
  9236. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9237. return;
  9238. }
  9239. }
  9240. extension[ methodName ]( mode, start, count, geometry.maxInstancedCount );
  9241. info.update( count, mode, geometry.maxInstancedCount );
  9242. }
  9243. //
  9244. this.setMode = setMode;
  9245. this.render = render;
  9246. this.renderInstances = renderInstances;
  9247. }
  9248. /**
  9249. * @author mrdoob / http://mrdoob.com/
  9250. */
  9251. function WebGLCapabilities( gl, extensions, parameters ) {
  9252. var maxAnisotropy;
  9253. function getMaxAnisotropy() {
  9254. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  9255. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9256. if ( extension !== null ) {
  9257. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9258. } else {
  9259. maxAnisotropy = 0;
  9260. }
  9261. return maxAnisotropy;
  9262. }
  9263. function getMaxPrecision( precision ) {
  9264. if ( precision === 'highp' ) {
  9265. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9266. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9267. return 'highp';
  9268. }
  9269. precision = 'mediump';
  9270. }
  9271. if ( precision === 'mediump' ) {
  9272. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9273. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9274. return 'mediump';
  9275. }
  9276. }
  9277. return 'lowp';
  9278. }
  9279. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9280. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9281. var maxPrecision = getMaxPrecision( precision );
  9282. if ( maxPrecision !== precision ) {
  9283. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9284. precision = maxPrecision;
  9285. }
  9286. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9287. var maxTextures = gl.getParameter( 34930 );
  9288. var maxVertexTextures = gl.getParameter( 35660 );
  9289. var maxTextureSize = gl.getParameter( 3379 );
  9290. var maxCubemapSize = gl.getParameter( 34076 );
  9291. var maxAttributes = gl.getParameter( 34921 );
  9292. var maxVertexUniforms = gl.getParameter( 36347 );
  9293. var maxVaryings = gl.getParameter( 36348 );
  9294. var maxFragmentUniforms = gl.getParameter( 36349 );
  9295. var vertexTextures = maxVertexTextures > 0;
  9296. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9297. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9298. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9299. return {
  9300. isWebGL2: isWebGL2,
  9301. getMaxAnisotropy: getMaxAnisotropy,
  9302. getMaxPrecision: getMaxPrecision,
  9303. precision: precision,
  9304. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9305. maxTextures: maxTextures,
  9306. maxVertexTextures: maxVertexTextures,
  9307. maxTextureSize: maxTextureSize,
  9308. maxCubemapSize: maxCubemapSize,
  9309. maxAttributes: maxAttributes,
  9310. maxVertexUniforms: maxVertexUniforms,
  9311. maxVaryings: maxVaryings,
  9312. maxFragmentUniforms: maxFragmentUniforms,
  9313. vertexTextures: vertexTextures,
  9314. floatFragmentTextures: floatFragmentTextures,
  9315. floatVertexTextures: floatVertexTextures,
  9316. maxSamples: maxSamples
  9317. };
  9318. }
  9319. /**
  9320. * @author tschw
  9321. */
  9322. function WebGLClipping() {
  9323. var scope = this,
  9324. globalState = null,
  9325. numGlobalPlanes = 0,
  9326. localClippingEnabled = false,
  9327. renderingShadows = false,
  9328. plane = new Plane(),
  9329. viewNormalMatrix = new Matrix3(),
  9330. uniform = { value: null, needsUpdate: false };
  9331. this.uniform = uniform;
  9332. this.numPlanes = 0;
  9333. this.numIntersection = 0;
  9334. this.init = function ( planes, enableLocalClipping, camera ) {
  9335. var enabled =
  9336. planes.length !== 0 ||
  9337. enableLocalClipping ||
  9338. // enable state of previous frame - the clipping code has to
  9339. // run another frame in order to reset the state:
  9340. numGlobalPlanes !== 0 ||
  9341. localClippingEnabled;
  9342. localClippingEnabled = enableLocalClipping;
  9343. globalState = projectPlanes( planes, camera, 0 );
  9344. numGlobalPlanes = planes.length;
  9345. return enabled;
  9346. };
  9347. this.beginShadows = function () {
  9348. renderingShadows = true;
  9349. projectPlanes( null );
  9350. };
  9351. this.endShadows = function () {
  9352. renderingShadows = false;
  9353. resetGlobalState();
  9354. };
  9355. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9356. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9357. // there's no local clipping
  9358. if ( renderingShadows ) {
  9359. // there's no global clipping
  9360. projectPlanes( null );
  9361. } else {
  9362. resetGlobalState();
  9363. }
  9364. } else {
  9365. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9366. lGlobal = nGlobal * 4,
  9367. dstArray = cache.clippingState || null;
  9368. uniform.value = dstArray; // ensure unique state
  9369. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9370. for ( var i = 0; i !== lGlobal; ++ i ) {
  9371. dstArray[ i ] = globalState[ i ];
  9372. }
  9373. cache.clippingState = dstArray;
  9374. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9375. this.numPlanes += nGlobal;
  9376. }
  9377. };
  9378. function resetGlobalState() {
  9379. if ( uniform.value !== globalState ) {
  9380. uniform.value = globalState;
  9381. uniform.needsUpdate = numGlobalPlanes > 0;
  9382. }
  9383. scope.numPlanes = numGlobalPlanes;
  9384. scope.numIntersection = 0;
  9385. }
  9386. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9387. var nPlanes = planes !== null ? planes.length : 0,
  9388. dstArray = null;
  9389. if ( nPlanes !== 0 ) {
  9390. dstArray = uniform.value;
  9391. if ( skipTransform !== true || dstArray === null ) {
  9392. var flatSize = dstOffset + nPlanes * 4,
  9393. viewMatrix = camera.matrixWorldInverse;
  9394. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9395. if ( dstArray === null || dstArray.length < flatSize ) {
  9396. dstArray = new Float32Array( flatSize );
  9397. }
  9398. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9399. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9400. plane.normal.toArray( dstArray, i4 );
  9401. dstArray[ i4 + 3 ] = plane.constant;
  9402. }
  9403. }
  9404. uniform.value = dstArray;
  9405. uniform.needsUpdate = true;
  9406. }
  9407. scope.numPlanes = nPlanes;
  9408. return dstArray;
  9409. }
  9410. }
  9411. /**
  9412. * @author mrdoob / http://mrdoob.com/
  9413. */
  9414. function WebGLExtensions( gl ) {
  9415. var extensions = {};
  9416. return {
  9417. get: function ( name ) {
  9418. if ( extensions[ name ] !== undefined ) {
  9419. return extensions[ name ];
  9420. }
  9421. var extension;
  9422. switch ( name ) {
  9423. case 'WEBGL_depth_texture':
  9424. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9425. break;
  9426. case 'EXT_texture_filter_anisotropic':
  9427. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9428. break;
  9429. case 'WEBGL_compressed_texture_s3tc':
  9430. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9431. break;
  9432. case 'WEBGL_compressed_texture_pvrtc':
  9433. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9434. break;
  9435. default:
  9436. extension = gl.getExtension( name );
  9437. }
  9438. if ( extension === null ) {
  9439. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9440. }
  9441. extensions[ name ] = extension;
  9442. return extension;
  9443. }
  9444. };
  9445. }
  9446. /**
  9447. * @author mrdoob / http://mrdoob.com/
  9448. */
  9449. function WebGLGeometries( gl, attributes, info ) {
  9450. var geometries = new WeakMap();
  9451. var wireframeAttributes = new WeakMap();
  9452. function onGeometryDispose( event ) {
  9453. var geometry = event.target;
  9454. var buffergeometry = geometries.get( geometry );
  9455. if ( buffergeometry.index !== null ) {
  9456. attributes.remove( buffergeometry.index );
  9457. }
  9458. for ( var name in buffergeometry.attributes ) {
  9459. attributes.remove( buffergeometry.attributes[ name ] );
  9460. }
  9461. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9462. geometries.delete( geometry );
  9463. var attribute = wireframeAttributes.get( buffergeometry );
  9464. if ( attribute ) {
  9465. attributes.remove( attribute );
  9466. wireframeAttributes.delete( buffergeometry );
  9467. }
  9468. //
  9469. info.memory.geometries --;
  9470. }
  9471. function get( object, geometry ) {
  9472. var buffergeometry = geometries.get( geometry );
  9473. if ( buffergeometry ) return buffergeometry;
  9474. geometry.addEventListener( 'dispose', onGeometryDispose );
  9475. if ( geometry.isBufferGeometry ) {
  9476. buffergeometry = geometry;
  9477. } else if ( geometry.isGeometry ) {
  9478. if ( geometry._bufferGeometry === undefined ) {
  9479. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9480. }
  9481. buffergeometry = geometry._bufferGeometry;
  9482. }
  9483. geometries.set( geometry, buffergeometry );
  9484. info.memory.geometries ++;
  9485. return buffergeometry;
  9486. }
  9487. function update( geometry ) {
  9488. var index = geometry.index;
  9489. var geometryAttributes = geometry.attributes;
  9490. if ( index !== null ) {
  9491. attributes.update( index, 34963 );
  9492. }
  9493. for ( var name in geometryAttributes ) {
  9494. attributes.update( geometryAttributes[ name ], 34962 );
  9495. }
  9496. // morph targets
  9497. var morphAttributes = geometry.morphAttributes;
  9498. for ( var name in morphAttributes ) {
  9499. var array = morphAttributes[ name ];
  9500. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9501. attributes.update( array[ i ], 34962 );
  9502. }
  9503. }
  9504. }
  9505. function updateWireframeAttribute( geometry ) {
  9506. var indices = [];
  9507. var geometryIndex = geometry.index;
  9508. var geometryPosition = geometry.attributes.position;
  9509. var version = 0;
  9510. if ( geometryIndex !== null ) {
  9511. var array = geometryIndex.array;
  9512. version = geometryIndex.version;
  9513. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9514. var a = array[ i + 0 ];
  9515. var b = array[ i + 1 ];
  9516. var c = array[ i + 2 ];
  9517. indices.push( a, b, b, c, c, a );
  9518. }
  9519. } else {
  9520. var array = geometryPosition.array;
  9521. version = geometryPosition.version;
  9522. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9523. var a = i + 0;
  9524. var b = i + 1;
  9525. var c = i + 2;
  9526. indices.push( a, b, b, c, c, a );
  9527. }
  9528. }
  9529. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9530. attribute.version = version;
  9531. attributes.update( attribute, 34963 );
  9532. //
  9533. var previousAttribute = wireframeAttributes.get( geometry );
  9534. if ( previousAttribute ) attributes.remove( previousAttribute );
  9535. //
  9536. wireframeAttributes.set( geometry, attribute );
  9537. }
  9538. function getWireframeAttribute( geometry ) {
  9539. var currentAttribute = wireframeAttributes.get( geometry );
  9540. if ( currentAttribute ) {
  9541. var geometryIndex = geometry.index;
  9542. if ( geometryIndex !== null ) {
  9543. // if the attribute is obsolete, create a new one
  9544. if ( currentAttribute.version < geometryIndex.version ) {
  9545. updateWireframeAttribute( geometry );
  9546. }
  9547. }
  9548. } else {
  9549. updateWireframeAttribute( geometry );
  9550. }
  9551. return wireframeAttributes.get( geometry );
  9552. }
  9553. return {
  9554. get: get,
  9555. update: update,
  9556. getWireframeAttribute: getWireframeAttribute
  9557. };
  9558. }
  9559. /**
  9560. * @author mrdoob / http://mrdoob.com/
  9561. */
  9562. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9563. var mode;
  9564. function setMode( value ) {
  9565. mode = value;
  9566. }
  9567. var type, bytesPerElement;
  9568. function setIndex( value ) {
  9569. type = value.type;
  9570. bytesPerElement = value.bytesPerElement;
  9571. }
  9572. function render( start, count ) {
  9573. gl.drawElements( mode, count, type, start * bytesPerElement );
  9574. info.update( count, mode );
  9575. }
  9576. function renderInstances( geometry, start, count ) {
  9577. var extension, methodName;
  9578. if ( capabilities.isWebGL2 ) {
  9579. extension = gl;
  9580. methodName = 'drawElementsInstanced';
  9581. } else {
  9582. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9583. methodName = 'drawElementsInstancedANGLE';
  9584. if ( extension === null ) {
  9585. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9586. return;
  9587. }
  9588. }
  9589. extension[ methodName ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9590. info.update( count, mode, geometry.maxInstancedCount );
  9591. }
  9592. //
  9593. this.setMode = setMode;
  9594. this.setIndex = setIndex;
  9595. this.render = render;
  9596. this.renderInstances = renderInstances;
  9597. }
  9598. /**
  9599. * @author Mugen87 / https://github.com/Mugen87
  9600. */
  9601. function WebGLInfo( gl ) {
  9602. var memory = {
  9603. geometries: 0,
  9604. textures: 0
  9605. };
  9606. var render = {
  9607. frame: 0,
  9608. calls: 0,
  9609. triangles: 0,
  9610. points: 0,
  9611. lines: 0
  9612. };
  9613. function update( count, mode, instanceCount ) {
  9614. instanceCount = instanceCount || 1;
  9615. render.calls ++;
  9616. switch ( mode ) {
  9617. case 4:
  9618. render.triangles += instanceCount * ( count / 3 );
  9619. break;
  9620. case 5:
  9621. case 6:
  9622. render.triangles += instanceCount * ( count - 2 );
  9623. break;
  9624. case 1:
  9625. render.lines += instanceCount * ( count / 2 );
  9626. break;
  9627. case 3:
  9628. render.lines += instanceCount * ( count - 1 );
  9629. break;
  9630. case 2:
  9631. render.lines += instanceCount * count;
  9632. break;
  9633. case 0:
  9634. render.points += instanceCount * count;
  9635. break;
  9636. default:
  9637. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9638. break;
  9639. }
  9640. }
  9641. function reset() {
  9642. render.frame ++;
  9643. render.calls = 0;
  9644. render.triangles = 0;
  9645. render.points = 0;
  9646. render.lines = 0;
  9647. }
  9648. return {
  9649. memory: memory,
  9650. render: render,
  9651. programs: null,
  9652. autoReset: true,
  9653. reset: reset,
  9654. update: update
  9655. };
  9656. }
  9657. /**
  9658. * @author mrdoob / http://mrdoob.com/
  9659. */
  9660. function absNumericalSort( a, b ) {
  9661. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9662. }
  9663. function WebGLMorphtargets( gl ) {
  9664. var influencesList = {};
  9665. var morphInfluences = new Float32Array( 8 );
  9666. function update( object, geometry, material, program ) {
  9667. var objectInfluences = object.morphTargetInfluences;
  9668. var length = objectInfluences.length;
  9669. var influences = influencesList[ geometry.id ];
  9670. if ( influences === undefined ) {
  9671. // initialise list
  9672. influences = [];
  9673. for ( var i = 0; i < length; i ++ ) {
  9674. influences[ i ] = [ i, 0 ];
  9675. }
  9676. influencesList[ geometry.id ] = influences;
  9677. }
  9678. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9679. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9680. // Remove current morphAttributes
  9681. for ( var i = 0; i < length; i ++ ) {
  9682. var influence = influences[ i ];
  9683. if ( influence[ 1 ] !== 0 ) {
  9684. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9685. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9686. }
  9687. }
  9688. // Collect influences
  9689. for ( var i = 0; i < length; i ++ ) {
  9690. var influence = influences[ i ];
  9691. influence[ 0 ] = i;
  9692. influence[ 1 ] = objectInfluences[ i ];
  9693. }
  9694. influences.sort( absNumericalSort );
  9695. // Add morphAttributes
  9696. for ( var i = 0; i < 8; i ++ ) {
  9697. var influence = influences[ i ];
  9698. if ( influence ) {
  9699. var index = influence[ 0 ];
  9700. var value = influence[ 1 ];
  9701. if ( value ) {
  9702. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9703. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9704. morphInfluences[ i ] = value;
  9705. continue;
  9706. }
  9707. }
  9708. morphInfluences[ i ] = 0;
  9709. }
  9710. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9711. }
  9712. return {
  9713. update: update
  9714. };
  9715. }
  9716. /**
  9717. * @author mrdoob / http://mrdoob.com/
  9718. */
  9719. function WebGLObjects( geometries, info ) {
  9720. var updateList = {};
  9721. function update( object ) {
  9722. var frame = info.render.frame;
  9723. var geometry = object.geometry;
  9724. var buffergeometry = geometries.get( object, geometry );
  9725. // Update once per frame
  9726. if ( updateList[ buffergeometry.id ] !== frame ) {
  9727. if ( geometry.isGeometry ) {
  9728. buffergeometry.updateFromObject( object );
  9729. }
  9730. geometries.update( buffergeometry );
  9731. updateList[ buffergeometry.id ] = frame;
  9732. }
  9733. return buffergeometry;
  9734. }
  9735. function dispose() {
  9736. updateList = {};
  9737. }
  9738. return {
  9739. update: update,
  9740. dispose: dispose
  9741. };
  9742. }
  9743. /**
  9744. * @author mrdoob / http://mrdoob.com/
  9745. */
  9746. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9747. images = images !== undefined ? images : [];
  9748. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9749. format = format !== undefined ? format : RGBFormat;
  9750. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9751. this.flipY = false;
  9752. }
  9753. CubeTexture.prototype = Object.create( Texture.prototype );
  9754. CubeTexture.prototype.constructor = CubeTexture;
  9755. CubeTexture.prototype.isCubeTexture = true;
  9756. Object.defineProperty( CubeTexture.prototype, 'images', {
  9757. get: function () {
  9758. return this.image;
  9759. },
  9760. set: function ( value ) {
  9761. this.image = value;
  9762. }
  9763. } );
  9764. /**
  9765. * @author Takahiro https://github.com/takahirox
  9766. */
  9767. function DataTexture2DArray( data, width, height, depth ) {
  9768. Texture.call( this, null );
  9769. this.image = { data: data, width: width, height: height, depth: depth };
  9770. this.magFilter = NearestFilter;
  9771. this.minFilter = NearestFilter;
  9772. this.wrapR = ClampToEdgeWrapping;
  9773. this.generateMipmaps = false;
  9774. this.flipY = false;
  9775. }
  9776. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9777. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9778. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9779. /**
  9780. * @author Artur Trzesiok
  9781. */
  9782. function DataTexture3D( data, width, height, depth ) {
  9783. // We're going to add .setXXX() methods for setting properties later.
  9784. // Users can still set in DataTexture3D directly.
  9785. //
  9786. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9787. // texture.anisotropy = 16;
  9788. //
  9789. // See #14839
  9790. Texture.call( this, null );
  9791. this.image = { data: data, width: width, height: height, depth: depth };
  9792. this.magFilter = NearestFilter;
  9793. this.minFilter = NearestFilter;
  9794. this.wrapR = ClampToEdgeWrapping;
  9795. this.generateMipmaps = false;
  9796. this.flipY = false;
  9797. }
  9798. DataTexture3D.prototype = Object.create( Texture.prototype );
  9799. DataTexture3D.prototype.constructor = DataTexture3D;
  9800. DataTexture3D.prototype.isDataTexture3D = true;
  9801. /**
  9802. * @author tschw
  9803. * @author Mugen87 / https://github.com/Mugen87
  9804. * @author mrdoob / http://mrdoob.com/
  9805. *
  9806. * Uniforms of a program.
  9807. * Those form a tree structure with a special top-level container for the root,
  9808. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9809. *
  9810. *
  9811. * Properties of inner nodes including the top-level container:
  9812. *
  9813. * .seq - array of nested uniforms
  9814. * .map - nested uniforms by name
  9815. *
  9816. *
  9817. * Methods of all nodes except the top-level container:
  9818. *
  9819. * .setValue( gl, value, [textures] )
  9820. *
  9821. * uploads a uniform value(s)
  9822. * the 'textures' parameter is needed for sampler uniforms
  9823. *
  9824. *
  9825. * Static methods of the top-level container (textures factorizations):
  9826. *
  9827. * .upload( gl, seq, values, textures )
  9828. *
  9829. * sets uniforms in 'seq' to 'values[id].value'
  9830. *
  9831. * .seqWithValue( seq, values ) : filteredSeq
  9832. *
  9833. * filters 'seq' entries with corresponding entry in values
  9834. *
  9835. *
  9836. * Methods of the top-level container (textures factorizations):
  9837. *
  9838. * .setValue( gl, name, value, textures )
  9839. *
  9840. * sets uniform with name 'name' to 'value'
  9841. *
  9842. * .setOptional( gl, obj, prop )
  9843. *
  9844. * like .set for an optional property of the object
  9845. *
  9846. */
  9847. var emptyTexture = new Texture();
  9848. var emptyTexture2dArray = new DataTexture2DArray();
  9849. var emptyTexture3d = new DataTexture3D();
  9850. var emptyCubeTexture = new CubeTexture();
  9851. // --- Utilities ---
  9852. // Array Caches (provide typed arrays for temporary by size)
  9853. var arrayCacheF32 = [];
  9854. var arrayCacheI32 = [];
  9855. // Float32Array caches used for uploading Matrix uniforms
  9856. var mat4array = new Float32Array( 16 );
  9857. var mat3array = new Float32Array( 9 );
  9858. var mat2array = new Float32Array( 4 );
  9859. // Flattening for arrays of vectors and matrices
  9860. function flatten( array, nBlocks, blockSize ) {
  9861. var firstElem = array[ 0 ];
  9862. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9863. // unoptimized: ! isNaN( firstElem )
  9864. // see http://jacksondunstan.com/articles/983
  9865. var n = nBlocks * blockSize,
  9866. r = arrayCacheF32[ n ];
  9867. if ( r === undefined ) {
  9868. r = new Float32Array( n );
  9869. arrayCacheF32[ n ] = r;
  9870. }
  9871. if ( nBlocks !== 0 ) {
  9872. firstElem.toArray( r, 0 );
  9873. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9874. offset += blockSize;
  9875. array[ i ].toArray( r, offset );
  9876. }
  9877. }
  9878. return r;
  9879. }
  9880. function arraysEqual( a, b ) {
  9881. if ( a.length !== b.length ) return false;
  9882. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9883. if ( a[ i ] !== b[ i ] ) return false;
  9884. }
  9885. return true;
  9886. }
  9887. function copyArray( a, b ) {
  9888. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9889. a[ i ] = b[ i ];
  9890. }
  9891. }
  9892. // Texture unit allocation
  9893. function allocTexUnits( textures, n ) {
  9894. var r = arrayCacheI32[ n ];
  9895. if ( r === undefined ) {
  9896. r = new Int32Array( n );
  9897. arrayCacheI32[ n ] = r;
  9898. }
  9899. for ( var i = 0; i !== n; ++ i )
  9900. r[ i ] = textures.allocateTextureUnit();
  9901. return r;
  9902. }
  9903. // --- Setters ---
  9904. // Note: Defining these methods externally, because they come in a bunch
  9905. // and this way their names minify.
  9906. // Single scalar
  9907. function setValueV1f( gl, v ) {
  9908. var cache = this.cache;
  9909. if ( cache[ 0 ] === v ) return;
  9910. gl.uniform1f( this.addr, v );
  9911. cache[ 0 ] = v;
  9912. }
  9913. // Single float vector (from flat array or THREE.VectorN)
  9914. function setValueV2f( gl, v ) {
  9915. var cache = this.cache;
  9916. if ( v.x !== undefined ) {
  9917. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9918. gl.uniform2f( this.addr, v.x, v.y );
  9919. cache[ 0 ] = v.x;
  9920. cache[ 1 ] = v.y;
  9921. }
  9922. } else {
  9923. if ( arraysEqual( cache, v ) ) return;
  9924. gl.uniform2fv( this.addr, v );
  9925. copyArray( cache, v );
  9926. }
  9927. }
  9928. function setValueV3f( gl, v ) {
  9929. var cache = this.cache;
  9930. if ( v.x !== undefined ) {
  9931. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9932. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9933. cache[ 0 ] = v.x;
  9934. cache[ 1 ] = v.y;
  9935. cache[ 2 ] = v.z;
  9936. }
  9937. } else if ( v.r !== undefined ) {
  9938. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9939. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9940. cache[ 0 ] = v.r;
  9941. cache[ 1 ] = v.g;
  9942. cache[ 2 ] = v.b;
  9943. }
  9944. } else {
  9945. if ( arraysEqual( cache, v ) ) return;
  9946. gl.uniform3fv( this.addr, v );
  9947. copyArray( cache, v );
  9948. }
  9949. }
  9950. function setValueV4f( gl, v ) {
  9951. var cache = this.cache;
  9952. if ( v.x !== undefined ) {
  9953. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9954. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9955. cache[ 0 ] = v.x;
  9956. cache[ 1 ] = v.y;
  9957. cache[ 2 ] = v.z;
  9958. cache[ 3 ] = v.w;
  9959. }
  9960. } else {
  9961. if ( arraysEqual( cache, v ) ) return;
  9962. gl.uniform4fv( this.addr, v );
  9963. copyArray( cache, v );
  9964. }
  9965. }
  9966. // Single matrix (from flat array or MatrixN)
  9967. function setValueM2( gl, v ) {
  9968. var cache = this.cache;
  9969. var elements = v.elements;
  9970. if ( elements === undefined ) {
  9971. if ( arraysEqual( cache, v ) ) return;
  9972. gl.uniformMatrix2fv( this.addr, false, v );
  9973. copyArray( cache, v );
  9974. } else {
  9975. if ( arraysEqual( cache, elements ) ) return;
  9976. mat2array.set( elements );
  9977. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9978. copyArray( cache, elements );
  9979. }
  9980. }
  9981. function setValueM3( gl, v ) {
  9982. var cache = this.cache;
  9983. var elements = v.elements;
  9984. if ( elements === undefined ) {
  9985. if ( arraysEqual( cache, v ) ) return;
  9986. gl.uniformMatrix3fv( this.addr, false, v );
  9987. copyArray( cache, v );
  9988. } else {
  9989. if ( arraysEqual( cache, elements ) ) return;
  9990. mat3array.set( elements );
  9991. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9992. copyArray( cache, elements );
  9993. }
  9994. }
  9995. function setValueM4( gl, v ) {
  9996. var cache = this.cache;
  9997. var elements = v.elements;
  9998. if ( elements === undefined ) {
  9999. if ( arraysEqual( cache, v ) ) return;
  10000. gl.uniformMatrix4fv( this.addr, false, v );
  10001. copyArray( cache, v );
  10002. } else {
  10003. if ( arraysEqual( cache, elements ) ) return;
  10004. mat4array.set( elements );
  10005. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10006. copyArray( cache, elements );
  10007. }
  10008. }
  10009. // Single texture (2D / Cube)
  10010. function setValueT1( gl, v, textures ) {
  10011. var cache = this.cache;
  10012. var unit = textures.allocateTextureUnit();
  10013. if ( cache[ 0 ] !== unit ) {
  10014. gl.uniform1i( this.addr, unit );
  10015. cache[ 0 ] = unit;
  10016. }
  10017. textures.safeSetTexture2D( v || emptyTexture, unit );
  10018. }
  10019. function setValueT2DArray1( gl, v, textures ) {
  10020. var cache = this.cache;
  10021. var unit = textures.allocateTextureUnit();
  10022. if ( cache[ 0 ] !== unit ) {
  10023. gl.uniform1i( this.addr, unit );
  10024. cache[ 0 ] = unit;
  10025. }
  10026. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10027. }
  10028. function setValueT3D1( gl, v, textures ) {
  10029. var cache = this.cache;
  10030. var unit = textures.allocateTextureUnit();
  10031. if ( cache[ 0 ] !== unit ) {
  10032. gl.uniform1i( this.addr, unit );
  10033. cache[ 0 ] = unit;
  10034. }
  10035. textures.setTexture3D( v || emptyTexture3d, unit );
  10036. }
  10037. function setValueT6( gl, v, textures ) {
  10038. var cache = this.cache;
  10039. var unit = textures.allocateTextureUnit();
  10040. if ( cache[ 0 ] !== unit ) {
  10041. gl.uniform1i( this.addr, unit );
  10042. cache[ 0 ] = unit;
  10043. }
  10044. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10045. }
  10046. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10047. function setValueV1i( gl, v ) {
  10048. var cache = this.cache;
  10049. if ( cache[ 0 ] === v ) return;
  10050. gl.uniform1i( this.addr, v );
  10051. cache[ 0 ] = v;
  10052. }
  10053. function setValueV2i( gl, v ) {
  10054. var cache = this.cache;
  10055. if ( arraysEqual( cache, v ) ) return;
  10056. gl.uniform2iv( this.addr, v );
  10057. copyArray( cache, v );
  10058. }
  10059. function setValueV3i( gl, v ) {
  10060. var cache = this.cache;
  10061. if ( arraysEqual( cache, v ) ) return;
  10062. gl.uniform3iv( this.addr, v );
  10063. copyArray( cache, v );
  10064. }
  10065. function setValueV4i( gl, v ) {
  10066. var cache = this.cache;
  10067. if ( arraysEqual( cache, v ) ) return;
  10068. gl.uniform4iv( this.addr, v );
  10069. copyArray( cache, v );
  10070. }
  10071. // Helper to pick the right setter for the singular case
  10072. function getSingularSetter( type ) {
  10073. switch ( type ) {
  10074. case 0x1406: return setValueV1f; // FLOAT
  10075. case 0x8b50: return setValueV2f; // _VEC2
  10076. case 0x8b51: return setValueV3f; // _VEC3
  10077. case 0x8b52: return setValueV4f; // _VEC4
  10078. case 0x8b5a: return setValueM2; // _MAT2
  10079. case 0x8b5b: return setValueM3; // _MAT3
  10080. case 0x8b5c: return setValueM4; // _MAT4
  10081. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10082. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10083. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10084. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10085. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10086. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10087. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10088. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10089. }
  10090. }
  10091. // Array of scalars
  10092. function setValueV1fArray( gl, v ) {
  10093. gl.uniform1fv( this.addr, v );
  10094. }
  10095. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10096. function setValueV1iArray( gl, v ) {
  10097. gl.uniform1iv( this.addr, v );
  10098. }
  10099. function setValueV2iArray( gl, v ) {
  10100. gl.uniform2iv( this.addr, v );
  10101. }
  10102. function setValueV3iArray( gl, v ) {
  10103. gl.uniform3iv( this.addr, v );
  10104. }
  10105. function setValueV4iArray( gl, v ) {
  10106. gl.uniform4iv( this.addr, v );
  10107. }
  10108. // Array of vectors (flat or from THREE classes)
  10109. function setValueV2fArray( gl, v ) {
  10110. var data = flatten( v, this.size, 2 );
  10111. gl.uniform2fv( this.addr, data );
  10112. }
  10113. function setValueV3fArray( gl, v ) {
  10114. var data = flatten( v, this.size, 3 );
  10115. gl.uniform3fv( this.addr, data );
  10116. }
  10117. function setValueV4fArray( gl, v ) {
  10118. var data = flatten( v, this.size, 4 );
  10119. gl.uniform4fv( this.addr, data );
  10120. }
  10121. // Array of matrices (flat or from THREE clases)
  10122. function setValueM2Array( gl, v ) {
  10123. var data = flatten( v, this.size, 4 );
  10124. gl.uniformMatrix2fv( this.addr, false, data );
  10125. }
  10126. function setValueM3Array( gl, v ) {
  10127. var data = flatten( v, this.size, 9 );
  10128. gl.uniformMatrix3fv( this.addr, false, data );
  10129. }
  10130. function setValueM4Array( gl, v ) {
  10131. var data = flatten( v, this.size, 16 );
  10132. gl.uniformMatrix4fv( this.addr, false, data );
  10133. }
  10134. // Array of textures (2D / Cube)
  10135. function setValueT1Array( gl, v, textures ) {
  10136. var n = v.length;
  10137. var units = allocTexUnits( textures, n );
  10138. gl.uniform1iv( this.addr, units );
  10139. for ( var i = 0; i !== n; ++ i ) {
  10140. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10141. }
  10142. }
  10143. function setValueT6Array( gl, v, textures ) {
  10144. var n = v.length;
  10145. var units = allocTexUnits( textures, n );
  10146. gl.uniform1iv( this.addr, units );
  10147. for ( var i = 0; i !== n; ++ i ) {
  10148. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10149. }
  10150. }
  10151. // Helper to pick the right setter for a pure (bottom-level) array
  10152. function getPureArraySetter( type ) {
  10153. switch ( type ) {
  10154. case 0x1406: return setValueV1fArray; // FLOAT
  10155. case 0x8b50: return setValueV2fArray; // _VEC2
  10156. case 0x8b51: return setValueV3fArray; // _VEC3
  10157. case 0x8b52: return setValueV4fArray; // _VEC4
  10158. case 0x8b5a: return setValueM2Array; // _MAT2
  10159. case 0x8b5b: return setValueM3Array; // _MAT3
  10160. case 0x8b5c: return setValueM4Array; // _MAT4
  10161. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10162. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10163. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10164. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10165. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10166. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10167. }
  10168. }
  10169. // --- Uniform Classes ---
  10170. function SingleUniform( id, activeInfo, addr ) {
  10171. this.id = id;
  10172. this.addr = addr;
  10173. this.cache = [];
  10174. this.setValue = getSingularSetter( activeInfo.type );
  10175. // this.path = activeInfo.name; // DEBUG
  10176. }
  10177. function PureArrayUniform( id, activeInfo, addr ) {
  10178. this.id = id;
  10179. this.addr = addr;
  10180. this.cache = [];
  10181. this.size = activeInfo.size;
  10182. this.setValue = getPureArraySetter( activeInfo.type );
  10183. // this.path = activeInfo.name; // DEBUG
  10184. }
  10185. PureArrayUniform.prototype.updateCache = function ( data ) {
  10186. var cache = this.cache;
  10187. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10188. this.cache = new Float32Array( data.length );
  10189. }
  10190. copyArray( cache, data );
  10191. };
  10192. function StructuredUniform( id ) {
  10193. this.id = id;
  10194. this.seq = [];
  10195. this.map = {};
  10196. }
  10197. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10198. var seq = this.seq;
  10199. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10200. var u = seq[ i ];
  10201. u.setValue( gl, value[ u.id ], textures );
  10202. }
  10203. };
  10204. // --- Top-level ---
  10205. // Parser - builds up the property tree from the path strings
  10206. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10207. // extracts
  10208. // - the identifier (member name or array index)
  10209. // - followed by an optional right bracket (found when array index)
  10210. // - followed by an optional left bracket or dot (type of subscript)
  10211. //
  10212. // Note: These portions can be read in a non-overlapping fashion and
  10213. // allow straightforward parsing of the hierarchy that WebGL encodes
  10214. // in the uniform names.
  10215. function addUniform( container, uniformObject ) {
  10216. container.seq.push( uniformObject );
  10217. container.map[ uniformObject.id ] = uniformObject;
  10218. }
  10219. function parseUniform( activeInfo, addr, container ) {
  10220. var path = activeInfo.name,
  10221. pathLength = path.length;
  10222. // reset RegExp object, because of the early exit of a previous run
  10223. RePathPart.lastIndex = 0;
  10224. while ( true ) {
  10225. var match = RePathPart.exec( path ),
  10226. matchEnd = RePathPart.lastIndex,
  10227. id = match[ 1 ],
  10228. idIsIndex = match[ 2 ] === ']',
  10229. subscript = match[ 3 ];
  10230. if ( idIsIndex ) id = id | 0; // convert to integer
  10231. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10232. // bare name or "pure" bottom-level array "[0]" suffix
  10233. addUniform( container, subscript === undefined ?
  10234. new SingleUniform( id, activeInfo, addr ) :
  10235. new PureArrayUniform( id, activeInfo, addr ) );
  10236. break;
  10237. } else {
  10238. // step into inner node / create it in case it doesn't exist
  10239. var map = container.map, next = map[ id ];
  10240. if ( next === undefined ) {
  10241. next = new StructuredUniform( id );
  10242. addUniform( container, next );
  10243. }
  10244. container = next;
  10245. }
  10246. }
  10247. }
  10248. // Root Container
  10249. function WebGLUniforms( gl, program ) {
  10250. this.seq = [];
  10251. this.map = {};
  10252. var n = gl.getProgramParameter( program, 35718 );
  10253. for ( var i = 0; i < n; ++ i ) {
  10254. var info = gl.getActiveUniform( program, i ),
  10255. addr = gl.getUniformLocation( program, info.name );
  10256. parseUniform( info, addr, this );
  10257. }
  10258. }
  10259. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10260. var u = this.map[ name ];
  10261. if ( u !== undefined ) u.setValue( gl, value, textures );
  10262. };
  10263. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10264. var v = object[ name ];
  10265. if ( v !== undefined ) this.setValue( gl, name, v );
  10266. };
  10267. // Static interface
  10268. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10269. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10270. var u = seq[ i ],
  10271. v = values[ u.id ];
  10272. if ( v.needsUpdate !== false ) {
  10273. // note: always updating when .needsUpdate is undefined
  10274. u.setValue( gl, v.value, textures );
  10275. }
  10276. }
  10277. };
  10278. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10279. var r = [];
  10280. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10281. var u = seq[ i ];
  10282. if ( u.id in values ) r.push( u );
  10283. }
  10284. return r;
  10285. };
  10286. /**
  10287. * @author mrdoob / http://mrdoob.com/
  10288. */
  10289. function WebGLShader( gl, type, string ) {
  10290. var shader = gl.createShader( type );
  10291. gl.shaderSource( shader, string );
  10292. gl.compileShader( shader );
  10293. return shader;
  10294. }
  10295. /**
  10296. * @author mrdoob / http://mrdoob.com/
  10297. */
  10298. var programIdCount = 0;
  10299. function addLineNumbers( string ) {
  10300. var lines = string.split( '\n' );
  10301. for ( var i = 0; i < lines.length; i ++ ) {
  10302. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10303. }
  10304. return lines.join( '\n' );
  10305. }
  10306. function getEncodingComponents( encoding ) {
  10307. switch ( encoding ) {
  10308. case LinearEncoding:
  10309. return [ 'Linear', '( value )' ];
  10310. case sRGBEncoding:
  10311. return [ 'sRGB', '( value )' ];
  10312. case RGBEEncoding:
  10313. return [ 'RGBE', '( value )' ];
  10314. case RGBM7Encoding:
  10315. return [ 'RGBM', '( value, 7.0 )' ];
  10316. case RGBM16Encoding:
  10317. return [ 'RGBM', '( value, 16.0 )' ];
  10318. case RGBDEncoding:
  10319. return [ 'RGBD', '( value, 256.0 )' ];
  10320. case GammaEncoding:
  10321. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10322. case LogLuvEncoding:
  10323. return [ 'LogLuv', '( value )' ];
  10324. default:
  10325. throw new Error( 'unsupported encoding: ' + encoding );
  10326. }
  10327. }
  10328. function getShaderErrors( gl, shader, type ) {
  10329. var status = gl.getShaderParameter( shader, 35713 );
  10330. var log = gl.getShaderInfoLog( shader ).trim();
  10331. if ( status && log === '' ) return '';
  10332. // --enable-privileged-webgl-extension
  10333. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10334. var source = gl.getShaderSource( shader );
  10335. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10336. }
  10337. function getTexelDecodingFunction( functionName, encoding ) {
  10338. var components = getEncodingComponents( encoding );
  10339. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10340. }
  10341. function getTexelEncodingFunction( functionName, encoding ) {
  10342. var components = getEncodingComponents( encoding );
  10343. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10344. }
  10345. function getToneMappingFunction( functionName, toneMapping ) {
  10346. var toneMappingName;
  10347. switch ( toneMapping ) {
  10348. case LinearToneMapping:
  10349. toneMappingName = 'Linear';
  10350. break;
  10351. case ReinhardToneMapping:
  10352. toneMappingName = 'Reinhard';
  10353. break;
  10354. case Uncharted2ToneMapping:
  10355. toneMappingName = 'Uncharted2';
  10356. break;
  10357. case CineonToneMapping:
  10358. toneMappingName = 'OptimizedCineon';
  10359. break;
  10360. case ACESFilmicToneMapping:
  10361. toneMappingName = 'ACESFilmic';
  10362. break;
  10363. default:
  10364. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10365. }
  10366. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10367. }
  10368. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10369. extensions = extensions || {};
  10370. var chunks = [
  10371. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10372. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10373. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10374. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10375. ];
  10376. return chunks.filter( filterEmptyLine ).join( '\n' );
  10377. }
  10378. function generateDefines( defines ) {
  10379. var chunks = [];
  10380. for ( var name in defines ) {
  10381. var value = defines[ name ];
  10382. if ( value === false ) continue;
  10383. chunks.push( '#define ' + name + ' ' + value );
  10384. }
  10385. return chunks.join( '\n' );
  10386. }
  10387. function fetchAttributeLocations( gl, program ) {
  10388. var attributes = {};
  10389. var n = gl.getProgramParameter( program, 35721 );
  10390. for ( var i = 0; i < n; i ++ ) {
  10391. var info = gl.getActiveAttrib( program, i );
  10392. var name = info.name;
  10393. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10394. attributes[ name ] = gl.getAttribLocation( program, name );
  10395. }
  10396. return attributes;
  10397. }
  10398. function filterEmptyLine( string ) {
  10399. return string !== '';
  10400. }
  10401. function replaceLightNums( string, parameters ) {
  10402. return string
  10403. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10404. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10405. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10406. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10407. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10408. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10409. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10410. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10411. }
  10412. function replaceClippingPlaneNums( string, parameters ) {
  10413. return string
  10414. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10415. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10416. }
  10417. function parseIncludes( string ) {
  10418. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10419. function replace( match, include ) {
  10420. var replace = ShaderChunk[ include ];
  10421. if ( replace === undefined ) {
  10422. throw new Error( 'Can not resolve #include <' + include + '>' );
  10423. }
  10424. return parseIncludes( replace );
  10425. }
  10426. return string.replace( pattern, replace );
  10427. }
  10428. function unrollLoops( string ) {
  10429. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10430. function replace( match, start, end, snippet ) {
  10431. var unroll = '';
  10432. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10433. unroll += snippet
  10434. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10435. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10436. }
  10437. return unroll;
  10438. }
  10439. return string.replace( pattern, replace );
  10440. }
  10441. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10442. var gl = renderer.getContext();
  10443. var defines = material.defines;
  10444. var vertexShader = shader.vertexShader;
  10445. var fragmentShader = shader.fragmentShader;
  10446. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10447. if ( parameters.shadowMapType === PCFShadowMap ) {
  10448. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10449. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10450. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10451. }
  10452. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10453. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10454. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10455. if ( parameters.envMap ) {
  10456. switch ( material.envMap.mapping ) {
  10457. case CubeReflectionMapping:
  10458. case CubeRefractionMapping:
  10459. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10460. break;
  10461. case CubeUVReflectionMapping:
  10462. case CubeUVRefractionMapping:
  10463. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10464. break;
  10465. case EquirectangularReflectionMapping:
  10466. case EquirectangularRefractionMapping:
  10467. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10468. break;
  10469. case SphericalReflectionMapping:
  10470. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10471. break;
  10472. }
  10473. switch ( material.envMap.mapping ) {
  10474. case CubeRefractionMapping:
  10475. case EquirectangularRefractionMapping:
  10476. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10477. break;
  10478. }
  10479. switch ( material.combine ) {
  10480. case MultiplyOperation:
  10481. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10482. break;
  10483. case MixOperation:
  10484. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10485. break;
  10486. case AddOperation:
  10487. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10488. break;
  10489. }
  10490. }
  10491. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10492. // console.log( 'building new program ' );
  10493. //
  10494. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10495. var customDefines = generateDefines( defines );
  10496. //
  10497. var program = gl.createProgram();
  10498. var prefixVertex, prefixFragment;
  10499. if ( material.isRawShaderMaterial ) {
  10500. prefixVertex = [
  10501. customDefines
  10502. ].filter( filterEmptyLine ).join( '\n' );
  10503. if ( prefixVertex.length > 0 ) {
  10504. prefixVertex += '\n';
  10505. }
  10506. prefixFragment = [
  10507. customExtensions,
  10508. customDefines
  10509. ].filter( filterEmptyLine ).join( '\n' );
  10510. if ( prefixFragment.length > 0 ) {
  10511. prefixFragment += '\n';
  10512. }
  10513. } else {
  10514. prefixVertex = [
  10515. 'precision ' + parameters.precision + ' float;',
  10516. 'precision ' + parameters.precision + ' int;',
  10517. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  10518. '#define SHADER_NAME ' + shader.name,
  10519. customDefines,
  10520. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10521. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10522. '#define MAX_BONES ' + parameters.maxBones,
  10523. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10524. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10525. parameters.map ? '#define USE_MAP' : '',
  10526. parameters.envMap ? '#define USE_ENVMAP' : '',
  10527. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10528. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10529. parameters.aoMap ? '#define USE_AOMAP' : '',
  10530. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10531. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10532. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10533. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10534. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10535. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10536. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10537. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10538. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10539. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10540. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10541. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10542. parameters.vertexColors ? '#define USE_COLOR' : '',
  10543. parameters.vertexUvs ? '#define USE_UV' : '',
  10544. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10545. parameters.skinning ? '#define USE_SKINNING' : '',
  10546. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10547. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10548. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10549. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10550. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10551. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10552. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10553. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10554. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10555. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10556. 'uniform mat4 modelMatrix;',
  10557. 'uniform mat4 modelViewMatrix;',
  10558. 'uniform mat4 projectionMatrix;',
  10559. 'uniform mat4 viewMatrix;',
  10560. 'uniform mat3 normalMatrix;',
  10561. 'uniform vec3 cameraPosition;',
  10562. 'attribute vec3 position;',
  10563. 'attribute vec3 normal;',
  10564. 'attribute vec2 uv;',
  10565. '#ifdef USE_TANGENT',
  10566. ' attribute vec4 tangent;',
  10567. '#endif',
  10568. '#ifdef USE_COLOR',
  10569. ' attribute vec3 color;',
  10570. '#endif',
  10571. '#ifdef USE_MORPHTARGETS',
  10572. ' attribute vec3 morphTarget0;',
  10573. ' attribute vec3 morphTarget1;',
  10574. ' attribute vec3 morphTarget2;',
  10575. ' attribute vec3 morphTarget3;',
  10576. ' #ifdef USE_MORPHNORMALS',
  10577. ' attribute vec3 morphNormal0;',
  10578. ' attribute vec3 morphNormal1;',
  10579. ' attribute vec3 morphNormal2;',
  10580. ' attribute vec3 morphNormal3;',
  10581. ' #else',
  10582. ' attribute vec3 morphTarget4;',
  10583. ' attribute vec3 morphTarget5;',
  10584. ' attribute vec3 morphTarget6;',
  10585. ' attribute vec3 morphTarget7;',
  10586. ' #endif',
  10587. '#endif',
  10588. '#ifdef USE_SKINNING',
  10589. ' attribute vec4 skinIndex;',
  10590. ' attribute vec4 skinWeight;',
  10591. '#endif',
  10592. '\n'
  10593. ].filter( filterEmptyLine ).join( '\n' );
  10594. prefixFragment = [
  10595. customExtensions,
  10596. 'precision ' + parameters.precision + ' float;',
  10597. 'precision ' + parameters.precision + ' int;',
  10598. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  10599. '#define SHADER_NAME ' + shader.name,
  10600. customDefines,
  10601. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10602. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10603. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10604. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10605. parameters.map ? '#define USE_MAP' : '',
  10606. parameters.matcap ? '#define USE_MATCAP' : '',
  10607. parameters.envMap ? '#define USE_ENVMAP' : '',
  10608. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10609. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10610. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10611. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10612. parameters.aoMap ? '#define USE_AOMAP' : '',
  10613. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10614. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10615. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10616. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10617. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10618. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10619. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10620. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10621. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10622. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10623. parameters.sheen ? '#define USE_SHEEN' : '',
  10624. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10625. parameters.vertexColors ? '#define USE_COLOR' : '',
  10626. parameters.vertexUvs ? '#define USE_UV' : '',
  10627. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10628. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10629. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10630. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10631. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10632. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10633. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10634. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10635. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10636. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10637. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10638. 'uniform mat4 viewMatrix;',
  10639. 'uniform vec3 cameraPosition;',
  10640. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10641. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10642. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10643. parameters.dithering ? '#define DITHERING' : '',
  10644. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10645. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10646. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10647. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10648. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10649. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10650. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10651. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10652. '\n'
  10653. ].filter( filterEmptyLine ).join( '\n' );
  10654. }
  10655. vertexShader = parseIncludes( vertexShader );
  10656. vertexShader = replaceLightNums( vertexShader, parameters );
  10657. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10658. fragmentShader = parseIncludes( fragmentShader );
  10659. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10660. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10661. vertexShader = unrollLoops( vertexShader );
  10662. fragmentShader = unrollLoops( fragmentShader );
  10663. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10664. var isGLSL3ShaderMaterial = false;
  10665. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10666. if ( material.isShaderMaterial &&
  10667. vertexShader.match( versionRegex ) !== null &&
  10668. fragmentShader.match( versionRegex ) !== null ) {
  10669. isGLSL3ShaderMaterial = true;
  10670. vertexShader = vertexShader.replace( versionRegex, '' );
  10671. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10672. }
  10673. // GLSL 3.0 conversion
  10674. prefixVertex = [
  10675. '#version 300 es\n',
  10676. '#define attribute in',
  10677. '#define varying out',
  10678. '#define texture2D texture'
  10679. ].join( '\n' ) + '\n' + prefixVertex;
  10680. prefixFragment = [
  10681. '#version 300 es\n',
  10682. '#define varying in',
  10683. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10684. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10685. '#define gl_FragDepthEXT gl_FragDepth',
  10686. '#define texture2D texture',
  10687. '#define textureCube texture',
  10688. '#define texture2DProj textureProj',
  10689. '#define texture2DLodEXT textureLod',
  10690. '#define texture2DProjLodEXT textureProjLod',
  10691. '#define textureCubeLodEXT textureLod',
  10692. '#define texture2DGradEXT textureGrad',
  10693. '#define texture2DProjGradEXT textureProjGrad',
  10694. '#define textureCubeGradEXT textureGrad'
  10695. ].join( '\n' ) + '\n' + prefixFragment;
  10696. }
  10697. var vertexGlsl = prefixVertex + vertexShader;
  10698. var fragmentGlsl = prefixFragment + fragmentShader;
  10699. // console.log( '*VERTEX*', vertexGlsl );
  10700. // console.log( '*FRAGMENT*', fragmentGlsl );
  10701. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10702. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10703. gl.attachShader( program, glVertexShader );
  10704. gl.attachShader( program, glFragmentShader );
  10705. // Force a particular attribute to index 0.
  10706. if ( material.index0AttributeName !== undefined ) {
  10707. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10708. } else if ( parameters.morphTargets === true ) {
  10709. // programs with morphTargets displace position out of attribute 0
  10710. gl.bindAttribLocation( program, 0, 'position' );
  10711. }
  10712. gl.linkProgram( program );
  10713. // check for link errors
  10714. if ( renderer.debug.checkShaderErrors ) {
  10715. var programLog = gl.getProgramInfoLog( program ).trim();
  10716. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10717. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10718. var runnable = true;
  10719. var haveDiagnostics = true;
  10720. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10721. runnable = false;
  10722. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10723. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10724. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10725. } else if ( programLog !== '' ) {
  10726. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10727. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10728. haveDiagnostics = false;
  10729. }
  10730. if ( haveDiagnostics ) {
  10731. this.diagnostics = {
  10732. runnable: runnable,
  10733. material: material,
  10734. programLog: programLog,
  10735. vertexShader: {
  10736. log: vertexLog,
  10737. prefix: prefixVertex
  10738. },
  10739. fragmentShader: {
  10740. log: fragmentLog,
  10741. prefix: prefixFragment
  10742. }
  10743. };
  10744. }
  10745. }
  10746. // clean up
  10747. gl.deleteShader( glVertexShader );
  10748. gl.deleteShader( glFragmentShader );
  10749. // set up caching for uniform locations
  10750. var cachedUniforms;
  10751. this.getUniforms = function () {
  10752. if ( cachedUniforms === undefined ) {
  10753. cachedUniforms = new WebGLUniforms( gl, program );
  10754. }
  10755. return cachedUniforms;
  10756. };
  10757. // set up caching for attribute locations
  10758. var cachedAttributes;
  10759. this.getAttributes = function () {
  10760. if ( cachedAttributes === undefined ) {
  10761. cachedAttributes = fetchAttributeLocations( gl, program );
  10762. }
  10763. return cachedAttributes;
  10764. };
  10765. // free resource
  10766. this.destroy = function () {
  10767. gl.deleteProgram( program );
  10768. this.program = undefined;
  10769. };
  10770. //
  10771. this.name = shader.name;
  10772. this.id = programIdCount ++;
  10773. this.code = code;
  10774. this.usedTimes = 1;
  10775. this.program = program;
  10776. this.vertexShader = glVertexShader;
  10777. this.fragmentShader = glFragmentShader;
  10778. return this;
  10779. }
  10780. /**
  10781. * @author mrdoob / http://mrdoob.com/
  10782. */
  10783. function WebGLPrograms( renderer, extensions, capabilities ) {
  10784. var programs = [];
  10785. var shaderIDs = {
  10786. MeshDepthMaterial: 'depth',
  10787. MeshDistanceMaterial: 'distanceRGBA',
  10788. MeshNormalMaterial: 'normal',
  10789. MeshBasicMaterial: 'basic',
  10790. MeshLambertMaterial: 'lambert',
  10791. MeshPhongMaterial: 'phong',
  10792. MeshToonMaterial: 'phong',
  10793. MeshStandardMaterial: 'physical',
  10794. MeshPhysicalMaterial: 'physical',
  10795. MeshMatcapMaterial: 'matcap',
  10796. LineBasicMaterial: 'basic',
  10797. LineDashedMaterial: 'dashed',
  10798. PointsMaterial: 'points',
  10799. ShadowMaterial: 'shadow',
  10800. SpriteMaterial: 'sprite'
  10801. };
  10802. var parameterNames = [
  10803. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10804. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10805. "roughnessMap", "metalnessMap", "gradientMap",
  10806. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  10807. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10808. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10809. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10810. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10811. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10812. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10813. "sheen"
  10814. ];
  10815. function allocateBones( object ) {
  10816. var skeleton = object.skeleton;
  10817. var bones = skeleton.bones;
  10818. if ( capabilities.floatVertexTextures ) {
  10819. return 1024;
  10820. } else {
  10821. // default for when object is not specified
  10822. // ( for example when prebuilding shader to be used with multiple objects )
  10823. //
  10824. // - leave some extra space for other uniforms
  10825. // - limit here is ANGLE's 254 max uniform vectors
  10826. // (up to 54 should be safe)
  10827. var nVertexUniforms = capabilities.maxVertexUniforms;
  10828. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10829. var maxBones = Math.min( nVertexMatrices, bones.length );
  10830. if ( maxBones < bones.length ) {
  10831. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10832. return 0;
  10833. }
  10834. return maxBones;
  10835. }
  10836. }
  10837. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10838. var encoding;
  10839. if ( ! map ) {
  10840. encoding = LinearEncoding;
  10841. } else if ( map.isTexture ) {
  10842. encoding = map.encoding;
  10843. } else if ( map.isWebGLRenderTarget ) {
  10844. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10845. encoding = map.texture.encoding;
  10846. }
  10847. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10848. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10849. encoding = GammaEncoding;
  10850. }
  10851. return encoding;
  10852. }
  10853. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10854. var shaderID = shaderIDs[ material.type ];
  10855. // heuristics to create shader parameters according to lights in the scene
  10856. // (not to blow over maxLights budget)
  10857. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10858. var precision = capabilities.precision;
  10859. if ( material.precision !== null ) {
  10860. precision = capabilities.getMaxPrecision( material.precision );
  10861. if ( precision !== material.precision ) {
  10862. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10863. }
  10864. }
  10865. var currentRenderTarget = renderer.getRenderTarget();
  10866. var parameters = {
  10867. shaderID: shaderID,
  10868. precision: precision,
  10869. supportsVertexTextures: capabilities.vertexTextures,
  10870. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10871. map: !! material.map,
  10872. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10873. matcap: !! material.matcap,
  10874. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10875. envMap: !! material.envMap,
  10876. envMapMode: material.envMap && material.envMap.mapping,
  10877. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10878. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10879. lightMap: !! material.lightMap,
  10880. aoMap: !! material.aoMap,
  10881. emissiveMap: !! material.emissiveMap,
  10882. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10883. bumpMap: !! material.bumpMap,
  10884. normalMap: !! material.normalMap,
  10885. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10886. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  10887. clearcoatNormalMap: !! material.clearcoatNormalMap,
  10888. displacementMap: !! material.displacementMap,
  10889. roughnessMap: !! material.roughnessMap,
  10890. metalnessMap: !! material.metalnessMap,
  10891. specularMap: !! material.specularMap,
  10892. alphaMap: !! material.alphaMap,
  10893. gradientMap: !! material.gradientMap,
  10894. sheen: !! material.sheen,
  10895. combine: material.combine,
  10896. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10897. vertexColors: material.vertexColors,
  10898. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  10899. fog: !! fog,
  10900. useFog: material.fog,
  10901. fogExp2: ( fog && fog.isFogExp2 ),
  10902. flatShading: material.flatShading,
  10903. sizeAttenuation: material.sizeAttenuation,
  10904. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10905. skinning: material.skinning && maxBones > 0,
  10906. maxBones: maxBones,
  10907. useVertexTexture: capabilities.floatVertexTextures,
  10908. morphTargets: material.morphTargets,
  10909. morphNormals: material.morphNormals,
  10910. maxMorphTargets: renderer.maxMorphTargets,
  10911. maxMorphNormals: renderer.maxMorphNormals,
  10912. numDirLights: lights.directional.length,
  10913. numPointLights: lights.point.length,
  10914. numSpotLights: lights.spot.length,
  10915. numRectAreaLights: lights.rectArea.length,
  10916. numHemiLights: lights.hemi.length,
  10917. numDirLightShadows: lights.directionalShadowMap.length,
  10918. numPointLightShadows: lights.pointShadowMap.length,
  10919. numSpotLightShadows: lights.spotShadowMap.length,
  10920. numClippingPlanes: nClipPlanes,
  10921. numClipIntersection: nClipIntersection,
  10922. dithering: material.dithering,
  10923. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10924. shadowMapType: renderer.shadowMap.type,
  10925. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  10926. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10927. premultipliedAlpha: material.premultipliedAlpha,
  10928. alphaTest: material.alphaTest,
  10929. doubleSided: material.side === DoubleSide,
  10930. flipSided: material.side === BackSide,
  10931. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10932. };
  10933. return parameters;
  10934. };
  10935. this.getProgramCode = function ( material, parameters ) {
  10936. var array = [];
  10937. if ( parameters.shaderID ) {
  10938. array.push( parameters.shaderID );
  10939. } else {
  10940. array.push( material.fragmentShader );
  10941. array.push( material.vertexShader );
  10942. }
  10943. if ( material.defines !== undefined ) {
  10944. for ( var name in material.defines ) {
  10945. array.push( name );
  10946. array.push( material.defines[ name ] );
  10947. }
  10948. }
  10949. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10950. array.push( parameters[ parameterNames[ i ] ] );
  10951. }
  10952. array.push( material.onBeforeCompile.toString() );
  10953. array.push( renderer.gammaOutput );
  10954. array.push( renderer.gammaFactor );
  10955. return array.join();
  10956. };
  10957. this.acquireProgram = function ( material, shader, parameters, code ) {
  10958. var program;
  10959. // Check if code has been already compiled
  10960. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10961. var programInfo = programs[ p ];
  10962. if ( programInfo.code === code ) {
  10963. program = programInfo;
  10964. ++ program.usedTimes;
  10965. break;
  10966. }
  10967. }
  10968. if ( program === undefined ) {
  10969. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10970. programs.push( program );
  10971. }
  10972. return program;
  10973. };
  10974. this.releaseProgram = function ( program ) {
  10975. if ( -- program.usedTimes === 0 ) {
  10976. // Remove from unordered set
  10977. var i = programs.indexOf( program );
  10978. programs[ i ] = programs[ programs.length - 1 ];
  10979. programs.pop();
  10980. // Free WebGL resources
  10981. program.destroy();
  10982. }
  10983. };
  10984. // Exposed for resource monitoring & error feedback via renderer.info:
  10985. this.programs = programs;
  10986. }
  10987. /**
  10988. * @author fordacious / fordacious.github.io
  10989. */
  10990. function WebGLProperties() {
  10991. var properties = new WeakMap();
  10992. function get( object ) {
  10993. var map = properties.get( object );
  10994. if ( map === undefined ) {
  10995. map = {};
  10996. properties.set( object, map );
  10997. }
  10998. return map;
  10999. }
  11000. function remove( object ) {
  11001. properties.delete( object );
  11002. }
  11003. function update( object, key, value ) {
  11004. properties.get( object )[ key ] = value;
  11005. }
  11006. function dispose() {
  11007. properties = new WeakMap();
  11008. }
  11009. return {
  11010. get: get,
  11011. remove: remove,
  11012. update: update,
  11013. dispose: dispose
  11014. };
  11015. }
  11016. /**
  11017. * @author mrdoob / http://mrdoob.com/
  11018. */
  11019. function painterSortStable( a, b ) {
  11020. if ( a.groupOrder !== b.groupOrder ) {
  11021. return a.groupOrder - b.groupOrder;
  11022. } else if ( a.renderOrder !== b.renderOrder ) {
  11023. return a.renderOrder - b.renderOrder;
  11024. } else if ( a.program !== b.program ) {
  11025. return a.program.id - b.program.id;
  11026. } else if ( a.material.id !== b.material.id ) {
  11027. return a.material.id - b.material.id;
  11028. } else if ( a.z !== b.z ) {
  11029. return a.z - b.z;
  11030. } else {
  11031. return a.id - b.id;
  11032. }
  11033. }
  11034. function reversePainterSortStable( a, b ) {
  11035. if ( a.groupOrder !== b.groupOrder ) {
  11036. return a.groupOrder - b.groupOrder;
  11037. } else if ( a.renderOrder !== b.renderOrder ) {
  11038. return a.renderOrder - b.renderOrder;
  11039. } else if ( a.z !== b.z ) {
  11040. return b.z - a.z;
  11041. } else {
  11042. return a.id - b.id;
  11043. }
  11044. }
  11045. function WebGLRenderList() {
  11046. var renderItems = [];
  11047. var renderItemsIndex = 0;
  11048. var opaque = [];
  11049. var transparent = [];
  11050. var defaultProgram = { id: - 1 };
  11051. function init() {
  11052. renderItemsIndex = 0;
  11053. opaque.length = 0;
  11054. transparent.length = 0;
  11055. }
  11056. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11057. var renderItem = renderItems[ renderItemsIndex ];
  11058. if ( renderItem === undefined ) {
  11059. renderItem = {
  11060. id: object.id,
  11061. object: object,
  11062. geometry: geometry,
  11063. material: material,
  11064. program: material.program || defaultProgram,
  11065. groupOrder: groupOrder,
  11066. renderOrder: object.renderOrder,
  11067. z: z,
  11068. group: group
  11069. };
  11070. renderItems[ renderItemsIndex ] = renderItem;
  11071. } else {
  11072. renderItem.id = object.id;
  11073. renderItem.object = object;
  11074. renderItem.geometry = geometry;
  11075. renderItem.material = material;
  11076. renderItem.program = material.program || defaultProgram;
  11077. renderItem.groupOrder = groupOrder;
  11078. renderItem.renderOrder = object.renderOrder;
  11079. renderItem.z = z;
  11080. renderItem.group = group;
  11081. }
  11082. renderItemsIndex ++;
  11083. return renderItem;
  11084. }
  11085. function push( object, geometry, material, groupOrder, z, group ) {
  11086. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11087. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11088. }
  11089. function unshift( object, geometry, material, groupOrder, z, group ) {
  11090. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11091. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11092. }
  11093. function sort() {
  11094. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  11095. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  11096. }
  11097. return {
  11098. opaque: opaque,
  11099. transparent: transparent,
  11100. init: init,
  11101. push: push,
  11102. unshift: unshift,
  11103. sort: sort
  11104. };
  11105. }
  11106. function WebGLRenderLists() {
  11107. var lists = new WeakMap();
  11108. function onSceneDispose( event ) {
  11109. var scene = event.target;
  11110. scene.removeEventListener( 'dispose', onSceneDispose );
  11111. lists.delete( scene );
  11112. }
  11113. function get( scene, camera ) {
  11114. var cameras = lists.get( scene );
  11115. var list;
  11116. if ( cameras === undefined ) {
  11117. list = new WebGLRenderList();
  11118. lists.set( scene, new WeakMap() );
  11119. lists.get( scene ).set( camera, list );
  11120. scene.addEventListener( 'dispose', onSceneDispose );
  11121. } else {
  11122. list = cameras.get( camera );
  11123. if ( list === undefined ) {
  11124. list = new WebGLRenderList();
  11125. cameras.set( camera, list );
  11126. }
  11127. }
  11128. return list;
  11129. }
  11130. function dispose() {
  11131. lists = new WeakMap();
  11132. }
  11133. return {
  11134. get: get,
  11135. dispose: dispose
  11136. };
  11137. }
  11138. /**
  11139. * @author mrdoob / http://mrdoob.com/
  11140. */
  11141. function UniformsCache() {
  11142. var lights = {};
  11143. return {
  11144. get: function ( light ) {
  11145. if ( lights[ light.id ] !== undefined ) {
  11146. return lights[ light.id ];
  11147. }
  11148. var uniforms;
  11149. switch ( light.type ) {
  11150. case 'DirectionalLight':
  11151. uniforms = {
  11152. direction: new Vector3(),
  11153. color: new Color(),
  11154. shadow: false,
  11155. shadowBias: 0,
  11156. shadowRadius: 1,
  11157. shadowMapSize: new Vector2()
  11158. };
  11159. break;
  11160. case 'SpotLight':
  11161. uniforms = {
  11162. position: new Vector3(),
  11163. direction: new Vector3(),
  11164. color: new Color(),
  11165. distance: 0,
  11166. coneCos: 0,
  11167. penumbraCos: 0,
  11168. decay: 0,
  11169. shadow: false,
  11170. shadowBias: 0,
  11171. shadowRadius: 1,
  11172. shadowMapSize: new Vector2()
  11173. };
  11174. break;
  11175. case 'PointLight':
  11176. uniforms = {
  11177. position: new Vector3(),
  11178. color: new Color(),
  11179. distance: 0,
  11180. decay: 0,
  11181. shadow: false,
  11182. shadowBias: 0,
  11183. shadowRadius: 1,
  11184. shadowMapSize: new Vector2(),
  11185. shadowCameraNear: 1,
  11186. shadowCameraFar: 1000
  11187. };
  11188. break;
  11189. case 'HemisphereLight':
  11190. uniforms = {
  11191. direction: new Vector3(),
  11192. skyColor: new Color(),
  11193. groundColor: new Color()
  11194. };
  11195. break;
  11196. case 'RectAreaLight':
  11197. uniforms = {
  11198. color: new Color(),
  11199. position: new Vector3(),
  11200. halfWidth: new Vector3(),
  11201. halfHeight: new Vector3()
  11202. // TODO (abelnation): set RectAreaLight shadow uniforms
  11203. };
  11204. break;
  11205. }
  11206. lights[ light.id ] = uniforms;
  11207. return uniforms;
  11208. }
  11209. };
  11210. }
  11211. var nextVersion = 0;
  11212. function shadowCastingLightsFirst( lightA, lightB ) {
  11213. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11214. }
  11215. function WebGLLights() {
  11216. var cache = new UniformsCache();
  11217. var state = {
  11218. version: 0,
  11219. hash: {
  11220. directionalLength: - 1,
  11221. pointLength: - 1,
  11222. spotLength: - 1,
  11223. rectAreaLength: - 1,
  11224. hemiLength: - 1,
  11225. numDirectionalShadows: - 1,
  11226. numPointShadows: - 1,
  11227. numSpotShadows: - 1,
  11228. },
  11229. ambient: [ 0, 0, 0 ],
  11230. probe: [],
  11231. directional: [],
  11232. directionalShadowMap: [],
  11233. directionalShadowMatrix: [],
  11234. spot: [],
  11235. spotShadowMap: [],
  11236. spotShadowMatrix: [],
  11237. rectArea: [],
  11238. point: [],
  11239. pointShadowMap: [],
  11240. pointShadowMatrix: [],
  11241. hemi: [],
  11242. numDirectionalShadows: - 1,
  11243. numPointShadows: - 1,
  11244. numSpotShadows: - 1
  11245. };
  11246. for ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
  11247. var vector3 = new Vector3();
  11248. var matrix4 = new Matrix4();
  11249. var matrix42 = new Matrix4();
  11250. function setup( lights, shadows, camera ) {
  11251. var r = 0, g = 0, b = 0;
  11252. for ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
  11253. var directionalLength = 0;
  11254. var pointLength = 0;
  11255. var spotLength = 0;
  11256. var rectAreaLength = 0;
  11257. var hemiLength = 0;
  11258. var numDirectionalShadows = 0;
  11259. var numPointShadows = 0;
  11260. var numSpotShadows = 0;
  11261. var viewMatrix = camera.matrixWorldInverse;
  11262. lights.sort( shadowCastingLightsFirst );
  11263. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11264. var light = lights[ i ];
  11265. var color = light.color;
  11266. var intensity = light.intensity;
  11267. var distance = light.distance;
  11268. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11269. if ( light.isAmbientLight ) {
  11270. r += color.r * intensity;
  11271. g += color.g * intensity;
  11272. b += color.b * intensity;
  11273. } else if ( light.isLightProbe ) {
  11274. for ( var j = 0; j < 9; j ++ ) {
  11275. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11276. }
  11277. } else if ( light.isDirectionalLight ) {
  11278. var uniforms = cache.get( light );
  11279. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11280. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11281. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11282. uniforms.direction.sub( vector3 );
  11283. uniforms.direction.transformDirection( viewMatrix );
  11284. uniforms.shadow = light.castShadow;
  11285. if ( light.castShadow ) {
  11286. var shadow = light.shadow;
  11287. uniforms.shadowBias = shadow.bias;
  11288. uniforms.shadowRadius = shadow.radius;
  11289. uniforms.shadowMapSize = shadow.mapSize;
  11290. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11291. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11292. numDirectionalShadows ++;
  11293. }
  11294. state.directional[ directionalLength ] = uniforms;
  11295. directionalLength ++;
  11296. } else if ( light.isSpotLight ) {
  11297. var uniforms = cache.get( light );
  11298. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11299. uniforms.position.applyMatrix4( viewMatrix );
  11300. uniforms.color.copy( color ).multiplyScalar( intensity );
  11301. uniforms.distance = distance;
  11302. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11303. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11304. uniforms.direction.sub( vector3 );
  11305. uniforms.direction.transformDirection( viewMatrix );
  11306. uniforms.coneCos = Math.cos( light.angle );
  11307. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11308. uniforms.decay = light.decay;
  11309. uniforms.shadow = light.castShadow;
  11310. if ( light.castShadow ) {
  11311. var shadow = light.shadow;
  11312. uniforms.shadowBias = shadow.bias;
  11313. uniforms.shadowRadius = shadow.radius;
  11314. uniforms.shadowMapSize = shadow.mapSize;
  11315. state.spotShadowMap[ spotLength ] = shadowMap;
  11316. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11317. numSpotShadows ++;
  11318. }
  11319. state.spot[ spotLength ] = uniforms;
  11320. spotLength ++;
  11321. } else if ( light.isRectAreaLight ) {
  11322. var uniforms = cache.get( light );
  11323. // (a) intensity is the total visible light emitted
  11324. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11325. // (b) intensity is the brightness of the light
  11326. uniforms.color.copy( color ).multiplyScalar( intensity );
  11327. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11328. uniforms.position.applyMatrix4( viewMatrix );
  11329. // extract local rotation of light to derive width/height half vectors
  11330. matrix42.identity();
  11331. matrix4.copy( light.matrixWorld );
  11332. matrix4.premultiply( viewMatrix );
  11333. matrix42.extractRotation( matrix4 );
  11334. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11335. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11336. uniforms.halfWidth.applyMatrix4( matrix42 );
  11337. uniforms.halfHeight.applyMatrix4( matrix42 );
  11338. // TODO (abelnation): RectAreaLight distance?
  11339. // uniforms.distance = distance;
  11340. state.rectArea[ rectAreaLength ] = uniforms;
  11341. rectAreaLength ++;
  11342. } else if ( light.isPointLight ) {
  11343. var uniforms = cache.get( light );
  11344. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11345. uniforms.position.applyMatrix4( viewMatrix );
  11346. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11347. uniforms.distance = light.distance;
  11348. uniforms.decay = light.decay;
  11349. uniforms.shadow = light.castShadow;
  11350. if ( light.castShadow ) {
  11351. var shadow = light.shadow;
  11352. uniforms.shadowBias = shadow.bias;
  11353. uniforms.shadowRadius = shadow.radius;
  11354. uniforms.shadowMapSize = shadow.mapSize;
  11355. uniforms.shadowCameraNear = shadow.camera.near;
  11356. uniforms.shadowCameraFar = shadow.camera.far;
  11357. state.pointShadowMap[ pointLength ] = shadowMap;
  11358. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11359. numPointShadows ++;
  11360. }
  11361. state.point[ pointLength ] = uniforms;
  11362. pointLength ++;
  11363. } else if ( light.isHemisphereLight ) {
  11364. var uniforms = cache.get( light );
  11365. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11366. uniforms.direction.transformDirection( viewMatrix );
  11367. uniforms.direction.normalize();
  11368. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11369. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11370. state.hemi[ hemiLength ] = uniforms;
  11371. hemiLength ++;
  11372. }
  11373. }
  11374. state.ambient[ 0 ] = r;
  11375. state.ambient[ 1 ] = g;
  11376. state.ambient[ 2 ] = b;
  11377. var hash = state.hash;
  11378. if ( hash.directionalLength !== directionalLength ||
  11379. hash.pointLength !== pointLength ||
  11380. hash.spotLength !== spotLength ||
  11381. hash.rectAreaLength !== rectAreaLength ||
  11382. hash.hemiLength !== hemiLength ||
  11383. hash.numDirectionalShadows !== numDirectionalShadows ||
  11384. hash.numPointShadows !== numPointShadows ||
  11385. hash.numSpotShadows !== numSpotShadows ) {
  11386. state.directional.length = directionalLength;
  11387. state.spot.length = spotLength;
  11388. state.rectArea.length = rectAreaLength;
  11389. state.point.length = pointLength;
  11390. state.hemi.length = hemiLength;
  11391. state.directionalShadowMap.length = numDirectionalShadows;
  11392. state.pointShadowMap.length = numPointShadows;
  11393. state.spotShadowMap.length = numSpotShadows;
  11394. state.directionalShadowMatrix.length = numDirectionalShadows;
  11395. state.pointShadowMatrix.length = numPointShadows;
  11396. state.spotShadowMatrix.length = numSpotShadows;
  11397. hash.directionalLength = directionalLength;
  11398. hash.pointLength = pointLength;
  11399. hash.spotLength = spotLength;
  11400. hash.rectAreaLength = rectAreaLength;
  11401. hash.hemiLength = hemiLength;
  11402. hash.numDirectionalShadows = numDirectionalShadows;
  11403. hash.numPointShadows = numPointShadows;
  11404. hash.numSpotShadows = numSpotShadows;
  11405. state.version = nextVersion ++;
  11406. }
  11407. }
  11408. return {
  11409. setup: setup,
  11410. state: state
  11411. };
  11412. }
  11413. /**
  11414. * @author Mugen87 / https://github.com/Mugen87
  11415. */
  11416. function WebGLRenderState() {
  11417. var lights = new WebGLLights();
  11418. var lightsArray = [];
  11419. var shadowsArray = [];
  11420. function init() {
  11421. lightsArray.length = 0;
  11422. shadowsArray.length = 0;
  11423. }
  11424. function pushLight( light ) {
  11425. lightsArray.push( light );
  11426. }
  11427. function pushShadow( shadowLight ) {
  11428. shadowsArray.push( shadowLight );
  11429. }
  11430. function setupLights( camera ) {
  11431. lights.setup( lightsArray, shadowsArray, camera );
  11432. }
  11433. var state = {
  11434. lightsArray: lightsArray,
  11435. shadowsArray: shadowsArray,
  11436. lights: lights
  11437. };
  11438. return {
  11439. init: init,
  11440. state: state,
  11441. setupLights: setupLights,
  11442. pushLight: pushLight,
  11443. pushShadow: pushShadow
  11444. };
  11445. }
  11446. function WebGLRenderStates() {
  11447. var renderStates = new WeakMap();
  11448. function onSceneDispose( event ) {
  11449. var scene = event.target;
  11450. scene.removeEventListener( 'dispose', onSceneDispose );
  11451. renderStates.delete( scene );
  11452. }
  11453. function get( scene, camera ) {
  11454. var renderState;
  11455. if ( renderStates.has( scene ) === false ) {
  11456. renderState = new WebGLRenderState();
  11457. renderStates.set( scene, new WeakMap() );
  11458. renderStates.get( scene ).set( camera, renderState );
  11459. scene.addEventListener( 'dispose', onSceneDispose );
  11460. } else {
  11461. if ( renderStates.get( scene ).has( camera ) === false ) {
  11462. renderState = new WebGLRenderState();
  11463. renderStates.get( scene ).set( camera, renderState );
  11464. } else {
  11465. renderState = renderStates.get( scene ).get( camera );
  11466. }
  11467. }
  11468. return renderState;
  11469. }
  11470. function dispose() {
  11471. renderStates = new WeakMap();
  11472. }
  11473. return {
  11474. get: get,
  11475. dispose: dispose
  11476. };
  11477. }
  11478. /**
  11479. * @author mrdoob / http://mrdoob.com/
  11480. * @author alteredq / http://alteredqualia.com/
  11481. * @author bhouston / https://clara.io
  11482. * @author WestLangley / http://github.com/WestLangley
  11483. *
  11484. * parameters = {
  11485. *
  11486. * opacity: <float>,
  11487. *
  11488. * map: new THREE.Texture( <Image> ),
  11489. *
  11490. * alphaMap: new THREE.Texture( <Image> ),
  11491. *
  11492. * displacementMap: new THREE.Texture( <Image> ),
  11493. * displacementScale: <float>,
  11494. * displacementBias: <float>,
  11495. *
  11496. * wireframe: <boolean>,
  11497. * wireframeLinewidth: <float>
  11498. * }
  11499. */
  11500. function MeshDepthMaterial( parameters ) {
  11501. Material.call( this );
  11502. this.type = 'MeshDepthMaterial';
  11503. this.depthPacking = BasicDepthPacking;
  11504. this.skinning = false;
  11505. this.morphTargets = false;
  11506. this.map = null;
  11507. this.alphaMap = null;
  11508. this.displacementMap = null;
  11509. this.displacementScale = 1;
  11510. this.displacementBias = 0;
  11511. this.wireframe = false;
  11512. this.wireframeLinewidth = 1;
  11513. this.fog = false;
  11514. this.lights = false;
  11515. this.setValues( parameters );
  11516. }
  11517. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11518. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11519. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11520. MeshDepthMaterial.prototype.copy = function ( source ) {
  11521. Material.prototype.copy.call( this, source );
  11522. this.depthPacking = source.depthPacking;
  11523. this.skinning = source.skinning;
  11524. this.morphTargets = source.morphTargets;
  11525. this.map = source.map;
  11526. this.alphaMap = source.alphaMap;
  11527. this.displacementMap = source.displacementMap;
  11528. this.displacementScale = source.displacementScale;
  11529. this.displacementBias = source.displacementBias;
  11530. this.wireframe = source.wireframe;
  11531. this.wireframeLinewidth = source.wireframeLinewidth;
  11532. return this;
  11533. };
  11534. /**
  11535. * @author WestLangley / http://github.com/WestLangley
  11536. *
  11537. * parameters = {
  11538. *
  11539. * referencePosition: <float>,
  11540. * nearDistance: <float>,
  11541. * farDistance: <float>,
  11542. *
  11543. * skinning: <bool>,
  11544. * morphTargets: <bool>,
  11545. *
  11546. * map: new THREE.Texture( <Image> ),
  11547. *
  11548. * alphaMap: new THREE.Texture( <Image> ),
  11549. *
  11550. * displacementMap: new THREE.Texture( <Image> ),
  11551. * displacementScale: <float>,
  11552. * displacementBias: <float>
  11553. *
  11554. * }
  11555. */
  11556. function MeshDistanceMaterial( parameters ) {
  11557. Material.call( this );
  11558. this.type = 'MeshDistanceMaterial';
  11559. this.referencePosition = new Vector3();
  11560. this.nearDistance = 1;
  11561. this.farDistance = 1000;
  11562. this.skinning = false;
  11563. this.morphTargets = false;
  11564. this.map = null;
  11565. this.alphaMap = null;
  11566. this.displacementMap = null;
  11567. this.displacementScale = 1;
  11568. this.displacementBias = 0;
  11569. this.fog = false;
  11570. this.lights = false;
  11571. this.setValues( parameters );
  11572. }
  11573. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11574. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11575. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11576. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11577. Material.prototype.copy.call( this, source );
  11578. this.referencePosition.copy( source.referencePosition );
  11579. this.nearDistance = source.nearDistance;
  11580. this.farDistance = source.farDistance;
  11581. this.skinning = source.skinning;
  11582. this.morphTargets = source.morphTargets;
  11583. this.map = source.map;
  11584. this.alphaMap = source.alphaMap;
  11585. this.displacementMap = source.displacementMap;
  11586. this.displacementScale = source.displacementScale;
  11587. this.displacementBias = source.displacementBias;
  11588. return this;
  11589. };
  11590. /**
  11591. * @author alteredq / http://alteredqualia.com/
  11592. * @author mrdoob / http://mrdoob.com/
  11593. */
  11594. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11595. var _frustum = new Frustum(),
  11596. _shadowMapSize = new Vector2(),
  11597. _viewportSize = new Vector2(),
  11598. _viewport = new Vector4(),
  11599. _MorphingFlag = 1,
  11600. _SkinningFlag = 2,
  11601. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11602. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11603. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11604. _materialCache = {};
  11605. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11606. // init
  11607. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11608. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11609. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11610. var depthMaterial = new MeshDepthMaterial( {
  11611. depthPacking: RGBADepthPacking,
  11612. morphTargets: useMorphing,
  11613. skinning: useSkinning
  11614. } );
  11615. _depthMaterials[ i ] = depthMaterial;
  11616. var distanceMaterial = new MeshDistanceMaterial( {
  11617. morphTargets: useMorphing,
  11618. skinning: useSkinning
  11619. } );
  11620. _distanceMaterials[ i ] = distanceMaterial;
  11621. }
  11622. var scope = this;
  11623. this.enabled = false;
  11624. this.autoUpdate = true;
  11625. this.needsUpdate = false;
  11626. this.type = PCFShadowMap;
  11627. this.render = function ( lights, scene, camera ) {
  11628. if ( scope.enabled === false ) return;
  11629. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11630. if ( lights.length === 0 ) return;
  11631. var currentRenderTarget = _renderer.getRenderTarget();
  11632. var activeCubeFace = _renderer.getActiveCubeFace();
  11633. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11634. var _state = _renderer.state;
  11635. // Set GL state for depth map.
  11636. _state.setBlending( NoBlending );
  11637. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11638. _state.buffers.depth.setTest( true );
  11639. _state.setScissorTest( false );
  11640. // render depth map
  11641. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11642. var light = lights[ i ];
  11643. var shadow = light.shadow;
  11644. if ( shadow === undefined ) {
  11645. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11646. continue;
  11647. }
  11648. _shadowMapSize.copy( shadow.mapSize );
  11649. var shadowFrameExtents = shadow.getFrameExtents();
  11650. _shadowMapSize.multiply( shadowFrameExtents );
  11651. _viewportSize.copy( shadow.mapSize );
  11652. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11653. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11654. if ( _shadowMapSize.x > maxTextureSize ) {
  11655. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11656. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11657. shadow.mapSize.x = _viewportSize.x;
  11658. }
  11659. if ( _shadowMapSize.y > maxTextureSize ) {
  11660. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11661. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11662. shadow.mapSize.y = _viewportSize.y;
  11663. }
  11664. }
  11665. if ( shadow.map === null ) {
  11666. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11667. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11668. shadow.map.texture.name = light.name + ".shadowMap";
  11669. shadow.camera.updateProjectionMatrix();
  11670. }
  11671. _renderer.setRenderTarget( shadow.map );
  11672. _renderer.clear();
  11673. var viewportCount = shadow.getViewportCount();
  11674. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11675. var viewport = shadow.getViewport( vp );
  11676. _viewport.set(
  11677. _viewportSize.x * viewport.x,
  11678. _viewportSize.y * viewport.y,
  11679. _viewportSize.x * viewport.z,
  11680. _viewportSize.y * viewport.w
  11681. );
  11682. _state.viewport( _viewport );
  11683. shadow.updateMatrices( light, camera, vp );
  11684. _frustum = shadow.getFrustum();
  11685. renderObject( scene, camera, shadow.camera, light );
  11686. }
  11687. }
  11688. scope.needsUpdate = false;
  11689. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11690. };
  11691. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar ) {
  11692. var geometry = object.geometry;
  11693. var result = null;
  11694. var materialVariants = _depthMaterials;
  11695. var customMaterial = object.customDepthMaterial;
  11696. if ( light.isPointLight ) {
  11697. materialVariants = _distanceMaterials;
  11698. customMaterial = object.customDistanceMaterial;
  11699. }
  11700. if ( ! customMaterial ) {
  11701. var useMorphing = false;
  11702. if ( material.morphTargets ) {
  11703. if ( geometry && geometry.isBufferGeometry ) {
  11704. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11705. } else if ( geometry && geometry.isGeometry ) {
  11706. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11707. }
  11708. }
  11709. if ( object.isSkinnedMesh && material.skinning === false ) {
  11710. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11711. }
  11712. var useSkinning = object.isSkinnedMesh && material.skinning;
  11713. var variantIndex = 0;
  11714. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11715. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11716. result = materialVariants[ variantIndex ];
  11717. } else {
  11718. result = customMaterial;
  11719. }
  11720. if ( _renderer.localClippingEnabled &&
  11721. material.clipShadows === true &&
  11722. material.clippingPlanes.length !== 0 ) {
  11723. // in this case we need a unique material instance reflecting the
  11724. // appropriate state
  11725. var keyA = result.uuid, keyB = material.uuid;
  11726. var materialsForVariant = _materialCache[ keyA ];
  11727. if ( materialsForVariant === undefined ) {
  11728. materialsForVariant = {};
  11729. _materialCache[ keyA ] = materialsForVariant;
  11730. }
  11731. var cachedMaterial = materialsForVariant[ keyB ];
  11732. if ( cachedMaterial === undefined ) {
  11733. cachedMaterial = result.clone();
  11734. materialsForVariant[ keyB ] = cachedMaterial;
  11735. }
  11736. result = cachedMaterial;
  11737. }
  11738. result.visible = material.visible;
  11739. result.wireframe = material.wireframe;
  11740. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11741. result.clipShadows = material.clipShadows;
  11742. result.clippingPlanes = material.clippingPlanes;
  11743. result.clipIntersection = material.clipIntersection;
  11744. result.wireframeLinewidth = material.wireframeLinewidth;
  11745. result.linewidth = material.linewidth;
  11746. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  11747. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11748. result.nearDistance = shadowCameraNear;
  11749. result.farDistance = shadowCameraFar;
  11750. }
  11751. return result;
  11752. }
  11753. function renderObject( object, camera, shadowCamera, light ) {
  11754. if ( object.visible === false ) return;
  11755. var visible = object.layers.test( camera.layers );
  11756. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11757. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11758. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11759. var geometry = _objects.update( object );
  11760. var material = object.material;
  11761. if ( Array.isArray( material ) ) {
  11762. var groups = geometry.groups;
  11763. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11764. var group = groups[ k ];
  11765. var groupMaterial = material[ group.materialIndex ];
  11766. if ( groupMaterial && groupMaterial.visible ) {
  11767. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far );
  11768. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11769. }
  11770. }
  11771. } else if ( material.visible ) {
  11772. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far );
  11773. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11774. }
  11775. }
  11776. }
  11777. var children = object.children;
  11778. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11779. renderObject( children[ i ], camera, shadowCamera, light );
  11780. }
  11781. }
  11782. }
  11783. /**
  11784. * @author mrdoob / http://mrdoob.com/
  11785. */
  11786. function WebGLState( gl, extensions, utils, capabilities ) {
  11787. function ColorBuffer() {
  11788. var locked = false;
  11789. var color = new Vector4();
  11790. var currentColorMask = null;
  11791. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11792. return {
  11793. setMask: function ( colorMask ) {
  11794. if ( currentColorMask !== colorMask && ! locked ) {
  11795. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11796. currentColorMask = colorMask;
  11797. }
  11798. },
  11799. setLocked: function ( lock ) {
  11800. locked = lock;
  11801. },
  11802. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11803. if ( premultipliedAlpha === true ) {
  11804. r *= a; g *= a; b *= a;
  11805. }
  11806. color.set( r, g, b, a );
  11807. if ( currentColorClear.equals( color ) === false ) {
  11808. gl.clearColor( r, g, b, a );
  11809. currentColorClear.copy( color );
  11810. }
  11811. },
  11812. reset: function () {
  11813. locked = false;
  11814. currentColorMask = null;
  11815. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11816. }
  11817. };
  11818. }
  11819. function DepthBuffer() {
  11820. var locked = false;
  11821. var currentDepthMask = null;
  11822. var currentDepthFunc = null;
  11823. var currentDepthClear = null;
  11824. return {
  11825. setTest: function ( depthTest ) {
  11826. if ( depthTest ) {
  11827. enable( 2929 );
  11828. } else {
  11829. disable( 2929 );
  11830. }
  11831. },
  11832. setMask: function ( depthMask ) {
  11833. if ( currentDepthMask !== depthMask && ! locked ) {
  11834. gl.depthMask( depthMask );
  11835. currentDepthMask = depthMask;
  11836. }
  11837. },
  11838. setFunc: function ( depthFunc ) {
  11839. if ( currentDepthFunc !== depthFunc ) {
  11840. if ( depthFunc ) {
  11841. switch ( depthFunc ) {
  11842. case NeverDepth:
  11843. gl.depthFunc( 512 );
  11844. break;
  11845. case AlwaysDepth:
  11846. gl.depthFunc( 519 );
  11847. break;
  11848. case LessDepth:
  11849. gl.depthFunc( 513 );
  11850. break;
  11851. case LessEqualDepth:
  11852. gl.depthFunc( 515 );
  11853. break;
  11854. case EqualDepth:
  11855. gl.depthFunc( 514 );
  11856. break;
  11857. case GreaterEqualDepth:
  11858. gl.depthFunc( 518 );
  11859. break;
  11860. case GreaterDepth:
  11861. gl.depthFunc( 516 );
  11862. break;
  11863. case NotEqualDepth:
  11864. gl.depthFunc( 517 );
  11865. break;
  11866. default:
  11867. gl.depthFunc( 515 );
  11868. }
  11869. } else {
  11870. gl.depthFunc( 515 );
  11871. }
  11872. currentDepthFunc = depthFunc;
  11873. }
  11874. },
  11875. setLocked: function ( lock ) {
  11876. locked = lock;
  11877. },
  11878. setClear: function ( depth ) {
  11879. if ( currentDepthClear !== depth ) {
  11880. gl.clearDepth( depth );
  11881. currentDepthClear = depth;
  11882. }
  11883. },
  11884. reset: function () {
  11885. locked = false;
  11886. currentDepthMask = null;
  11887. currentDepthFunc = null;
  11888. currentDepthClear = null;
  11889. }
  11890. };
  11891. }
  11892. function StencilBuffer() {
  11893. var locked = false;
  11894. var currentStencilMask = null;
  11895. var currentStencilFunc = null;
  11896. var currentStencilRef = null;
  11897. var currentStencilFuncMask = null;
  11898. var currentStencilFail = null;
  11899. var currentStencilZFail = null;
  11900. var currentStencilZPass = null;
  11901. var currentStencilClear = null;
  11902. return {
  11903. setTest: function ( stencilTest ) {
  11904. if ( ! locked ) {
  11905. if ( stencilTest ) {
  11906. enable( 2960 );
  11907. } else {
  11908. disable( 2960 );
  11909. }
  11910. }
  11911. },
  11912. setMask: function ( stencilMask ) {
  11913. if ( currentStencilMask !== stencilMask && ! locked ) {
  11914. gl.stencilMask( stencilMask );
  11915. currentStencilMask = stencilMask;
  11916. }
  11917. },
  11918. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11919. if ( currentStencilFunc !== stencilFunc ||
  11920. currentStencilRef !== stencilRef ||
  11921. currentStencilFuncMask !== stencilMask ) {
  11922. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11923. currentStencilFunc = stencilFunc;
  11924. currentStencilRef = stencilRef;
  11925. currentStencilFuncMask = stencilMask;
  11926. }
  11927. },
  11928. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11929. if ( currentStencilFail !== stencilFail ||
  11930. currentStencilZFail !== stencilZFail ||
  11931. currentStencilZPass !== stencilZPass ) {
  11932. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  11933. currentStencilFail = stencilFail;
  11934. currentStencilZFail = stencilZFail;
  11935. currentStencilZPass = stencilZPass;
  11936. }
  11937. },
  11938. setLocked: function ( lock ) {
  11939. locked = lock;
  11940. },
  11941. setClear: function ( stencil ) {
  11942. if ( currentStencilClear !== stencil ) {
  11943. gl.clearStencil( stencil );
  11944. currentStencilClear = stencil;
  11945. }
  11946. },
  11947. reset: function () {
  11948. locked = false;
  11949. currentStencilMask = null;
  11950. currentStencilFunc = null;
  11951. currentStencilRef = null;
  11952. currentStencilFuncMask = null;
  11953. currentStencilFail = null;
  11954. currentStencilZFail = null;
  11955. currentStencilZPass = null;
  11956. currentStencilClear = null;
  11957. }
  11958. };
  11959. }
  11960. //
  11961. var colorBuffer = new ColorBuffer();
  11962. var depthBuffer = new DepthBuffer();
  11963. var stencilBuffer = new StencilBuffer();
  11964. var maxVertexAttributes = gl.getParameter( 34921 );
  11965. var newAttributes = new Uint8Array( maxVertexAttributes );
  11966. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  11967. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  11968. var enabledCapabilities = {};
  11969. var compressedTextureFormats = null;
  11970. var currentProgram = null;
  11971. var currentBlendingEnabled = null;
  11972. var currentBlending = null;
  11973. var currentBlendEquation = null;
  11974. var currentBlendSrc = null;
  11975. var currentBlendDst = null;
  11976. var currentBlendEquationAlpha = null;
  11977. var currentBlendSrcAlpha = null;
  11978. var currentBlendDstAlpha = null;
  11979. var currentPremultipledAlpha = false;
  11980. var currentFlipSided = null;
  11981. var currentCullFace = null;
  11982. var currentLineWidth = null;
  11983. var currentPolygonOffsetFactor = null;
  11984. var currentPolygonOffsetUnits = null;
  11985. var maxTextures = gl.getParameter( 35661 );
  11986. var lineWidthAvailable = false;
  11987. var version = 0;
  11988. var glVersion = gl.getParameter( 7938 );
  11989. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  11990. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  11991. lineWidthAvailable = ( version >= 1.0 );
  11992. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  11993. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  11994. lineWidthAvailable = ( version >= 2.0 );
  11995. }
  11996. var currentTextureSlot = null;
  11997. var currentBoundTextures = {};
  11998. var currentScissor = new Vector4();
  11999. var currentViewport = new Vector4();
  12000. function createTexture( type, target, count ) {
  12001. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12002. var texture = gl.createTexture();
  12003. gl.bindTexture( type, texture );
  12004. gl.texParameteri( type, 10241, 9728 );
  12005. gl.texParameteri( type, 10240, 9728 );
  12006. for ( var i = 0; i < count; i ++ ) {
  12007. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12008. }
  12009. return texture;
  12010. }
  12011. var emptyTextures = {};
  12012. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12013. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12014. // init
  12015. colorBuffer.setClear( 0, 0, 0, 1 );
  12016. depthBuffer.setClear( 1 );
  12017. stencilBuffer.setClear( 0 );
  12018. enable( 2929 );
  12019. depthBuffer.setFunc( LessEqualDepth );
  12020. setFlipSided( false );
  12021. setCullFace( CullFaceBack );
  12022. enable( 2884 );
  12023. setBlending( NoBlending );
  12024. //
  12025. function initAttributes() {
  12026. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12027. newAttributes[ i ] = 0;
  12028. }
  12029. }
  12030. function enableAttribute( attribute ) {
  12031. enableAttributeAndDivisor( attribute, 0 );
  12032. }
  12033. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12034. newAttributes[ attribute ] = 1;
  12035. if ( enabledAttributes[ attribute ] === 0 ) {
  12036. gl.enableVertexAttribArray( attribute );
  12037. enabledAttributes[ attribute ] = 1;
  12038. }
  12039. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12040. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12041. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12042. attributeDivisors[ attribute ] = meshPerAttribute;
  12043. }
  12044. }
  12045. function disableUnusedAttributes() {
  12046. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12047. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12048. gl.disableVertexAttribArray( i );
  12049. enabledAttributes[ i ] = 0;
  12050. }
  12051. }
  12052. }
  12053. function enable( id ) {
  12054. if ( enabledCapabilities[ id ] !== true ) {
  12055. gl.enable( id );
  12056. enabledCapabilities[ id ] = true;
  12057. }
  12058. }
  12059. function disable( id ) {
  12060. if ( enabledCapabilities[ id ] !== false ) {
  12061. gl.disable( id );
  12062. enabledCapabilities[ id ] = false;
  12063. }
  12064. }
  12065. function getCompressedTextureFormats() {
  12066. if ( compressedTextureFormats === null ) {
  12067. compressedTextureFormats = [];
  12068. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12069. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12070. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12071. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12072. var formats = gl.getParameter( 34467 );
  12073. for ( var i = 0; i < formats.length; i ++ ) {
  12074. compressedTextureFormats.push( formats[ i ] );
  12075. }
  12076. }
  12077. }
  12078. return compressedTextureFormats;
  12079. }
  12080. function useProgram( program ) {
  12081. if ( currentProgram !== program ) {
  12082. gl.useProgram( program );
  12083. currentProgram = program;
  12084. return true;
  12085. }
  12086. return false;
  12087. }
  12088. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12089. if ( blending === NoBlending ) {
  12090. if ( currentBlendingEnabled ) {
  12091. disable( 3042 );
  12092. currentBlendingEnabled = false;
  12093. }
  12094. return;
  12095. }
  12096. if ( ! currentBlendingEnabled ) {
  12097. enable( 3042 );
  12098. currentBlendingEnabled = true;
  12099. }
  12100. if ( blending !== CustomBlending ) {
  12101. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12102. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12103. gl.blendEquation( 32774 );
  12104. currentBlendEquation = AddEquation;
  12105. currentBlendEquationAlpha = AddEquation;
  12106. }
  12107. if ( premultipliedAlpha ) {
  12108. switch ( blending ) {
  12109. case NormalBlending:
  12110. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12111. break;
  12112. case AdditiveBlending:
  12113. gl.blendFunc( 1, 1 );
  12114. break;
  12115. case SubtractiveBlending:
  12116. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12117. break;
  12118. case MultiplyBlending:
  12119. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12120. break;
  12121. default:
  12122. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12123. break;
  12124. }
  12125. } else {
  12126. switch ( blending ) {
  12127. case NormalBlending:
  12128. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12129. break;
  12130. case AdditiveBlending:
  12131. gl.blendFunc( 770, 1 );
  12132. break;
  12133. case SubtractiveBlending:
  12134. gl.blendFunc( 0, 769 );
  12135. break;
  12136. case MultiplyBlending:
  12137. gl.blendFunc( 0, 768 );
  12138. break;
  12139. default:
  12140. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12141. break;
  12142. }
  12143. }
  12144. currentBlendSrc = null;
  12145. currentBlendDst = null;
  12146. currentBlendSrcAlpha = null;
  12147. currentBlendDstAlpha = null;
  12148. currentBlending = blending;
  12149. currentPremultipledAlpha = premultipliedAlpha;
  12150. }
  12151. return;
  12152. }
  12153. // custom blending
  12154. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12155. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12156. blendDstAlpha = blendDstAlpha || blendDst;
  12157. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12158. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12159. currentBlendEquation = blendEquation;
  12160. currentBlendEquationAlpha = blendEquationAlpha;
  12161. }
  12162. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12163. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12164. currentBlendSrc = blendSrc;
  12165. currentBlendDst = blendDst;
  12166. currentBlendSrcAlpha = blendSrcAlpha;
  12167. currentBlendDstAlpha = blendDstAlpha;
  12168. }
  12169. currentBlending = blending;
  12170. currentPremultipledAlpha = null;
  12171. }
  12172. function setMaterial( material, frontFaceCW ) {
  12173. material.side === DoubleSide
  12174. ? disable( 2884 )
  12175. : enable( 2884 );
  12176. var flipSided = ( material.side === BackSide );
  12177. if ( frontFaceCW ) flipSided = ! flipSided;
  12178. setFlipSided( flipSided );
  12179. ( material.blending === NormalBlending && material.transparent === false )
  12180. ? setBlending( NoBlending )
  12181. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12182. depthBuffer.setFunc( material.depthFunc );
  12183. depthBuffer.setTest( material.depthTest );
  12184. depthBuffer.setMask( material.depthWrite );
  12185. colorBuffer.setMask( material.colorWrite );
  12186. var stencilWrite = material.stencilWrite;
  12187. stencilBuffer.setTest( stencilWrite );
  12188. if ( stencilWrite ) {
  12189. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilMask );
  12190. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12191. }
  12192. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12193. }
  12194. //
  12195. function setFlipSided( flipSided ) {
  12196. if ( currentFlipSided !== flipSided ) {
  12197. if ( flipSided ) {
  12198. gl.frontFace( 2304 );
  12199. } else {
  12200. gl.frontFace( 2305 );
  12201. }
  12202. currentFlipSided = flipSided;
  12203. }
  12204. }
  12205. function setCullFace( cullFace ) {
  12206. if ( cullFace !== CullFaceNone ) {
  12207. enable( 2884 );
  12208. if ( cullFace !== currentCullFace ) {
  12209. if ( cullFace === CullFaceBack ) {
  12210. gl.cullFace( 1029 );
  12211. } else if ( cullFace === CullFaceFront ) {
  12212. gl.cullFace( 1028 );
  12213. } else {
  12214. gl.cullFace( 1032 );
  12215. }
  12216. }
  12217. } else {
  12218. disable( 2884 );
  12219. }
  12220. currentCullFace = cullFace;
  12221. }
  12222. function setLineWidth( width ) {
  12223. if ( width !== currentLineWidth ) {
  12224. if ( lineWidthAvailable ) gl.lineWidth( width );
  12225. currentLineWidth = width;
  12226. }
  12227. }
  12228. function setPolygonOffset( polygonOffset, factor, units ) {
  12229. if ( polygonOffset ) {
  12230. enable( 32823 );
  12231. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12232. gl.polygonOffset( factor, units );
  12233. currentPolygonOffsetFactor = factor;
  12234. currentPolygonOffsetUnits = units;
  12235. }
  12236. } else {
  12237. disable( 32823 );
  12238. }
  12239. }
  12240. function setScissorTest( scissorTest ) {
  12241. if ( scissorTest ) {
  12242. enable( 3089 );
  12243. } else {
  12244. disable( 3089 );
  12245. }
  12246. }
  12247. // texture
  12248. function activeTexture( webglSlot ) {
  12249. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  12250. if ( currentTextureSlot !== webglSlot ) {
  12251. gl.activeTexture( webglSlot );
  12252. currentTextureSlot = webglSlot;
  12253. }
  12254. }
  12255. function bindTexture( webglType, webglTexture ) {
  12256. if ( currentTextureSlot === null ) {
  12257. activeTexture();
  12258. }
  12259. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12260. if ( boundTexture === undefined ) {
  12261. boundTexture = { type: undefined, texture: undefined };
  12262. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12263. }
  12264. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12265. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12266. boundTexture.type = webglType;
  12267. boundTexture.texture = webglTexture;
  12268. }
  12269. }
  12270. function compressedTexImage2D() {
  12271. try {
  12272. gl.compressedTexImage2D.apply( gl, arguments );
  12273. } catch ( error ) {
  12274. console.error( 'THREE.WebGLState:', error );
  12275. }
  12276. }
  12277. function texImage2D() {
  12278. try {
  12279. gl.texImage2D.apply( gl, arguments );
  12280. } catch ( error ) {
  12281. console.error( 'THREE.WebGLState:', error );
  12282. }
  12283. }
  12284. function texImage3D() {
  12285. try {
  12286. gl.texImage3D.apply( gl, arguments );
  12287. } catch ( error ) {
  12288. console.error( 'THREE.WebGLState:', error );
  12289. }
  12290. }
  12291. //
  12292. function scissor( scissor ) {
  12293. if ( currentScissor.equals( scissor ) === false ) {
  12294. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12295. currentScissor.copy( scissor );
  12296. }
  12297. }
  12298. function viewport( viewport ) {
  12299. if ( currentViewport.equals( viewport ) === false ) {
  12300. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12301. currentViewport.copy( viewport );
  12302. }
  12303. }
  12304. //
  12305. function reset() {
  12306. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12307. if ( enabledAttributes[ i ] === 1 ) {
  12308. gl.disableVertexAttribArray( i );
  12309. enabledAttributes[ i ] = 0;
  12310. }
  12311. }
  12312. enabledCapabilities = {};
  12313. compressedTextureFormats = null;
  12314. currentTextureSlot = null;
  12315. currentBoundTextures = {};
  12316. currentProgram = null;
  12317. currentBlending = null;
  12318. currentFlipSided = null;
  12319. currentCullFace = null;
  12320. colorBuffer.reset();
  12321. depthBuffer.reset();
  12322. stencilBuffer.reset();
  12323. }
  12324. return {
  12325. buffers: {
  12326. color: colorBuffer,
  12327. depth: depthBuffer,
  12328. stencil: stencilBuffer
  12329. },
  12330. initAttributes: initAttributes,
  12331. enableAttribute: enableAttribute,
  12332. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12333. disableUnusedAttributes: disableUnusedAttributes,
  12334. enable: enable,
  12335. disable: disable,
  12336. getCompressedTextureFormats: getCompressedTextureFormats,
  12337. useProgram: useProgram,
  12338. setBlending: setBlending,
  12339. setMaterial: setMaterial,
  12340. setFlipSided: setFlipSided,
  12341. setCullFace: setCullFace,
  12342. setLineWidth: setLineWidth,
  12343. setPolygonOffset: setPolygonOffset,
  12344. setScissorTest: setScissorTest,
  12345. activeTexture: activeTexture,
  12346. bindTexture: bindTexture,
  12347. compressedTexImage2D: compressedTexImage2D,
  12348. texImage2D: texImage2D,
  12349. texImage3D: texImage3D,
  12350. scissor: scissor,
  12351. viewport: viewport,
  12352. reset: reset
  12353. };
  12354. }
  12355. /**
  12356. * @author mrdoob / http://mrdoob.com/
  12357. */
  12358. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12359. var _videoTextures = new WeakMap();
  12360. var _canvas;
  12361. //
  12362. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  12363. function createCanvas( width, height ) {
  12364. // Use OffscreenCanvas when available. Specially needed in web workers
  12365. return useOffscreenCanvas ?
  12366. new OffscreenCanvas( width, height ) :
  12367. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12368. }
  12369. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12370. var scale = 1;
  12371. // handle case if texture exceeds max size
  12372. if ( image.width > maxSize || image.height > maxSize ) {
  12373. scale = maxSize / Math.max( image.width, image.height );
  12374. }
  12375. // only perform resize if necessary
  12376. if ( scale < 1 || needsPowerOfTwo === true ) {
  12377. // only perform resize for certain image types
  12378. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12379. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12380. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12381. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12382. var width = floor( scale * image.width );
  12383. var height = floor( scale * image.height );
  12384. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  12385. // cube textures can't reuse the same canvas
  12386. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12387. canvas.width = width;
  12388. canvas.height = height;
  12389. var context = canvas.getContext( '2d' );
  12390. context.drawImage( image, 0, 0, width, height );
  12391. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12392. return canvas;
  12393. } else {
  12394. if ( 'data' in image ) {
  12395. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12396. }
  12397. return image;
  12398. }
  12399. }
  12400. return image;
  12401. }
  12402. function isPowerOfTwo( image ) {
  12403. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12404. }
  12405. function textureNeedsPowerOfTwo( texture ) {
  12406. if ( capabilities.isWebGL2 ) return false;
  12407. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12408. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12409. }
  12410. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12411. return texture.generateMipmaps && supportsMips &&
  12412. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12413. }
  12414. function generateMipmap( target, texture, width, height ) {
  12415. _gl.generateMipmap( target );
  12416. var textureProperties = properties.get( texture );
  12417. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12418. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12419. }
  12420. function getInternalFormat( glFormat, glType ) {
  12421. if ( ! capabilities.isWebGL2 ) return glFormat;
  12422. var internalFormat = glFormat;
  12423. if ( glFormat === 6403 ) {
  12424. if ( glType === 5126 ) internalFormat = 33326;
  12425. if ( glType === 5131 ) internalFormat = 33325;
  12426. if ( glType === 5121 ) internalFormat = 33321;
  12427. }
  12428. if ( glFormat === 6407 ) {
  12429. if ( glType === 5126 ) internalFormat = 34837;
  12430. if ( glType === 5131 ) internalFormat = 34843;
  12431. if ( glType === 5121 ) internalFormat = 32849;
  12432. }
  12433. if ( glFormat === 6408 ) {
  12434. if ( glType === 5126 ) internalFormat = 34836;
  12435. if ( glType === 5131 ) internalFormat = 34842;
  12436. if ( glType === 5121 ) internalFormat = 32856;
  12437. }
  12438. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12439. internalFormat === 34842 || internalFormat === 34836 ) {
  12440. extensions.get( 'EXT_color_buffer_float' );
  12441. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12442. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12443. }
  12444. return internalFormat;
  12445. }
  12446. // Fallback filters for non-power-of-2 textures
  12447. function filterFallback( f ) {
  12448. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12449. return 9728;
  12450. }
  12451. return 9729;
  12452. }
  12453. //
  12454. function onTextureDispose( event ) {
  12455. var texture = event.target;
  12456. texture.removeEventListener( 'dispose', onTextureDispose );
  12457. deallocateTexture( texture );
  12458. if ( texture.isVideoTexture ) {
  12459. _videoTextures.delete( texture );
  12460. }
  12461. info.memory.textures --;
  12462. }
  12463. function onRenderTargetDispose( event ) {
  12464. var renderTarget = event.target;
  12465. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12466. deallocateRenderTarget( renderTarget );
  12467. info.memory.textures --;
  12468. }
  12469. //
  12470. function deallocateTexture( texture ) {
  12471. var textureProperties = properties.get( texture );
  12472. if ( textureProperties.__webglInit === undefined ) return;
  12473. _gl.deleteTexture( textureProperties.__webglTexture );
  12474. properties.remove( texture );
  12475. }
  12476. function deallocateRenderTarget( renderTarget ) {
  12477. var renderTargetProperties = properties.get( renderTarget );
  12478. var textureProperties = properties.get( renderTarget.texture );
  12479. if ( ! renderTarget ) return;
  12480. if ( textureProperties.__webglTexture !== undefined ) {
  12481. _gl.deleteTexture( textureProperties.__webglTexture );
  12482. }
  12483. if ( renderTarget.depthTexture ) {
  12484. renderTarget.depthTexture.dispose();
  12485. }
  12486. if ( renderTarget.isWebGLRenderTargetCube ) {
  12487. for ( var i = 0; i < 6; i ++ ) {
  12488. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12489. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12490. }
  12491. } else {
  12492. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12493. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12494. }
  12495. properties.remove( renderTarget.texture );
  12496. properties.remove( renderTarget );
  12497. }
  12498. //
  12499. var textureUnits = 0;
  12500. function resetTextureUnits() {
  12501. textureUnits = 0;
  12502. }
  12503. function allocateTextureUnit() {
  12504. var textureUnit = textureUnits;
  12505. if ( textureUnit >= capabilities.maxTextures ) {
  12506. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12507. }
  12508. textureUnits += 1;
  12509. return textureUnit;
  12510. }
  12511. //
  12512. function setTexture2D( texture, slot ) {
  12513. var textureProperties = properties.get( texture );
  12514. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12515. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12516. var image = texture.image;
  12517. if ( image === undefined ) {
  12518. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12519. } else if ( image.complete === false ) {
  12520. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12521. } else {
  12522. uploadTexture( textureProperties, texture, slot );
  12523. return;
  12524. }
  12525. }
  12526. state.activeTexture( 33984 + slot );
  12527. state.bindTexture( 3553, textureProperties.__webglTexture );
  12528. }
  12529. function setTexture2DArray( texture, slot ) {
  12530. var textureProperties = properties.get( texture );
  12531. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12532. uploadTexture( textureProperties, texture, slot );
  12533. return;
  12534. }
  12535. state.activeTexture( 33984 + slot );
  12536. state.bindTexture( 35866, textureProperties.__webglTexture );
  12537. }
  12538. function setTexture3D( texture, slot ) {
  12539. var textureProperties = properties.get( texture );
  12540. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12541. uploadTexture( textureProperties, texture, slot );
  12542. return;
  12543. }
  12544. state.activeTexture( 33984 + slot );
  12545. state.bindTexture( 32879, textureProperties.__webglTexture );
  12546. }
  12547. function setTextureCube( texture, slot ) {
  12548. if ( texture.image.length !== 6 ) return;
  12549. var textureProperties = properties.get( texture );
  12550. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12551. initTexture( textureProperties, texture );
  12552. state.activeTexture( 33984 + slot );
  12553. state.bindTexture( 34067, textureProperties.__webglTexture );
  12554. _gl.pixelStorei( 37440, texture.flipY );
  12555. var isCompressed = ( texture && texture.isCompressedTexture );
  12556. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12557. var cubeImage = [];
  12558. for ( var i = 0; i < 6; i ++ ) {
  12559. if ( ! isCompressed && ! isDataTexture ) {
  12560. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12561. } else {
  12562. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12563. }
  12564. }
  12565. var image = cubeImage[ 0 ],
  12566. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12567. glFormat = utils.convert( texture.format ),
  12568. glType = utils.convert( texture.type ),
  12569. glInternalFormat = getInternalFormat( glFormat, glType );
  12570. setTextureParameters( 34067, texture, supportsMips );
  12571. var mipmaps;
  12572. if ( isCompressed ) {
  12573. for ( var i = 0; i < 6; i ++ ) {
  12574. mipmaps = cubeImage[ i ].mipmaps;
  12575. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12576. var mipmap = mipmaps[ j ];
  12577. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12578. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12579. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12580. } else {
  12581. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12582. }
  12583. } else {
  12584. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12585. }
  12586. }
  12587. }
  12588. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12589. } else {
  12590. mipmaps = texture.mipmaps;
  12591. for ( var i = 0; i < 6; i ++ ) {
  12592. if ( isDataTexture ) {
  12593. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12594. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12595. var mipmap = mipmaps[ j ];
  12596. var mipmapImage = mipmap.image[ i ].image;
  12597. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12598. }
  12599. } else {
  12600. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12601. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12602. var mipmap = mipmaps[ j ];
  12603. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12604. }
  12605. }
  12606. }
  12607. textureProperties.__maxMipLevel = mipmaps.length;
  12608. }
  12609. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12610. // We assume images for cube map have the same size.
  12611. generateMipmap( 34067, texture, image.width, image.height );
  12612. }
  12613. textureProperties.__version = texture.version;
  12614. if ( texture.onUpdate ) texture.onUpdate( texture );
  12615. } else {
  12616. state.activeTexture( 33984 + slot );
  12617. state.bindTexture( 34067, textureProperties.__webglTexture );
  12618. }
  12619. }
  12620. function setTextureCubeDynamic( texture, slot ) {
  12621. state.activeTexture( 33984 + slot );
  12622. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12623. }
  12624. function setTextureParameters( textureType, texture, supportsMips ) {
  12625. var extension;
  12626. if ( supportsMips ) {
  12627. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12628. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12629. if ( textureType === 32879 || textureType === 35866 ) {
  12630. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12631. }
  12632. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12633. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12634. } else {
  12635. _gl.texParameteri( textureType, 10242, 33071 );
  12636. _gl.texParameteri( textureType, 10243, 33071 );
  12637. if ( textureType === 32879 || textureType === 35866 ) {
  12638. _gl.texParameteri( textureType, 32882, 33071 );
  12639. }
  12640. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12641. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12642. }
  12643. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12644. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12645. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12646. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12647. }
  12648. }
  12649. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12650. if ( extension ) {
  12651. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12652. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12653. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12654. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12655. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12656. }
  12657. }
  12658. }
  12659. function initTexture( textureProperties, texture ) {
  12660. if ( textureProperties.__webglInit === undefined ) {
  12661. textureProperties.__webglInit = true;
  12662. texture.addEventListener( 'dispose', onTextureDispose );
  12663. textureProperties.__webglTexture = _gl.createTexture();
  12664. info.memory.textures ++;
  12665. }
  12666. }
  12667. function uploadTexture( textureProperties, texture, slot ) {
  12668. var textureType = 3553;
  12669. if ( texture.isDataTexture2DArray ) textureType = 35866;
  12670. if ( texture.isDataTexture3D ) textureType = 32879;
  12671. initTexture( textureProperties, texture );
  12672. state.activeTexture( 33984 + slot );
  12673. state.bindTexture( textureType, textureProperties.__webglTexture );
  12674. _gl.pixelStorei( 37440, texture.flipY );
  12675. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12676. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12677. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12678. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12679. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12680. glFormat = utils.convert( texture.format ),
  12681. glType = utils.convert( texture.type ),
  12682. glInternalFormat = getInternalFormat( glFormat, glType );
  12683. setTextureParameters( textureType, texture, supportsMips );
  12684. var mipmap, mipmaps = texture.mipmaps;
  12685. if ( texture.isDepthTexture ) {
  12686. // populate depth texture with dummy data
  12687. glInternalFormat = 6402;
  12688. if ( texture.type === FloatType ) {
  12689. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12690. glInternalFormat = 36012;
  12691. } else if ( capabilities.isWebGL2 ) {
  12692. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12693. glInternalFormat = 33189;
  12694. }
  12695. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12696. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12697. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12698. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12699. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12700. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12701. texture.type = UnsignedShortType;
  12702. glType = utils.convert( texture.type );
  12703. }
  12704. }
  12705. // Depth stencil textures need the DEPTH_STENCIL internal format
  12706. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12707. if ( texture.format === DepthStencilFormat ) {
  12708. glInternalFormat = 34041;
  12709. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12710. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12711. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12712. if ( texture.type !== UnsignedInt248Type ) {
  12713. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12714. texture.type = UnsignedInt248Type;
  12715. glType = utils.convert( texture.type );
  12716. }
  12717. }
  12718. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12719. } else if ( texture.isDataTexture ) {
  12720. // use manually created mipmaps if available
  12721. // if there are no manual mipmaps
  12722. // set 0 level mipmap and then use GL to generate other mipmap levels
  12723. if ( mipmaps.length > 0 && supportsMips ) {
  12724. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12725. mipmap = mipmaps[ i ];
  12726. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12727. }
  12728. texture.generateMipmaps = false;
  12729. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12730. } else {
  12731. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12732. textureProperties.__maxMipLevel = 0;
  12733. }
  12734. } else if ( texture.isCompressedTexture ) {
  12735. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12736. mipmap = mipmaps[ i ];
  12737. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12738. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12739. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12740. } else {
  12741. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12742. }
  12743. } else {
  12744. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12745. }
  12746. }
  12747. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12748. } else if ( texture.isDataTexture2DArray ) {
  12749. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12750. textureProperties.__maxMipLevel = 0;
  12751. } else if ( texture.isDataTexture3D ) {
  12752. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12753. textureProperties.__maxMipLevel = 0;
  12754. } else {
  12755. // regular Texture (image, video, canvas)
  12756. // use manually created mipmaps if available
  12757. // if there are no manual mipmaps
  12758. // set 0 level mipmap and then use GL to generate other mipmap levels
  12759. if ( mipmaps.length > 0 && supportsMips ) {
  12760. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12761. mipmap = mipmaps[ i ];
  12762. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12763. }
  12764. texture.generateMipmaps = false;
  12765. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12766. } else {
  12767. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12768. textureProperties.__maxMipLevel = 0;
  12769. }
  12770. }
  12771. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12772. generateMipmap( 3553, texture, image.width, image.height );
  12773. }
  12774. textureProperties.__version = texture.version;
  12775. if ( texture.onUpdate ) texture.onUpdate( texture );
  12776. }
  12777. // Render targets
  12778. // Setup storage for target texture and bind it to correct framebuffer
  12779. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12780. var glFormat = utils.convert( renderTarget.texture.format );
  12781. var glType = utils.convert( renderTarget.texture.type );
  12782. var glInternalFormat = getInternalFormat( glFormat, glType );
  12783. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12784. _gl.bindFramebuffer( 36160, framebuffer );
  12785. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12786. _gl.bindFramebuffer( 36160, null );
  12787. }
  12788. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12789. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12790. _gl.bindRenderbuffer( 36161, renderbuffer );
  12791. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12792. if ( isMultisample ) {
  12793. var samples = getRenderTargetSamples( renderTarget );
  12794. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12795. } else {
  12796. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12797. }
  12798. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12799. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12800. if ( isMultisample ) {
  12801. var samples = getRenderTargetSamples( renderTarget );
  12802. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12803. } else {
  12804. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12805. }
  12806. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12807. } else {
  12808. var glFormat = utils.convert( renderTarget.texture.format );
  12809. var glType = utils.convert( renderTarget.texture.type );
  12810. var glInternalFormat = getInternalFormat( glFormat, glType );
  12811. if ( isMultisample ) {
  12812. var samples = getRenderTargetSamples( renderTarget );
  12813. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12814. } else {
  12815. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12816. }
  12817. }
  12818. _gl.bindRenderbuffer( 36161, null );
  12819. }
  12820. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12821. function setupDepthTexture( framebuffer, renderTarget ) {
  12822. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12823. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12824. _gl.bindFramebuffer( 36160, framebuffer );
  12825. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12826. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12827. }
  12828. // upload an empty depth texture with framebuffer size
  12829. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12830. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12831. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12832. renderTarget.depthTexture.image.width = renderTarget.width;
  12833. renderTarget.depthTexture.image.height = renderTarget.height;
  12834. renderTarget.depthTexture.needsUpdate = true;
  12835. }
  12836. setTexture2D( renderTarget.depthTexture, 0 );
  12837. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12838. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12839. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12840. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12841. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12842. } else {
  12843. throw new Error( 'Unknown depthTexture format' );
  12844. }
  12845. }
  12846. // Setup GL resources for a non-texture depth buffer
  12847. function setupDepthRenderbuffer( renderTarget ) {
  12848. var renderTargetProperties = properties.get( renderTarget );
  12849. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12850. if ( renderTarget.depthTexture ) {
  12851. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12852. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12853. } else {
  12854. if ( isCube ) {
  12855. renderTargetProperties.__webglDepthbuffer = [];
  12856. for ( var i = 0; i < 6; i ++ ) {
  12857. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12858. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12859. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12860. }
  12861. } else {
  12862. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12863. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12864. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12865. }
  12866. }
  12867. _gl.bindFramebuffer( 36160, null );
  12868. }
  12869. // Set up GL resources for the render target
  12870. function setupRenderTarget( renderTarget ) {
  12871. var renderTargetProperties = properties.get( renderTarget );
  12872. var textureProperties = properties.get( renderTarget.texture );
  12873. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12874. textureProperties.__webglTexture = _gl.createTexture();
  12875. info.memory.textures ++;
  12876. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12877. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12878. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12879. // Setup framebuffer
  12880. if ( isCube ) {
  12881. renderTargetProperties.__webglFramebuffer = [];
  12882. for ( var i = 0; i < 6; i ++ ) {
  12883. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12884. }
  12885. } else {
  12886. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12887. if ( isMultisample ) {
  12888. if ( capabilities.isWebGL2 ) {
  12889. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12890. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12891. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  12892. var glFormat = utils.convert( renderTarget.texture.format );
  12893. var glType = utils.convert( renderTarget.texture.type );
  12894. var glInternalFormat = getInternalFormat( glFormat, glType );
  12895. var samples = getRenderTargetSamples( renderTarget );
  12896. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12897. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  12898. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  12899. _gl.bindRenderbuffer( 36161, null );
  12900. if ( renderTarget.depthBuffer ) {
  12901. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12902. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  12903. }
  12904. _gl.bindFramebuffer( 36160, null );
  12905. } else {
  12906. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12907. }
  12908. }
  12909. }
  12910. // Setup color buffer
  12911. if ( isCube ) {
  12912. state.bindTexture( 34067, textureProperties.__webglTexture );
  12913. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  12914. for ( var i = 0; i < 6; i ++ ) {
  12915. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12916. }
  12917. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12918. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12919. }
  12920. state.bindTexture( 34067, null );
  12921. } else {
  12922. state.bindTexture( 3553, textureProperties.__webglTexture );
  12923. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  12924. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12925. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  12926. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12927. }
  12928. state.bindTexture( 3553, null );
  12929. }
  12930. // Setup depth and stencil buffers
  12931. if ( renderTarget.depthBuffer ) {
  12932. setupDepthRenderbuffer( renderTarget );
  12933. }
  12934. }
  12935. function updateRenderTargetMipmap( renderTarget ) {
  12936. var texture = renderTarget.texture;
  12937. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12938. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12939. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  12940. var webglTexture = properties.get( texture ).__webglTexture;
  12941. state.bindTexture( target, webglTexture );
  12942. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  12943. state.bindTexture( target, null );
  12944. }
  12945. }
  12946. function updateMultisampleRenderTarget( renderTarget ) {
  12947. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  12948. if ( capabilities.isWebGL2 ) {
  12949. var renderTargetProperties = properties.get( renderTarget );
  12950. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  12951. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  12952. var width = renderTarget.width;
  12953. var height = renderTarget.height;
  12954. var mask = 16384;
  12955. if ( renderTarget.depthBuffer ) mask |= 256;
  12956. if ( renderTarget.stencilBuffer ) mask |= 1024;
  12957. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  12958. } else {
  12959. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  12960. }
  12961. }
  12962. }
  12963. function getRenderTargetSamples( renderTarget ) {
  12964. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  12965. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  12966. }
  12967. function updateVideoTexture( texture ) {
  12968. var frame = info.render.frame;
  12969. // Check the last frame we updated the VideoTexture
  12970. if ( _videoTextures.get( texture ) !== frame ) {
  12971. _videoTextures.set( texture, frame );
  12972. texture.update();
  12973. }
  12974. }
  12975. // backwards compatibility
  12976. var warnedTexture2D = false;
  12977. var warnedTextureCube = false;
  12978. function safeSetTexture2D( texture, slot ) {
  12979. if ( texture && texture.isWebGLRenderTarget ) {
  12980. if ( warnedTexture2D === false ) {
  12981. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  12982. warnedTexture2D = true;
  12983. }
  12984. texture = texture.texture;
  12985. }
  12986. setTexture2D( texture, slot );
  12987. }
  12988. function safeSetTextureCube( texture, slot ) {
  12989. if ( texture && texture.isWebGLRenderTargetCube ) {
  12990. if ( warnedTextureCube === false ) {
  12991. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  12992. warnedTextureCube = true;
  12993. }
  12994. texture = texture.texture;
  12995. }
  12996. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  12997. // TODO: unify these code paths
  12998. if ( ( texture && texture.isCubeTexture ) ||
  12999. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13000. // CompressedTexture can have Array in image :/
  13001. // this function alone should take care of cube textures
  13002. setTextureCube( texture, slot );
  13003. } else {
  13004. // assumed: texture property of THREE.WebGLRenderTargetCube
  13005. setTextureCubeDynamic( texture, slot );
  13006. }
  13007. }
  13008. //
  13009. this.allocateTextureUnit = allocateTextureUnit;
  13010. this.resetTextureUnits = resetTextureUnits;
  13011. this.setTexture2D = setTexture2D;
  13012. this.setTexture2DArray = setTexture2DArray;
  13013. this.setTexture3D = setTexture3D;
  13014. this.setTextureCube = setTextureCube;
  13015. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13016. this.setupRenderTarget = setupRenderTarget;
  13017. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13018. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13019. this.safeSetTexture2D = safeSetTexture2D;
  13020. this.safeSetTextureCube = safeSetTextureCube;
  13021. }
  13022. /**
  13023. * @author thespite / http://www.twitter.com/thespite
  13024. */
  13025. function WebGLUtils( gl, extensions, capabilities ) {
  13026. function convert( p ) {
  13027. var extension;
  13028. if ( p === RepeatWrapping ) return 10497;
  13029. if ( p === ClampToEdgeWrapping ) return 33071;
  13030. if ( p === MirroredRepeatWrapping ) return 33648;
  13031. if ( p === NearestFilter ) return 9728;
  13032. if ( p === NearestMipmapNearestFilter ) return 9984;
  13033. if ( p === NearestMipmapLinearFilter ) return 9986;
  13034. if ( p === LinearFilter ) return 9729;
  13035. if ( p === LinearMipmapNearestFilter ) return 9985;
  13036. if ( p === LinearMipmapLinearFilter ) return 9987;
  13037. if ( p === UnsignedByteType ) return 5121;
  13038. if ( p === UnsignedShort4444Type ) return 32819;
  13039. if ( p === UnsignedShort5551Type ) return 32820;
  13040. if ( p === UnsignedShort565Type ) return 33635;
  13041. if ( p === ByteType ) return 5120;
  13042. if ( p === ShortType ) return 5122;
  13043. if ( p === UnsignedShortType ) return 5123;
  13044. if ( p === IntType ) return 5124;
  13045. if ( p === UnsignedIntType ) return 5125;
  13046. if ( p === FloatType ) return 5126;
  13047. if ( p === HalfFloatType ) {
  13048. if ( capabilities.isWebGL2 ) return 5131;
  13049. extension = extensions.get( 'OES_texture_half_float' );
  13050. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  13051. }
  13052. if ( p === AlphaFormat ) return 6406;
  13053. if ( p === RGBFormat ) return 6407;
  13054. if ( p === RGBAFormat ) return 6408;
  13055. if ( p === LuminanceFormat ) return 6409;
  13056. if ( p === LuminanceAlphaFormat ) return 6410;
  13057. if ( p === DepthFormat ) return 6402;
  13058. if ( p === DepthStencilFormat ) return 34041;
  13059. if ( p === RedFormat ) return 6403;
  13060. if ( p === AddEquation ) return 32774;
  13061. if ( p === SubtractEquation ) return 32778;
  13062. if ( p === ReverseSubtractEquation ) return 32779;
  13063. if ( p === ZeroFactor ) return 0;
  13064. if ( p === OneFactor ) return 1;
  13065. if ( p === SrcColorFactor ) return 768;
  13066. if ( p === OneMinusSrcColorFactor ) return 769;
  13067. if ( p === SrcAlphaFactor ) return 770;
  13068. if ( p === OneMinusSrcAlphaFactor ) return 771;
  13069. if ( p === DstAlphaFactor ) return 772;
  13070. if ( p === OneMinusDstAlphaFactor ) return 773;
  13071. if ( p === DstColorFactor ) return 774;
  13072. if ( p === OneMinusDstColorFactor ) return 775;
  13073. if ( p === SrcAlphaSaturateFactor ) return 776;
  13074. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13075. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13076. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13077. if ( extension !== null ) {
  13078. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13079. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13080. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13081. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13082. }
  13083. }
  13084. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13085. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13086. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13087. if ( extension !== null ) {
  13088. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13089. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13090. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13091. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13092. }
  13093. }
  13094. if ( p === RGB_ETC1_Format ) {
  13095. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13096. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13097. }
  13098. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13099. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13100. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13101. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13102. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13103. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13104. if ( extension !== null ) {
  13105. return p;
  13106. }
  13107. }
  13108. if ( p === MinEquation || p === MaxEquation ) {
  13109. if ( capabilities.isWebGL2 ) {
  13110. if ( p === MinEquation ) return 32775;
  13111. if ( p === MaxEquation ) return 32776;
  13112. }
  13113. extension = extensions.get( 'EXT_blend_minmax' );
  13114. if ( extension !== null ) {
  13115. if ( p === MinEquation ) return extension.MIN_EXT;
  13116. if ( p === MaxEquation ) return extension.MAX_EXT;
  13117. }
  13118. }
  13119. if ( p === UnsignedInt248Type ) {
  13120. if ( capabilities.isWebGL2 ) return 34042;
  13121. extension = extensions.get( 'WEBGL_depth_texture' );
  13122. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  13123. }
  13124. return 0;
  13125. }
  13126. return { convert: convert };
  13127. }
  13128. /**
  13129. * @author mrdoob / http://mrdoob.com/
  13130. */
  13131. function Group() {
  13132. Object3D.call( this );
  13133. this.type = 'Group';
  13134. }
  13135. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13136. constructor: Group,
  13137. isGroup: true
  13138. } );
  13139. /**
  13140. * @author mrdoob / http://mrdoob.com/
  13141. */
  13142. function ArrayCamera( array ) {
  13143. PerspectiveCamera.call( this );
  13144. this.cameras = array || [];
  13145. }
  13146. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13147. constructor: ArrayCamera,
  13148. isArrayCamera: true
  13149. } );
  13150. /**
  13151. * @author jsantell / https://www.jsantell.com/
  13152. * @author mrdoob / http://mrdoob.com/
  13153. */
  13154. var cameraLPos = new Vector3();
  13155. var cameraRPos = new Vector3();
  13156. /**
  13157. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13158. * the cameras' projection and world matrices have already been set.
  13159. * And that near and far planes are identical for both cameras.
  13160. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13161. */
  13162. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13163. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13164. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13165. var ipd = cameraLPos.distanceTo( cameraRPos );
  13166. var projL = cameraL.projectionMatrix.elements;
  13167. var projR = cameraR.projectionMatrix.elements;
  13168. // VR systems will have identical far and near planes, and
  13169. // most likely identical top and bottom frustum extents.
  13170. // Use the left camera for these values.
  13171. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13172. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13173. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13174. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13175. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13176. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13177. var left = near * leftFov;
  13178. var right = near * rightFov;
  13179. // Calculate the new camera's position offset from the
  13180. // left camera. xOffset should be roughly half `ipd`.
  13181. var zOffset = ipd / ( - leftFov + rightFov );
  13182. var xOffset = zOffset * - leftFov;
  13183. // TODO: Better way to apply this offset?
  13184. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13185. camera.translateX( xOffset );
  13186. camera.translateZ( zOffset );
  13187. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13188. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13189. // Find the union of the frustum values of the cameras and scale
  13190. // the values so that the near plane's position does not change in world space,
  13191. // although must now be relative to the new union camera.
  13192. var near2 = near + zOffset;
  13193. var far2 = far + zOffset;
  13194. var left2 = left - xOffset;
  13195. var right2 = right + ( ipd - xOffset );
  13196. var top2 = topFov * far / far2 * near2;
  13197. var bottom2 = bottomFov * far / far2 * near2;
  13198. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13199. }
  13200. /**
  13201. * @author mrdoob / http://mrdoob.com/
  13202. */
  13203. function WebVRManager( renderer ) {
  13204. var renderWidth, renderHeight;
  13205. var scope = this;
  13206. var device = null;
  13207. var frameData = null;
  13208. var poseTarget = null;
  13209. var controllers = [];
  13210. var standingMatrix = new Matrix4();
  13211. var standingMatrixInverse = new Matrix4();
  13212. var framebufferScaleFactor = 1.0;
  13213. var referenceSpaceType = 'local-floor';
  13214. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13215. frameData = new window.VRFrameData();
  13216. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13217. }
  13218. var matrixWorldInverse = new Matrix4();
  13219. var tempQuaternion = new Quaternion();
  13220. var tempPosition = new Vector3();
  13221. var cameraL = new PerspectiveCamera();
  13222. cameraL.viewport = new Vector4();
  13223. cameraL.layers.enable( 1 );
  13224. var cameraR = new PerspectiveCamera();
  13225. cameraR.viewport = new Vector4();
  13226. cameraR.layers.enable( 2 );
  13227. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13228. cameraVR.layers.enable( 1 );
  13229. cameraVR.layers.enable( 2 );
  13230. //
  13231. function isPresenting() {
  13232. return device !== null && device.isPresenting === true;
  13233. }
  13234. var currentSize = new Vector2(), currentPixelRatio;
  13235. function onVRDisplayPresentChange() {
  13236. if ( isPresenting() ) {
  13237. var eyeParameters = device.getEyeParameters( 'left' );
  13238. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13239. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13240. currentPixelRatio = renderer.getPixelRatio();
  13241. renderer.getSize( currentSize );
  13242. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13243. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13244. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13245. animation.start();
  13246. scope.dispatchEvent( { type: 'sessionstart' } );
  13247. } else {
  13248. if ( scope.enabled ) {
  13249. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13250. }
  13251. animation.stop();
  13252. scope.dispatchEvent( { type: 'sessionend' } );
  13253. }
  13254. }
  13255. //
  13256. var triggers = [];
  13257. function findGamepad( id ) {
  13258. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13259. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13260. var gamepad = gamepads[ i ];
  13261. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13262. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13263. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13264. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13265. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13266. if ( j === id ) return gamepad;
  13267. j ++;
  13268. }
  13269. }
  13270. }
  13271. function updateControllers() {
  13272. for ( var i = 0; i < controllers.length; i ++ ) {
  13273. var controller = controllers[ i ];
  13274. var gamepad = findGamepad( i );
  13275. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13276. if ( gamepad.pose === null ) return;
  13277. // Pose
  13278. var pose = gamepad.pose;
  13279. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  13280. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  13281. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  13282. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13283. controller.matrix.premultiply( standingMatrix );
  13284. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13285. controller.matrixWorldNeedsUpdate = true;
  13286. controller.visible = true;
  13287. // Trigger
  13288. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13289. if ( triggers[ i ] === undefined ) triggers[ i ] = false;
  13290. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13291. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13292. if ( triggers[ i ] === true ) {
  13293. controller.dispatchEvent( { type: 'selectstart' } );
  13294. } else {
  13295. controller.dispatchEvent( { type: 'selectend' } );
  13296. controller.dispatchEvent( { type: 'select' } );
  13297. }
  13298. }
  13299. } else {
  13300. controller.visible = false;
  13301. }
  13302. }
  13303. }
  13304. function updateViewportFromBounds( viewport, bounds ) {
  13305. if ( bounds !== null && bounds.length === 4 ) {
  13306. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13307. }
  13308. }
  13309. //
  13310. this.enabled = false;
  13311. this.getController = function ( id ) {
  13312. var controller = controllers[ id ];
  13313. if ( controller === undefined ) {
  13314. controller = new Group();
  13315. controller.matrixAutoUpdate = false;
  13316. controller.visible = false;
  13317. controllers[ id ] = controller;
  13318. }
  13319. return controller;
  13320. };
  13321. this.getDevice = function () {
  13322. return device;
  13323. };
  13324. this.setDevice = function ( value ) {
  13325. if ( value !== undefined ) device = value;
  13326. animation.setContext( value );
  13327. };
  13328. this.setFramebufferScaleFactor = function ( value ) {
  13329. framebufferScaleFactor = value;
  13330. };
  13331. this.setReferenceSpaceType = function ( value ) {
  13332. referenceSpaceType = value;
  13333. };
  13334. this.setPoseTarget = function ( object ) {
  13335. if ( object !== undefined ) poseTarget = object;
  13336. };
  13337. this.getCamera = function ( camera ) {
  13338. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13339. if ( isPresenting() === false ) {
  13340. camera.position.set( 0, userHeight, 0 );
  13341. camera.rotation.set( 0, 0, 0 );
  13342. return camera;
  13343. }
  13344. device.depthNear = camera.near;
  13345. device.depthFar = camera.far;
  13346. device.getFrameData( frameData );
  13347. //
  13348. if ( referenceSpaceType === 'local-floor' ) {
  13349. var stageParameters = device.stageParameters;
  13350. if ( stageParameters ) {
  13351. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13352. } else {
  13353. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13354. }
  13355. }
  13356. var pose = frameData.pose;
  13357. var poseObject = poseTarget !== null ? poseTarget : camera;
  13358. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13359. poseObject.matrix.copy( standingMatrix );
  13360. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13361. if ( pose.orientation !== null ) {
  13362. tempQuaternion.fromArray( pose.orientation );
  13363. poseObject.quaternion.multiply( tempQuaternion );
  13364. }
  13365. if ( pose.position !== null ) {
  13366. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13367. tempPosition.fromArray( pose.position );
  13368. tempPosition.applyQuaternion( tempQuaternion );
  13369. poseObject.position.add( tempPosition );
  13370. }
  13371. poseObject.updateMatrixWorld();
  13372. //
  13373. cameraL.near = camera.near;
  13374. cameraR.near = camera.near;
  13375. cameraL.far = camera.far;
  13376. cameraR.far = camera.far;
  13377. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13378. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13379. // TODO (mrdoob) Double check this code
  13380. standingMatrixInverse.getInverse( standingMatrix );
  13381. if ( referenceSpaceType === 'local-floor' ) {
  13382. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13383. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13384. }
  13385. var parent = poseObject.parent;
  13386. if ( parent !== null ) {
  13387. matrixWorldInverse.getInverse( parent.matrixWorld );
  13388. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13389. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13390. }
  13391. // envMap and Mirror needs camera.matrixWorld
  13392. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13393. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13394. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13395. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13396. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13397. //
  13398. var layers = device.getLayers();
  13399. if ( layers.length ) {
  13400. var layer = layers[ 0 ];
  13401. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13402. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13403. }
  13404. updateControllers();
  13405. return cameraVR;
  13406. };
  13407. this.getStandingMatrix = function () {
  13408. return standingMatrix;
  13409. };
  13410. this.isPresenting = isPresenting;
  13411. // Animation Loop
  13412. var animation = new WebGLAnimation();
  13413. this.setAnimationLoop = function ( callback ) {
  13414. animation.setAnimationLoop( callback );
  13415. if ( isPresenting() ) animation.start();
  13416. };
  13417. this.submitFrame = function () {
  13418. if ( isPresenting() ) device.submitFrame();
  13419. };
  13420. this.dispose = function () {
  13421. if ( typeof window !== 'undefined' ) {
  13422. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13423. }
  13424. };
  13425. // DEPRECATED
  13426. this.setFrameOfReferenceType = function () {
  13427. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13428. };
  13429. }
  13430. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13431. /**
  13432. * @author mrdoob / http://mrdoob.com/
  13433. */
  13434. function WebXRManager( renderer, gl ) {
  13435. var scope = this;
  13436. var session = null;
  13437. var referenceSpace = null;
  13438. var referenceSpaceType = 'local-floor';
  13439. var pose = null;
  13440. var controllers = [];
  13441. var inputSources = [];
  13442. function isPresenting() {
  13443. return session !== null && referenceSpace !== null;
  13444. }
  13445. //
  13446. var cameraL = new PerspectiveCamera();
  13447. cameraL.layers.enable( 1 );
  13448. cameraL.viewport = new Vector4();
  13449. var cameraR = new PerspectiveCamera();
  13450. cameraR.layers.enable( 2 );
  13451. cameraR.viewport = new Vector4();
  13452. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13453. cameraVR.layers.enable( 1 );
  13454. cameraVR.layers.enable( 2 );
  13455. //
  13456. this.enabled = false;
  13457. this.getController = function ( id ) {
  13458. var controller = controllers[ id ];
  13459. if ( controller === undefined ) {
  13460. controller = new Group();
  13461. controller.matrixAutoUpdate = false;
  13462. controller.visible = false;
  13463. controllers[ id ] = controller;
  13464. }
  13465. return controller;
  13466. };
  13467. //
  13468. function onSessionEvent( event ) {
  13469. for ( var i = 0; i < controllers.length; i ++ ) {
  13470. if ( inputSources[ i ] === event.inputSource ) {
  13471. controllers[ i ].dispatchEvent( { type: event.type } );
  13472. }
  13473. }
  13474. }
  13475. function onSessionEnd() {
  13476. renderer.setFramebuffer( null );
  13477. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13478. animation.stop();
  13479. scope.dispatchEvent( { type: 'sessionend' } );
  13480. }
  13481. function onRequestReferenceSpace( value ) {
  13482. referenceSpace = value;
  13483. animation.setContext( session );
  13484. animation.start();
  13485. scope.dispatchEvent( { type: 'sessionstart' } );
  13486. }
  13487. this.setFramebufferScaleFactor = function ( value ) {
  13488. };
  13489. this.setReferenceSpaceType = function ( value ) {
  13490. referenceSpaceType = value;
  13491. };
  13492. this.getSession = function () {
  13493. return session;
  13494. };
  13495. this.setSession = function ( value ) {
  13496. session = value;
  13497. if ( session !== null ) {
  13498. session.addEventListener( 'select', onSessionEvent );
  13499. session.addEventListener( 'selectstart', onSessionEvent );
  13500. session.addEventListener( 'selectend', onSessionEvent );
  13501. session.addEventListener( 'end', onSessionEnd );
  13502. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13503. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13504. //
  13505. inputSources = session.inputSources;
  13506. session.addEventListener( 'inputsourceschange', function () {
  13507. inputSources = session.inputSources;
  13508. console.log( inputSources );
  13509. for ( var i = 0; i < controllers.length; i ++ ) {
  13510. var controller = controllers[ i ];
  13511. controller.userData.inputSource = inputSources[ i ];
  13512. }
  13513. } );
  13514. }
  13515. };
  13516. function updateCamera( camera, parent ) {
  13517. if ( parent === null ) {
  13518. camera.matrixWorld.copy( camera.matrix );
  13519. } else {
  13520. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13521. }
  13522. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13523. }
  13524. this.getCamera = function ( camera ) {
  13525. if ( isPresenting() ) {
  13526. var parent = camera.parent;
  13527. var cameras = cameraVR.cameras;
  13528. updateCamera( cameraVR, parent );
  13529. for ( var i = 0; i < cameras.length; i ++ ) {
  13530. updateCamera( cameras[ i ], parent );
  13531. }
  13532. // update camera and its children
  13533. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13534. var children = camera.children;
  13535. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13536. children[ i ].updateMatrixWorld( true );
  13537. }
  13538. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13539. return cameraVR;
  13540. }
  13541. return camera;
  13542. };
  13543. this.isPresenting = isPresenting;
  13544. // Animation Loop
  13545. var onAnimationFrameCallback = null;
  13546. function onAnimationFrame( time, frame ) {
  13547. pose = frame.getViewerPose( referenceSpace );
  13548. if ( pose !== null ) {
  13549. var views = pose.views;
  13550. var baseLayer = session.renderState.baseLayer;
  13551. renderer.setFramebuffer( baseLayer.framebuffer );
  13552. for ( var i = 0; i < views.length; i ++ ) {
  13553. var view = views[ i ];
  13554. var viewport = baseLayer.getViewport( view );
  13555. var viewMatrix = view.transform.inverse.matrix;
  13556. var camera = cameraVR.cameras[ i ];
  13557. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13558. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13559. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13560. if ( i === 0 ) {
  13561. cameraVR.matrix.copy( camera.matrix );
  13562. }
  13563. }
  13564. }
  13565. //
  13566. for ( var i = 0; i < controllers.length; i ++ ) {
  13567. var controller = controllers[ i ];
  13568. var inputSource = inputSources[ i ];
  13569. if ( inputSource ) {
  13570. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13571. if ( inputPose !== null ) {
  13572. controller.matrix.fromArray( inputPose.transform.matrix );
  13573. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13574. controller.visible = true;
  13575. continue;
  13576. }
  13577. }
  13578. controller.visible = false;
  13579. }
  13580. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13581. }
  13582. var animation = new WebGLAnimation();
  13583. animation.setAnimationLoop( onAnimationFrame );
  13584. this.setAnimationLoop = function ( callback ) {
  13585. onAnimationFrameCallback = callback;
  13586. };
  13587. this.dispose = function () {};
  13588. // DEPRECATED
  13589. this.getStandingMatrix = function () {
  13590. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13591. return new Matrix4();
  13592. };
  13593. this.getDevice = function () {
  13594. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13595. };
  13596. this.setDevice = function () {
  13597. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13598. };
  13599. this.setFrameOfReferenceType = function () {
  13600. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13601. };
  13602. this.submitFrame = function () {};
  13603. }
  13604. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13605. /**
  13606. * @author supereggbert / http://www.paulbrunt.co.uk/
  13607. * @author mrdoob / http://mrdoob.com/
  13608. * @author alteredq / http://alteredqualia.com/
  13609. * @author szimek / https://github.com/szimek/
  13610. * @author tschw
  13611. */
  13612. function WebGLRenderer( parameters ) {
  13613. parameters = parameters || {};
  13614. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13615. _context = parameters.context !== undefined ? parameters.context : null,
  13616. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13617. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13618. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13619. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13620. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13621. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13622. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13623. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13624. var currentRenderList = null;
  13625. var currentRenderState = null;
  13626. // public properties
  13627. this.domElement = _canvas;
  13628. // Debug configuration container
  13629. this.debug = {
  13630. /**
  13631. * Enables error checking and reporting when shader programs are being compiled
  13632. * @type {boolean}
  13633. */
  13634. checkShaderErrors: true
  13635. };
  13636. // clearing
  13637. this.autoClear = true;
  13638. this.autoClearColor = true;
  13639. this.autoClearDepth = true;
  13640. this.autoClearStencil = true;
  13641. // scene graph
  13642. this.sortObjects = true;
  13643. // user-defined clipping
  13644. this.clippingPlanes = [];
  13645. this.localClippingEnabled = false;
  13646. // physically based shading
  13647. this.gammaFactor = 2.0; // for backwards compatibility
  13648. this.gammaInput = false;
  13649. this.gammaOutput = false;
  13650. // physical lights
  13651. this.physicallyCorrectLights = false;
  13652. // tone mapping
  13653. this.toneMapping = LinearToneMapping;
  13654. this.toneMappingExposure = 1.0;
  13655. this.toneMappingWhitePoint = 1.0;
  13656. // morphs
  13657. this.maxMorphTargets = 8;
  13658. this.maxMorphNormals = 4;
  13659. // internal properties
  13660. var _this = this,
  13661. _isContextLost = false,
  13662. // internal state cache
  13663. _framebuffer = null,
  13664. _currentActiveCubeFace = 0,
  13665. _currentActiveMipmapLevel = 0,
  13666. _currentRenderTarget = null,
  13667. _currentFramebuffer = null,
  13668. _currentMaterialId = - 1,
  13669. // geometry and program caching
  13670. _currentGeometryProgram = {
  13671. geometry: null,
  13672. program: null,
  13673. wireframe: false
  13674. },
  13675. _currentCamera = null,
  13676. _currentArrayCamera = null,
  13677. _currentViewport = new Vector4(),
  13678. _currentScissor = new Vector4(),
  13679. _currentScissorTest = null,
  13680. //
  13681. _width = _canvas.width,
  13682. _height = _canvas.height,
  13683. _pixelRatio = 1,
  13684. _viewport = new Vector4( 0, 0, _width, _height ),
  13685. _scissor = new Vector4( 0, 0, _width, _height ),
  13686. _scissorTest = false,
  13687. // frustum
  13688. _frustum = new Frustum(),
  13689. // clipping
  13690. _clipping = new WebGLClipping(),
  13691. _clippingEnabled = false,
  13692. _localClippingEnabled = false,
  13693. // camera matrices cache
  13694. _projScreenMatrix = new Matrix4(),
  13695. _vector3 = new Vector3();
  13696. function getTargetPixelRatio() {
  13697. return _currentRenderTarget === null ? _pixelRatio : 1;
  13698. }
  13699. // initialize
  13700. var _gl;
  13701. try {
  13702. var contextAttributes = {
  13703. alpha: _alpha,
  13704. depth: _depth,
  13705. stencil: _stencil,
  13706. antialias: _antialias,
  13707. premultipliedAlpha: _premultipliedAlpha,
  13708. preserveDrawingBuffer: _preserveDrawingBuffer,
  13709. powerPreference: _powerPreference,
  13710. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  13711. xrCompatible: true
  13712. };
  13713. // event listeners must be registered before WebGL context is created, see #12753
  13714. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13715. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13716. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13717. if ( _gl === null ) {
  13718. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13719. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13720. } else {
  13721. throw new Error( 'Error creating WebGL context.' );
  13722. }
  13723. }
  13724. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13725. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13726. _gl.getShaderPrecisionFormat = function () {
  13727. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13728. };
  13729. }
  13730. } catch ( error ) {
  13731. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13732. throw error;
  13733. }
  13734. var extensions, capabilities, state, info;
  13735. var properties, textures, attributes, geometries, objects;
  13736. var programCache, renderLists, renderStates;
  13737. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13738. var utils;
  13739. function initGLContext() {
  13740. extensions = new WebGLExtensions( _gl );
  13741. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13742. if ( ! capabilities.isWebGL2 ) {
  13743. extensions.get( 'WEBGL_depth_texture' );
  13744. extensions.get( 'OES_texture_float' );
  13745. extensions.get( 'OES_texture_half_float' );
  13746. extensions.get( 'OES_texture_half_float_linear' );
  13747. extensions.get( 'OES_standard_derivatives' );
  13748. extensions.get( 'OES_element_index_uint' );
  13749. extensions.get( 'ANGLE_instanced_arrays' );
  13750. }
  13751. extensions.get( 'OES_texture_float_linear' );
  13752. utils = new WebGLUtils( _gl, extensions, capabilities );
  13753. state = new WebGLState( _gl, extensions, utils, capabilities );
  13754. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13755. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13756. info = new WebGLInfo( _gl );
  13757. properties = new WebGLProperties();
  13758. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13759. attributes = new WebGLAttributes( _gl );
  13760. geometries = new WebGLGeometries( _gl, attributes, info );
  13761. objects = new WebGLObjects( geometries, info );
  13762. morphtargets = new WebGLMorphtargets( _gl );
  13763. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13764. renderLists = new WebGLRenderLists();
  13765. renderStates = new WebGLRenderStates();
  13766. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13767. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13768. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13769. info.programs = programCache.programs;
  13770. _this.capabilities = capabilities;
  13771. _this.extensions = extensions;
  13772. _this.properties = properties;
  13773. _this.renderLists = renderLists;
  13774. _this.state = state;
  13775. _this.info = info;
  13776. }
  13777. initGLContext();
  13778. // vr
  13779. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  13780. this.vr = vr;
  13781. // shadow map
  13782. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13783. this.shadowMap = shadowMap;
  13784. // API
  13785. this.getContext = function () {
  13786. return _gl;
  13787. };
  13788. this.getContextAttributes = function () {
  13789. return _gl.getContextAttributes();
  13790. };
  13791. this.forceContextLoss = function () {
  13792. var extension = extensions.get( 'WEBGL_lose_context' );
  13793. if ( extension ) extension.loseContext();
  13794. };
  13795. this.forceContextRestore = function () {
  13796. var extension = extensions.get( 'WEBGL_lose_context' );
  13797. if ( extension ) extension.restoreContext();
  13798. };
  13799. this.getPixelRatio = function () {
  13800. return _pixelRatio;
  13801. };
  13802. this.setPixelRatio = function ( value ) {
  13803. if ( value === undefined ) return;
  13804. _pixelRatio = value;
  13805. this.setSize( _width, _height, false );
  13806. };
  13807. this.getSize = function ( target ) {
  13808. if ( target === undefined ) {
  13809. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  13810. target = new Vector2();
  13811. }
  13812. return target.set( _width, _height );
  13813. };
  13814. this.setSize = function ( width, height, updateStyle ) {
  13815. if ( vr.isPresenting() ) {
  13816. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13817. return;
  13818. }
  13819. _width = width;
  13820. _height = height;
  13821. _canvas.width = Math.floor( width * _pixelRatio );
  13822. _canvas.height = Math.floor( height * _pixelRatio );
  13823. if ( updateStyle !== false ) {
  13824. _canvas.style.width = width + 'px';
  13825. _canvas.style.height = height + 'px';
  13826. }
  13827. this.setViewport( 0, 0, width, height );
  13828. };
  13829. this.getDrawingBufferSize = function ( target ) {
  13830. if ( target === undefined ) {
  13831. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  13832. target = new Vector2();
  13833. }
  13834. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  13835. };
  13836. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13837. _width = width;
  13838. _height = height;
  13839. _pixelRatio = pixelRatio;
  13840. _canvas.width = Math.floor( width * pixelRatio );
  13841. _canvas.height = Math.floor( height * pixelRatio );
  13842. this.setViewport( 0, 0, width, height );
  13843. };
  13844. this.getCurrentViewport = function ( target ) {
  13845. if ( target === undefined ) {
  13846. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  13847. target = new Vector4();
  13848. }
  13849. return target.copy( _currentViewport );
  13850. };
  13851. this.getViewport = function ( target ) {
  13852. return target.copy( _viewport );
  13853. };
  13854. this.setViewport = function ( x, y, width, height ) {
  13855. if ( x.isVector4 ) {
  13856. _viewport.set( x.x, x.y, x.z, x.w );
  13857. } else {
  13858. _viewport.set( x, y, width, height );
  13859. }
  13860. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  13861. };
  13862. this.getScissor = function ( target ) {
  13863. return target.copy( _scissor );
  13864. };
  13865. this.setScissor = function ( x, y, width, height ) {
  13866. if ( x.isVector4 ) {
  13867. _scissor.set( x.x, x.y, x.z, x.w );
  13868. } else {
  13869. _scissor.set( x, y, width, height );
  13870. }
  13871. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  13872. };
  13873. this.getScissorTest = function () {
  13874. return _scissorTest;
  13875. };
  13876. this.setScissorTest = function ( boolean ) {
  13877. state.setScissorTest( _scissorTest = boolean );
  13878. };
  13879. // Clearing
  13880. this.getClearColor = function () {
  13881. return background.getClearColor();
  13882. };
  13883. this.setClearColor = function () {
  13884. background.setClearColor.apply( background, arguments );
  13885. };
  13886. this.getClearAlpha = function () {
  13887. return background.getClearAlpha();
  13888. };
  13889. this.setClearAlpha = function () {
  13890. background.setClearAlpha.apply( background, arguments );
  13891. };
  13892. this.clear = function ( color, depth, stencil ) {
  13893. var bits = 0;
  13894. if ( color === undefined || color ) bits |= 16384;
  13895. if ( depth === undefined || depth ) bits |= 256;
  13896. if ( stencil === undefined || stencil ) bits |= 1024;
  13897. _gl.clear( bits );
  13898. };
  13899. this.clearColor = function () {
  13900. this.clear( true, false, false );
  13901. };
  13902. this.clearDepth = function () {
  13903. this.clear( false, true, false );
  13904. };
  13905. this.clearStencil = function () {
  13906. this.clear( false, false, true );
  13907. };
  13908. //
  13909. this.dispose = function () {
  13910. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13911. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13912. renderLists.dispose();
  13913. renderStates.dispose();
  13914. properties.dispose();
  13915. objects.dispose();
  13916. vr.dispose();
  13917. animation.stop();
  13918. };
  13919. // Events
  13920. function onContextLost( event ) {
  13921. event.preventDefault();
  13922. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13923. _isContextLost = true;
  13924. }
  13925. function onContextRestore( /* event */ ) {
  13926. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13927. _isContextLost = false;
  13928. initGLContext();
  13929. }
  13930. function onMaterialDispose( event ) {
  13931. var material = event.target;
  13932. material.removeEventListener( 'dispose', onMaterialDispose );
  13933. deallocateMaterial( material );
  13934. }
  13935. // Buffer deallocation
  13936. function deallocateMaterial( material ) {
  13937. releaseMaterialProgramReference( material );
  13938. properties.remove( material );
  13939. }
  13940. function releaseMaterialProgramReference( material ) {
  13941. var programInfo = properties.get( material ).program;
  13942. material.program = undefined;
  13943. if ( programInfo !== undefined ) {
  13944. programCache.releaseProgram( programInfo );
  13945. }
  13946. }
  13947. // Buffer rendering
  13948. function renderObjectImmediate( object, program ) {
  13949. object.render( function ( object ) {
  13950. _this.renderBufferImmediate( object, program );
  13951. } );
  13952. }
  13953. this.renderBufferImmediate = function ( object, program ) {
  13954. state.initAttributes();
  13955. var buffers = properties.get( object );
  13956. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  13957. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  13958. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  13959. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  13960. var programAttributes = program.getAttributes();
  13961. if ( object.hasPositions ) {
  13962. _gl.bindBuffer( 34962, buffers.position );
  13963. _gl.bufferData( 34962, object.positionArray, 35048 );
  13964. state.enableAttribute( programAttributes.position );
  13965. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  13966. }
  13967. if ( object.hasNormals ) {
  13968. _gl.bindBuffer( 34962, buffers.normal );
  13969. _gl.bufferData( 34962, object.normalArray, 35048 );
  13970. state.enableAttribute( programAttributes.normal );
  13971. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  13972. }
  13973. if ( object.hasUvs ) {
  13974. _gl.bindBuffer( 34962, buffers.uv );
  13975. _gl.bufferData( 34962, object.uvArray, 35048 );
  13976. state.enableAttribute( programAttributes.uv );
  13977. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  13978. }
  13979. if ( object.hasColors ) {
  13980. _gl.bindBuffer( 34962, buffers.color );
  13981. _gl.bufferData( 34962, object.colorArray, 35048 );
  13982. state.enableAttribute( programAttributes.color );
  13983. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  13984. }
  13985. state.disableUnusedAttributes();
  13986. _gl.drawArrays( 4, 0, object.count );
  13987. object.count = 0;
  13988. };
  13989. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  13990. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  13991. state.setMaterial( material, frontFaceCW );
  13992. var program = setProgram( camera, fog, material, object );
  13993. var updateBuffers = false;
  13994. if ( _currentGeometryProgram.geometry !== geometry.id ||
  13995. _currentGeometryProgram.program !== program.id ||
  13996. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  13997. _currentGeometryProgram.geometry = geometry.id;
  13998. _currentGeometryProgram.program = program.id;
  13999. _currentGeometryProgram.wireframe = material.wireframe === true;
  14000. updateBuffers = true;
  14001. }
  14002. if ( object.morphTargetInfluences ) {
  14003. morphtargets.update( object, geometry, material, program );
  14004. updateBuffers = true;
  14005. }
  14006. //
  14007. var index = geometry.index;
  14008. var position = geometry.attributes.position;
  14009. var rangeFactor = 1;
  14010. if ( material.wireframe === true ) {
  14011. index = geometries.getWireframeAttribute( geometry );
  14012. rangeFactor = 2;
  14013. }
  14014. var attribute;
  14015. var renderer = bufferRenderer;
  14016. if ( index !== null ) {
  14017. attribute = attributes.get( index );
  14018. renderer = indexedBufferRenderer;
  14019. renderer.setIndex( attribute );
  14020. }
  14021. if ( updateBuffers ) {
  14022. setupVertexAttributes( material, program, geometry );
  14023. if ( index !== null ) {
  14024. _gl.bindBuffer( 34963, attribute.buffer );
  14025. }
  14026. }
  14027. //
  14028. var dataCount = Infinity;
  14029. if ( index !== null ) {
  14030. dataCount = index.count;
  14031. } else if ( position !== undefined ) {
  14032. dataCount = position.count;
  14033. }
  14034. var rangeStart = geometry.drawRange.start * rangeFactor;
  14035. var rangeCount = geometry.drawRange.count * rangeFactor;
  14036. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14037. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14038. var drawStart = Math.max( rangeStart, groupStart );
  14039. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14040. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14041. if ( drawCount === 0 ) return;
  14042. //
  14043. if ( object.isMesh ) {
  14044. if ( material.wireframe === true ) {
  14045. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14046. renderer.setMode( 1 );
  14047. } else {
  14048. switch ( object.drawMode ) {
  14049. case TrianglesDrawMode:
  14050. renderer.setMode( 4 );
  14051. break;
  14052. case TriangleStripDrawMode:
  14053. renderer.setMode( 5 );
  14054. break;
  14055. case TriangleFanDrawMode:
  14056. renderer.setMode( 6 );
  14057. break;
  14058. }
  14059. }
  14060. } else if ( object.isLine ) {
  14061. var lineWidth = material.linewidth;
  14062. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  14063. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14064. if ( object.isLineSegments ) {
  14065. renderer.setMode( 1 );
  14066. } else if ( object.isLineLoop ) {
  14067. renderer.setMode( 2 );
  14068. } else {
  14069. renderer.setMode( 3 );
  14070. }
  14071. } else if ( object.isPoints ) {
  14072. renderer.setMode( 0 );
  14073. } else if ( object.isSprite ) {
  14074. renderer.setMode( 4 );
  14075. }
  14076. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14077. if ( geometry.maxInstancedCount > 0 ) {
  14078. renderer.renderInstances( geometry, drawStart, drawCount );
  14079. }
  14080. } else {
  14081. renderer.render( drawStart, drawCount );
  14082. }
  14083. };
  14084. function setupVertexAttributes( material, program, geometry ) {
  14085. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14086. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14087. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14088. return;
  14089. }
  14090. }
  14091. state.initAttributes();
  14092. var geometryAttributes = geometry.attributes;
  14093. var programAttributes = program.getAttributes();
  14094. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14095. for ( var name in programAttributes ) {
  14096. var programAttribute = programAttributes[ name ];
  14097. if ( programAttribute >= 0 ) {
  14098. var geometryAttribute = geometryAttributes[ name ];
  14099. if ( geometryAttribute !== undefined ) {
  14100. var normalized = geometryAttribute.normalized;
  14101. var size = geometryAttribute.itemSize;
  14102. var attribute = attributes.get( geometryAttribute );
  14103. // TODO Attribute may not be available on context restore
  14104. if ( attribute === undefined ) continue;
  14105. var buffer = attribute.buffer;
  14106. var type = attribute.type;
  14107. var bytesPerElement = attribute.bytesPerElement;
  14108. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14109. var data = geometryAttribute.data;
  14110. var stride = data.stride;
  14111. var offset = geometryAttribute.offset;
  14112. if ( data && data.isInstancedInterleavedBuffer ) {
  14113. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14114. if ( geometry.maxInstancedCount === undefined ) {
  14115. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14116. }
  14117. } else {
  14118. state.enableAttribute( programAttribute );
  14119. }
  14120. _gl.bindBuffer( 34962, buffer );
  14121. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14122. } else {
  14123. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14124. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14125. if ( geometry.maxInstancedCount === undefined ) {
  14126. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14127. }
  14128. } else {
  14129. state.enableAttribute( programAttribute );
  14130. }
  14131. _gl.bindBuffer( 34962, buffer );
  14132. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14133. }
  14134. } else if ( materialDefaultAttributeValues !== undefined ) {
  14135. var value = materialDefaultAttributeValues[ name ];
  14136. if ( value !== undefined ) {
  14137. switch ( value.length ) {
  14138. case 2:
  14139. _gl.vertexAttrib2fv( programAttribute, value );
  14140. break;
  14141. case 3:
  14142. _gl.vertexAttrib3fv( programAttribute, value );
  14143. break;
  14144. case 4:
  14145. _gl.vertexAttrib4fv( programAttribute, value );
  14146. break;
  14147. default:
  14148. _gl.vertexAttrib1fv( programAttribute, value );
  14149. }
  14150. }
  14151. }
  14152. }
  14153. }
  14154. state.disableUnusedAttributes();
  14155. }
  14156. // Compile
  14157. this.compile = function ( scene, camera ) {
  14158. currentRenderState = renderStates.get( scene, camera );
  14159. currentRenderState.init();
  14160. scene.traverse( function ( object ) {
  14161. if ( object.isLight ) {
  14162. currentRenderState.pushLight( object );
  14163. if ( object.castShadow ) {
  14164. currentRenderState.pushShadow( object );
  14165. }
  14166. }
  14167. } );
  14168. currentRenderState.setupLights( camera );
  14169. scene.traverse( function ( object ) {
  14170. if ( object.material ) {
  14171. if ( Array.isArray( object.material ) ) {
  14172. for ( var i = 0; i < object.material.length; i ++ ) {
  14173. initMaterial( object.material[ i ], scene.fog, object );
  14174. }
  14175. } else {
  14176. initMaterial( object.material, scene.fog, object );
  14177. }
  14178. }
  14179. } );
  14180. };
  14181. // Animation Loop
  14182. var onAnimationFrameCallback = null;
  14183. function onAnimationFrame( time ) {
  14184. if ( vr.isPresenting() ) return;
  14185. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  14186. }
  14187. var animation = new WebGLAnimation();
  14188. animation.setAnimationLoop( onAnimationFrame );
  14189. if ( typeof window !== 'undefined' ) animation.setContext( window );
  14190. this.setAnimationLoop = function ( callback ) {
  14191. onAnimationFrameCallback = callback;
  14192. vr.setAnimationLoop( callback );
  14193. animation.start();
  14194. };
  14195. // Rendering
  14196. this.render = function ( scene, camera ) {
  14197. var renderTarget, forceClear;
  14198. if ( arguments[ 2 ] !== undefined ) {
  14199. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14200. renderTarget = arguments[ 2 ];
  14201. }
  14202. if ( arguments[ 3 ] !== undefined ) {
  14203. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14204. forceClear = arguments[ 3 ];
  14205. }
  14206. if ( ! ( camera && camera.isCamera ) ) {
  14207. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14208. return;
  14209. }
  14210. if ( _isContextLost ) return;
  14211. // reset caching for this frame
  14212. _currentGeometryProgram.geometry = null;
  14213. _currentGeometryProgram.program = null;
  14214. _currentGeometryProgram.wireframe = false;
  14215. _currentMaterialId = - 1;
  14216. _currentCamera = null;
  14217. // update scene graph
  14218. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14219. // update camera matrices and frustum
  14220. if ( camera.parent === null ) camera.updateMatrixWorld();
  14221. if ( vr.enabled ) {
  14222. camera = vr.getCamera( camera );
  14223. }
  14224. //
  14225. currentRenderState = renderStates.get( scene, camera );
  14226. currentRenderState.init();
  14227. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14228. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14229. _frustum.setFromMatrix( _projScreenMatrix );
  14230. _localClippingEnabled = this.localClippingEnabled;
  14231. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14232. currentRenderList = renderLists.get( scene, camera );
  14233. currentRenderList.init();
  14234. projectObject( scene, camera, 0, _this.sortObjects );
  14235. if ( _this.sortObjects === true ) {
  14236. currentRenderList.sort();
  14237. }
  14238. //
  14239. if ( _clippingEnabled ) _clipping.beginShadows();
  14240. var shadowsArray = currentRenderState.state.shadowsArray;
  14241. shadowMap.render( shadowsArray, scene, camera );
  14242. currentRenderState.setupLights( camera );
  14243. if ( _clippingEnabled ) _clipping.endShadows();
  14244. //
  14245. if ( this.info.autoReset ) this.info.reset();
  14246. if ( renderTarget !== undefined ) {
  14247. this.setRenderTarget( renderTarget );
  14248. }
  14249. //
  14250. background.render( currentRenderList, scene, camera, forceClear );
  14251. // render scene
  14252. var opaqueObjects = currentRenderList.opaque;
  14253. var transparentObjects = currentRenderList.transparent;
  14254. if ( scene.overrideMaterial ) {
  14255. var overrideMaterial = scene.overrideMaterial;
  14256. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  14257. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  14258. } else {
  14259. // opaque pass (front-to-back order)
  14260. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  14261. // transparent pass (back-to-front order)
  14262. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  14263. }
  14264. //
  14265. scene.onAfterRender( _this, scene, camera );
  14266. //
  14267. if ( _currentRenderTarget !== null ) {
  14268. // Generate mipmap if we're using any kind of mipmap filtering
  14269. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14270. // resolve multisample renderbuffers to a single-sample texture if necessary
  14271. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14272. }
  14273. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14274. state.buffers.depth.setTest( true );
  14275. state.buffers.depth.setMask( true );
  14276. state.buffers.color.setMask( true );
  14277. state.setPolygonOffset( false );
  14278. if ( vr.enabled ) {
  14279. vr.submitFrame();
  14280. }
  14281. // _gl.finish();
  14282. currentRenderList = null;
  14283. currentRenderState = null;
  14284. };
  14285. function projectObject( object, camera, groupOrder, sortObjects ) {
  14286. if ( object.visible === false ) return;
  14287. var visible = object.layers.test( camera.layers );
  14288. if ( visible ) {
  14289. if ( object.isGroup ) {
  14290. groupOrder = object.renderOrder;
  14291. } else if ( object.isLOD ) {
  14292. if ( object.autoUpdate === true ) object.update( camera );
  14293. } else if ( object.isLight ) {
  14294. currentRenderState.pushLight( object );
  14295. if ( object.castShadow ) {
  14296. currentRenderState.pushShadow( object );
  14297. }
  14298. } else if ( object.isSprite ) {
  14299. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14300. if ( sortObjects ) {
  14301. _vector3.setFromMatrixPosition( object.matrixWorld )
  14302. .applyMatrix4( _projScreenMatrix );
  14303. }
  14304. var geometry = objects.update( object );
  14305. var material = object.material;
  14306. if ( material.visible ) {
  14307. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14308. }
  14309. }
  14310. } else if ( object.isImmediateRenderObject ) {
  14311. if ( sortObjects ) {
  14312. _vector3.setFromMatrixPosition( object.matrixWorld )
  14313. .applyMatrix4( _projScreenMatrix );
  14314. }
  14315. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14316. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14317. if ( object.isSkinnedMesh ) {
  14318. object.skeleton.update();
  14319. }
  14320. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14321. if ( sortObjects ) {
  14322. _vector3.setFromMatrixPosition( object.matrixWorld )
  14323. .applyMatrix4( _projScreenMatrix );
  14324. }
  14325. var geometry = objects.update( object );
  14326. var material = object.material;
  14327. if ( Array.isArray( material ) ) {
  14328. var groups = geometry.groups;
  14329. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14330. var group = groups[ i ];
  14331. var groupMaterial = material[ group.materialIndex ];
  14332. if ( groupMaterial && groupMaterial.visible ) {
  14333. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14334. }
  14335. }
  14336. } else if ( material.visible ) {
  14337. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14338. }
  14339. }
  14340. }
  14341. }
  14342. var children = object.children;
  14343. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14344. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14345. }
  14346. }
  14347. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14348. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14349. var renderItem = renderList[ i ];
  14350. var object = renderItem.object;
  14351. var geometry = renderItem.geometry;
  14352. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14353. var group = renderItem.group;
  14354. if ( camera.isArrayCamera ) {
  14355. _currentArrayCamera = camera;
  14356. var cameras = camera.cameras;
  14357. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14358. var camera2 = cameras[ j ];
  14359. if ( object.layers.test( camera2.layers ) ) {
  14360. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14361. currentRenderState.setupLights( camera2 );
  14362. renderObject( object, scene, camera2, geometry, material, group );
  14363. }
  14364. }
  14365. } else {
  14366. _currentArrayCamera = null;
  14367. renderObject( object, scene, camera, geometry, material, group );
  14368. }
  14369. }
  14370. }
  14371. function renderObject( object, scene, camera, geometry, material, group ) {
  14372. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14373. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14374. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14375. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14376. if ( object.isImmediateRenderObject ) {
  14377. state.setMaterial( material );
  14378. var program = setProgram( camera, scene.fog, material, object );
  14379. _currentGeometryProgram.geometry = null;
  14380. _currentGeometryProgram.program = null;
  14381. _currentGeometryProgram.wireframe = false;
  14382. renderObjectImmediate( object, program );
  14383. } else {
  14384. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14385. }
  14386. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14387. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14388. }
  14389. function initMaterial( material, fog, object ) {
  14390. var materialProperties = properties.get( material );
  14391. var lights = currentRenderState.state.lights;
  14392. var shadowsArray = currentRenderState.state.shadowsArray;
  14393. var lightsStateVersion = lights.state.version;
  14394. var parameters = programCache.getParameters(
  14395. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14396. var code = programCache.getProgramCode( material, parameters );
  14397. var program = materialProperties.program;
  14398. var programChange = true;
  14399. if ( program === undefined ) {
  14400. // new material
  14401. material.addEventListener( 'dispose', onMaterialDispose );
  14402. } else if ( program.code !== code ) {
  14403. // changed glsl or parameters
  14404. releaseMaterialProgramReference( material );
  14405. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14406. materialProperties.lightsStateVersion = lightsStateVersion;
  14407. programChange = false;
  14408. } else if ( parameters.shaderID !== undefined ) {
  14409. // same glsl and uniform list
  14410. return;
  14411. } else {
  14412. // only rebuild uniform list
  14413. programChange = false;
  14414. }
  14415. if ( programChange ) {
  14416. if ( parameters.shaderID ) {
  14417. var shader = ShaderLib[ parameters.shaderID ];
  14418. materialProperties.shader = {
  14419. name: material.type,
  14420. uniforms: cloneUniforms( shader.uniforms ),
  14421. vertexShader: shader.vertexShader,
  14422. fragmentShader: shader.fragmentShader
  14423. };
  14424. } else {
  14425. materialProperties.shader = {
  14426. name: material.type,
  14427. uniforms: material.uniforms,
  14428. vertexShader: material.vertexShader,
  14429. fragmentShader: material.fragmentShader
  14430. };
  14431. }
  14432. material.onBeforeCompile( materialProperties.shader, _this );
  14433. // Computing code again as onBeforeCompile may have changed the shaders
  14434. code = programCache.getProgramCode( material, parameters );
  14435. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14436. materialProperties.program = program;
  14437. material.program = program;
  14438. }
  14439. var programAttributes = program.getAttributes();
  14440. if ( material.morphTargets ) {
  14441. material.numSupportedMorphTargets = 0;
  14442. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14443. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14444. material.numSupportedMorphTargets ++;
  14445. }
  14446. }
  14447. }
  14448. if ( material.morphNormals ) {
  14449. material.numSupportedMorphNormals = 0;
  14450. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14451. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14452. material.numSupportedMorphNormals ++;
  14453. }
  14454. }
  14455. }
  14456. var uniforms = materialProperties.shader.uniforms;
  14457. if ( ! material.isShaderMaterial &&
  14458. ! material.isRawShaderMaterial ||
  14459. material.clipping === true ) {
  14460. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14461. materialProperties.numIntersection = _clipping.numIntersection;
  14462. uniforms.clippingPlanes = _clipping.uniform;
  14463. }
  14464. materialProperties.fog = fog;
  14465. // store the light setup it was created for
  14466. materialProperties.lightsStateVersion = lightsStateVersion;
  14467. if ( material.lights ) {
  14468. // wire up the material to this renderer's lighting state
  14469. uniforms.ambientLightColor.value = lights.state.ambient;
  14470. uniforms.lightProbe.value = lights.state.probe;
  14471. uniforms.directionalLights.value = lights.state.directional;
  14472. uniforms.spotLights.value = lights.state.spot;
  14473. uniforms.rectAreaLights.value = lights.state.rectArea;
  14474. uniforms.pointLights.value = lights.state.point;
  14475. uniforms.hemisphereLights.value = lights.state.hemi;
  14476. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14477. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14478. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14479. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14480. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14481. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14482. // TODO (abelnation): add area lights shadow info to uniforms
  14483. }
  14484. var progUniforms = materialProperties.program.getUniforms(),
  14485. uniformsList =
  14486. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14487. materialProperties.uniformsList = uniformsList;
  14488. }
  14489. function setProgram( camera, fog, material, object ) {
  14490. textures.resetTextureUnits();
  14491. var materialProperties = properties.get( material );
  14492. var lights = currentRenderState.state.lights;
  14493. if ( _clippingEnabled ) {
  14494. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14495. var useCache =
  14496. camera === _currentCamera &&
  14497. material.id === _currentMaterialId;
  14498. // we might want to call this function with some ClippingGroup
  14499. // object instead of the material, once it becomes feasible
  14500. // (#8465, #8379)
  14501. _clipping.setState(
  14502. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14503. camera, materialProperties, useCache );
  14504. }
  14505. }
  14506. if ( material.needsUpdate === false ) {
  14507. if ( materialProperties.program === undefined ) {
  14508. material.needsUpdate = true;
  14509. } else if ( material.fog && materialProperties.fog !== fog ) {
  14510. material.needsUpdate = true;
  14511. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14512. material.needsUpdate = true;
  14513. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14514. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14515. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14516. material.needsUpdate = true;
  14517. }
  14518. }
  14519. if ( material.needsUpdate ) {
  14520. initMaterial( material, fog, object );
  14521. material.needsUpdate = false;
  14522. }
  14523. var refreshProgram = false;
  14524. var refreshMaterial = false;
  14525. var refreshLights = false;
  14526. var program = materialProperties.program,
  14527. p_uniforms = program.getUniforms(),
  14528. m_uniforms = materialProperties.shader.uniforms;
  14529. if ( state.useProgram( program.program ) ) {
  14530. refreshProgram = true;
  14531. refreshMaterial = true;
  14532. refreshLights = true;
  14533. }
  14534. if ( material.id !== _currentMaterialId ) {
  14535. _currentMaterialId = material.id;
  14536. refreshMaterial = true;
  14537. }
  14538. if ( refreshProgram || _currentCamera !== camera ) {
  14539. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14540. if ( capabilities.logarithmicDepthBuffer ) {
  14541. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14542. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14543. }
  14544. if ( _currentCamera !== camera ) {
  14545. _currentCamera = camera;
  14546. // lighting uniforms depend on the camera so enforce an update
  14547. // now, in case this material supports lights - or later, when
  14548. // the next material that does gets activated:
  14549. refreshMaterial = true; // set to true on material change
  14550. refreshLights = true; // remains set until update done
  14551. }
  14552. // load material specific uniforms
  14553. // (shader material also gets them for the sake of genericity)
  14554. if ( material.isShaderMaterial ||
  14555. material.isMeshPhongMaterial ||
  14556. material.isMeshStandardMaterial ||
  14557. material.envMap ) {
  14558. var uCamPos = p_uniforms.map.cameraPosition;
  14559. if ( uCamPos !== undefined ) {
  14560. uCamPos.setValue( _gl,
  14561. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14562. }
  14563. }
  14564. if ( material.isMeshPhongMaterial ||
  14565. material.isMeshLambertMaterial ||
  14566. material.isMeshBasicMaterial ||
  14567. material.isMeshStandardMaterial ||
  14568. material.isShaderMaterial ||
  14569. material.skinning ) {
  14570. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14571. }
  14572. }
  14573. // skinning uniforms must be set even if material didn't change
  14574. // auto-setting of texture unit for bone texture must go before other textures
  14575. // not sure why, but otherwise weird things happen
  14576. if ( material.skinning ) {
  14577. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14578. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14579. var skeleton = object.skeleton;
  14580. if ( skeleton ) {
  14581. var bones = skeleton.bones;
  14582. if ( capabilities.floatVertexTextures ) {
  14583. if ( skeleton.boneTexture === undefined ) {
  14584. // layout (1 matrix = 4 pixels)
  14585. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14586. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14587. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14588. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14589. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14590. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14591. size = _Math.ceilPowerOfTwo( size );
  14592. size = Math.max( size, 4 );
  14593. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14594. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14595. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14596. boneTexture.needsUpdate = true;
  14597. skeleton.boneMatrices = boneMatrices;
  14598. skeleton.boneTexture = boneTexture;
  14599. skeleton.boneTextureSize = size;
  14600. }
  14601. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14602. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14603. } else {
  14604. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14605. }
  14606. }
  14607. }
  14608. if ( refreshMaterial ) {
  14609. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14610. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14611. if ( material.lights ) {
  14612. // the current material requires lighting info
  14613. // note: all lighting uniforms are always set correctly
  14614. // they simply reference the renderer's state for their
  14615. // values
  14616. //
  14617. // use the current material's .needsUpdate flags to set
  14618. // the GL state when required
  14619. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14620. }
  14621. // refresh uniforms common to several materials
  14622. if ( fog && material.fog ) {
  14623. refreshUniformsFog( m_uniforms, fog );
  14624. }
  14625. if ( material.isMeshBasicMaterial ) {
  14626. refreshUniformsCommon( m_uniforms, material );
  14627. } else if ( material.isMeshLambertMaterial ) {
  14628. refreshUniformsCommon( m_uniforms, material );
  14629. refreshUniformsLambert( m_uniforms, material );
  14630. } else if ( material.isMeshPhongMaterial ) {
  14631. refreshUniformsCommon( m_uniforms, material );
  14632. if ( material.isMeshToonMaterial ) {
  14633. refreshUniformsToon( m_uniforms, material );
  14634. } else {
  14635. refreshUniformsPhong( m_uniforms, material );
  14636. }
  14637. } else if ( material.isMeshStandardMaterial ) {
  14638. refreshUniformsCommon( m_uniforms, material );
  14639. if ( material.isMeshPhysicalMaterial ) {
  14640. refreshUniformsPhysical( m_uniforms, material );
  14641. } else {
  14642. refreshUniformsStandard( m_uniforms, material );
  14643. }
  14644. } else if ( material.isMeshMatcapMaterial ) {
  14645. refreshUniformsCommon( m_uniforms, material );
  14646. refreshUniformsMatcap( m_uniforms, material );
  14647. } else if ( material.isMeshDepthMaterial ) {
  14648. refreshUniformsCommon( m_uniforms, material );
  14649. refreshUniformsDepth( m_uniforms, material );
  14650. } else if ( material.isMeshDistanceMaterial ) {
  14651. refreshUniformsCommon( m_uniforms, material );
  14652. refreshUniformsDistance( m_uniforms, material );
  14653. } else if ( material.isMeshNormalMaterial ) {
  14654. refreshUniformsCommon( m_uniforms, material );
  14655. refreshUniformsNormal( m_uniforms, material );
  14656. } else if ( material.isLineBasicMaterial ) {
  14657. refreshUniformsLine( m_uniforms, material );
  14658. if ( material.isLineDashedMaterial ) {
  14659. refreshUniformsDash( m_uniforms, material );
  14660. }
  14661. } else if ( material.isPointsMaterial ) {
  14662. refreshUniformsPoints( m_uniforms, material );
  14663. } else if ( material.isSpriteMaterial ) {
  14664. refreshUniformsSprites( m_uniforms, material );
  14665. } else if ( material.isShadowMaterial ) {
  14666. m_uniforms.color.value.copy( material.color );
  14667. m_uniforms.opacity.value = material.opacity;
  14668. }
  14669. // RectAreaLight Texture
  14670. // TODO (mrdoob): Find a nicer implementation
  14671. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14672. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14673. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14674. }
  14675. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14676. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14677. material.uniformsNeedUpdate = false;
  14678. }
  14679. if ( material.isSpriteMaterial ) {
  14680. p_uniforms.setValue( _gl, 'center', object.center );
  14681. }
  14682. // common matrices
  14683. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14684. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14685. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14686. return program;
  14687. }
  14688. // Uniforms (refresh uniforms objects)
  14689. function refreshUniformsCommon( uniforms, material ) {
  14690. uniforms.opacity.value = material.opacity;
  14691. if ( material.color ) {
  14692. uniforms.diffuse.value.copy( material.color );
  14693. }
  14694. if ( material.emissive ) {
  14695. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14696. }
  14697. if ( material.map ) {
  14698. uniforms.map.value = material.map;
  14699. }
  14700. if ( material.alphaMap ) {
  14701. uniforms.alphaMap.value = material.alphaMap;
  14702. }
  14703. if ( material.specularMap ) {
  14704. uniforms.specularMap.value = material.specularMap;
  14705. }
  14706. if ( material.envMap ) {
  14707. uniforms.envMap.value = material.envMap;
  14708. // don't flip CubeTexture envMaps, flip everything else:
  14709. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14710. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14711. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14712. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14713. uniforms.reflectivity.value = material.reflectivity;
  14714. uniforms.refractionRatio.value = material.refractionRatio;
  14715. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  14716. }
  14717. if ( material.lightMap ) {
  14718. uniforms.lightMap.value = material.lightMap;
  14719. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14720. }
  14721. if ( material.aoMap ) {
  14722. uniforms.aoMap.value = material.aoMap;
  14723. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14724. }
  14725. // uv repeat and offset setting priorities
  14726. // 1. color map
  14727. // 2. specular map
  14728. // 3. normal map
  14729. // 4. bump map
  14730. // 5. alpha map
  14731. // 6. emissive map
  14732. var uvScaleMap;
  14733. if ( material.map ) {
  14734. uvScaleMap = material.map;
  14735. } else if ( material.specularMap ) {
  14736. uvScaleMap = material.specularMap;
  14737. } else if ( material.displacementMap ) {
  14738. uvScaleMap = material.displacementMap;
  14739. } else if ( material.normalMap ) {
  14740. uvScaleMap = material.normalMap;
  14741. } else if ( material.bumpMap ) {
  14742. uvScaleMap = material.bumpMap;
  14743. } else if ( material.roughnessMap ) {
  14744. uvScaleMap = material.roughnessMap;
  14745. } else if ( material.metalnessMap ) {
  14746. uvScaleMap = material.metalnessMap;
  14747. } else if ( material.alphaMap ) {
  14748. uvScaleMap = material.alphaMap;
  14749. } else if ( material.emissiveMap ) {
  14750. uvScaleMap = material.emissiveMap;
  14751. }
  14752. if ( uvScaleMap !== undefined ) {
  14753. // backwards compatibility
  14754. if ( uvScaleMap.isWebGLRenderTarget ) {
  14755. uvScaleMap = uvScaleMap.texture;
  14756. }
  14757. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14758. uvScaleMap.updateMatrix();
  14759. }
  14760. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14761. }
  14762. }
  14763. function refreshUniformsLine( uniforms, material ) {
  14764. uniforms.diffuse.value.copy( material.color );
  14765. uniforms.opacity.value = material.opacity;
  14766. }
  14767. function refreshUniformsDash( uniforms, material ) {
  14768. uniforms.dashSize.value = material.dashSize;
  14769. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14770. uniforms.scale.value = material.scale;
  14771. }
  14772. function refreshUniformsPoints( uniforms, material ) {
  14773. uniforms.diffuse.value.copy( material.color );
  14774. uniforms.opacity.value = material.opacity;
  14775. uniforms.size.value = material.size * _pixelRatio;
  14776. uniforms.scale.value = _height * 0.5;
  14777. uniforms.map.value = material.map;
  14778. if ( material.map !== null ) {
  14779. if ( material.map.matrixAutoUpdate === true ) {
  14780. material.map.updateMatrix();
  14781. }
  14782. uniforms.uvTransform.value.copy( material.map.matrix );
  14783. }
  14784. }
  14785. function refreshUniformsSprites( uniforms, material ) {
  14786. uniforms.diffuse.value.copy( material.color );
  14787. uniforms.opacity.value = material.opacity;
  14788. uniforms.rotation.value = material.rotation;
  14789. uniforms.map.value = material.map;
  14790. if ( material.map !== null ) {
  14791. if ( material.map.matrixAutoUpdate === true ) {
  14792. material.map.updateMatrix();
  14793. }
  14794. uniforms.uvTransform.value.copy( material.map.matrix );
  14795. }
  14796. }
  14797. function refreshUniformsFog( uniforms, fog ) {
  14798. uniforms.fogColor.value.copy( fog.color );
  14799. if ( fog.isFog ) {
  14800. uniforms.fogNear.value = fog.near;
  14801. uniforms.fogFar.value = fog.far;
  14802. } else if ( fog.isFogExp2 ) {
  14803. uniforms.fogDensity.value = fog.density;
  14804. }
  14805. }
  14806. function refreshUniformsLambert( uniforms, material ) {
  14807. if ( material.emissiveMap ) {
  14808. uniforms.emissiveMap.value = material.emissiveMap;
  14809. }
  14810. }
  14811. function refreshUniformsPhong( uniforms, material ) {
  14812. uniforms.specular.value.copy( material.specular );
  14813. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14814. if ( material.emissiveMap ) {
  14815. uniforms.emissiveMap.value = material.emissiveMap;
  14816. }
  14817. if ( material.bumpMap ) {
  14818. uniforms.bumpMap.value = material.bumpMap;
  14819. uniforms.bumpScale.value = material.bumpScale;
  14820. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14821. }
  14822. if ( material.normalMap ) {
  14823. uniforms.normalMap.value = material.normalMap;
  14824. uniforms.normalScale.value.copy( material.normalScale );
  14825. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14826. }
  14827. if ( material.displacementMap ) {
  14828. uniforms.displacementMap.value = material.displacementMap;
  14829. uniforms.displacementScale.value = material.displacementScale;
  14830. uniforms.displacementBias.value = material.displacementBias;
  14831. }
  14832. }
  14833. function refreshUniformsToon( uniforms, material ) {
  14834. refreshUniformsPhong( uniforms, material );
  14835. if ( material.gradientMap ) {
  14836. uniforms.gradientMap.value = material.gradientMap;
  14837. }
  14838. }
  14839. function refreshUniformsStandard( uniforms, material ) {
  14840. uniforms.roughness.value = material.roughness;
  14841. uniforms.metalness.value = material.metalness;
  14842. if ( material.roughnessMap ) {
  14843. uniforms.roughnessMap.value = material.roughnessMap;
  14844. }
  14845. if ( material.metalnessMap ) {
  14846. uniforms.metalnessMap.value = material.metalnessMap;
  14847. }
  14848. if ( material.emissiveMap ) {
  14849. uniforms.emissiveMap.value = material.emissiveMap;
  14850. }
  14851. if ( material.bumpMap ) {
  14852. uniforms.bumpMap.value = material.bumpMap;
  14853. uniforms.bumpScale.value = material.bumpScale;
  14854. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14855. }
  14856. if ( material.normalMap ) {
  14857. uniforms.normalMap.value = material.normalMap;
  14858. uniforms.normalScale.value.copy( material.normalScale );
  14859. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14860. }
  14861. if ( material.displacementMap ) {
  14862. uniforms.displacementMap.value = material.displacementMap;
  14863. uniforms.displacementScale.value = material.displacementScale;
  14864. uniforms.displacementBias.value = material.displacementBias;
  14865. }
  14866. if ( material.envMap ) {
  14867. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14868. uniforms.envMapIntensity.value = material.envMapIntensity;
  14869. }
  14870. }
  14871. function refreshUniformsPhysical( uniforms, material ) {
  14872. refreshUniformsStandard( uniforms, material );
  14873. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14874. uniforms.clearcoat.value = material.clearcoat;
  14875. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14876. if ( material.sheen ) uniforms.sheen.value.copy( material.sheen );
  14877. if ( material.clearcoatNormalMap ) {
  14878. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14879. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14880. if ( material.side === BackSide ) {
  14881. uniforms.clearcoatNormalScale.value.negate();
  14882. }
  14883. }
  14884. uniforms.transparency.value = material.transparency;
  14885. }
  14886. function refreshUniformsMatcap( uniforms, material ) {
  14887. if ( material.matcap ) {
  14888. uniforms.matcap.value = material.matcap;
  14889. }
  14890. if ( material.bumpMap ) {
  14891. uniforms.bumpMap.value = material.bumpMap;
  14892. uniforms.bumpScale.value = material.bumpScale;
  14893. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14894. }
  14895. if ( material.normalMap ) {
  14896. uniforms.normalMap.value = material.normalMap;
  14897. uniforms.normalScale.value.copy( material.normalScale );
  14898. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14899. }
  14900. if ( material.displacementMap ) {
  14901. uniforms.displacementMap.value = material.displacementMap;
  14902. uniforms.displacementScale.value = material.displacementScale;
  14903. uniforms.displacementBias.value = material.displacementBias;
  14904. }
  14905. }
  14906. function refreshUniformsDepth( uniforms, material ) {
  14907. if ( material.displacementMap ) {
  14908. uniforms.displacementMap.value = material.displacementMap;
  14909. uniforms.displacementScale.value = material.displacementScale;
  14910. uniforms.displacementBias.value = material.displacementBias;
  14911. }
  14912. }
  14913. function refreshUniformsDistance( uniforms, material ) {
  14914. if ( material.displacementMap ) {
  14915. uniforms.displacementMap.value = material.displacementMap;
  14916. uniforms.displacementScale.value = material.displacementScale;
  14917. uniforms.displacementBias.value = material.displacementBias;
  14918. }
  14919. uniforms.referencePosition.value.copy( material.referencePosition );
  14920. uniforms.nearDistance.value = material.nearDistance;
  14921. uniforms.farDistance.value = material.farDistance;
  14922. }
  14923. function refreshUniformsNormal( uniforms, material ) {
  14924. if ( material.bumpMap ) {
  14925. uniforms.bumpMap.value = material.bumpMap;
  14926. uniforms.bumpScale.value = material.bumpScale;
  14927. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14928. }
  14929. if ( material.normalMap ) {
  14930. uniforms.normalMap.value = material.normalMap;
  14931. uniforms.normalScale.value.copy( material.normalScale );
  14932. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14933. }
  14934. if ( material.displacementMap ) {
  14935. uniforms.displacementMap.value = material.displacementMap;
  14936. uniforms.displacementScale.value = material.displacementScale;
  14937. uniforms.displacementBias.value = material.displacementBias;
  14938. }
  14939. }
  14940. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  14941. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  14942. uniforms.ambientLightColor.needsUpdate = value;
  14943. uniforms.lightProbe.needsUpdate = value;
  14944. uniforms.directionalLights.needsUpdate = value;
  14945. uniforms.pointLights.needsUpdate = value;
  14946. uniforms.spotLights.needsUpdate = value;
  14947. uniforms.rectAreaLights.needsUpdate = value;
  14948. uniforms.hemisphereLights.needsUpdate = value;
  14949. }
  14950. //
  14951. this.setFramebuffer = function ( value ) {
  14952. if ( _framebuffer !== value ) _gl.bindFramebuffer( 36160, value );
  14953. _framebuffer = value;
  14954. };
  14955. this.getActiveCubeFace = function () {
  14956. return _currentActiveCubeFace;
  14957. };
  14958. this.getActiveMipmapLevel = function () {
  14959. return _currentActiveMipmapLevel;
  14960. };
  14961. this.getRenderTarget = function () {
  14962. return _currentRenderTarget;
  14963. };
  14964. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  14965. _currentRenderTarget = renderTarget;
  14966. _currentActiveCubeFace = activeCubeFace;
  14967. _currentActiveMipmapLevel = activeMipmapLevel;
  14968. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  14969. textures.setupRenderTarget( renderTarget );
  14970. }
  14971. var framebuffer = _framebuffer;
  14972. var isCube = false;
  14973. if ( renderTarget ) {
  14974. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14975. if ( renderTarget.isWebGLRenderTargetCube ) {
  14976. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  14977. isCube = true;
  14978. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  14979. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  14980. } else {
  14981. framebuffer = __webglFramebuffer;
  14982. }
  14983. _currentViewport.copy( renderTarget.viewport );
  14984. _currentScissor.copy( renderTarget.scissor );
  14985. _currentScissorTest = renderTarget.scissorTest;
  14986. } else {
  14987. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  14988. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  14989. _currentScissorTest = _scissorTest;
  14990. }
  14991. if ( _currentFramebuffer !== framebuffer ) {
  14992. _gl.bindFramebuffer( 36160, framebuffer );
  14993. _currentFramebuffer = framebuffer;
  14994. }
  14995. state.viewport( _currentViewport );
  14996. state.scissor( _currentScissor );
  14997. state.setScissorTest( _currentScissorTest );
  14998. if ( isCube ) {
  14999. var textureProperties = properties.get( renderTarget.texture );
  15000. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15001. }
  15002. };
  15003. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15004. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15005. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15006. return;
  15007. }
  15008. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15009. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15010. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15011. }
  15012. if ( framebuffer ) {
  15013. var restore = false;
  15014. if ( framebuffer !== _currentFramebuffer ) {
  15015. _gl.bindFramebuffer( 36160, framebuffer );
  15016. restore = true;
  15017. }
  15018. try {
  15019. var texture = renderTarget.texture;
  15020. var textureFormat = texture.format;
  15021. var textureType = texture.type;
  15022. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15023. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15024. return;
  15025. }
  15026. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15027. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15028. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15029. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15030. return;
  15031. }
  15032. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15033. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15034. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15035. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15036. }
  15037. } else {
  15038. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15039. }
  15040. } finally {
  15041. if ( restore ) {
  15042. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15043. }
  15044. }
  15045. }
  15046. };
  15047. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15048. var width = texture.image.width;
  15049. var height = texture.image.height;
  15050. var glFormat = utils.convert( texture.format );
  15051. textures.setTexture2D( texture, 0 );
  15052. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15053. };
  15054. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15055. var width = srcTexture.image.width;
  15056. var height = srcTexture.image.height;
  15057. var glFormat = utils.convert( dstTexture.format );
  15058. var glType = utils.convert( dstTexture.type );
  15059. textures.setTexture2D( dstTexture, 0 );
  15060. if ( srcTexture.isDataTexture ) {
  15061. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15062. } else {
  15063. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15064. }
  15065. };
  15066. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15067. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15068. }
  15069. }
  15070. /**
  15071. * @author mrdoob / http://mrdoob.com/
  15072. * @author alteredq / http://alteredqualia.com/
  15073. */
  15074. function FogExp2( color, density ) {
  15075. this.name = '';
  15076. this.color = new Color( color );
  15077. this.density = ( density !== undefined ) ? density : 0.00025;
  15078. }
  15079. Object.assign( FogExp2.prototype, {
  15080. isFogExp2: true,
  15081. clone: function () {
  15082. return new FogExp2( this.color, this.density );
  15083. },
  15084. toJSON: function ( /* meta */ ) {
  15085. return {
  15086. type: 'FogExp2',
  15087. color: this.color.getHex(),
  15088. density: this.density
  15089. };
  15090. }
  15091. } );
  15092. /**
  15093. * @author mrdoob / http://mrdoob.com/
  15094. * @author alteredq / http://alteredqualia.com/
  15095. */
  15096. function Fog( color, near, far ) {
  15097. this.name = '';
  15098. this.color = new Color( color );
  15099. this.near = ( near !== undefined ) ? near : 1;
  15100. this.far = ( far !== undefined ) ? far : 1000;
  15101. }
  15102. Object.assign( Fog.prototype, {
  15103. isFog: true,
  15104. clone: function () {
  15105. return new Fog( this.color, this.near, this.far );
  15106. },
  15107. toJSON: function ( /* meta */ ) {
  15108. return {
  15109. type: 'Fog',
  15110. color: this.color.getHex(),
  15111. near: this.near,
  15112. far: this.far
  15113. };
  15114. }
  15115. } );
  15116. /**
  15117. * @author benaadams / https://twitter.com/ben_a_adams
  15118. */
  15119. function InterleavedBuffer( array, stride ) {
  15120. this.array = array;
  15121. this.stride = stride;
  15122. this.count = array !== undefined ? array.length / stride : 0;
  15123. this.dynamic = false;
  15124. this.updateRange = { offset: 0, count: - 1 };
  15125. this.version = 0;
  15126. }
  15127. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15128. set: function ( value ) {
  15129. if ( value === true ) this.version ++;
  15130. }
  15131. } );
  15132. Object.assign( InterleavedBuffer.prototype, {
  15133. isInterleavedBuffer: true,
  15134. onUploadCallback: function () {},
  15135. setArray: function ( array ) {
  15136. if ( Array.isArray( array ) ) {
  15137. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  15138. }
  15139. this.count = array !== undefined ? array.length / this.stride : 0;
  15140. this.array = array;
  15141. return this;
  15142. },
  15143. setDynamic: function ( value ) {
  15144. this.dynamic = value;
  15145. return this;
  15146. },
  15147. copy: function ( source ) {
  15148. this.array = new source.array.constructor( source.array );
  15149. this.count = source.count;
  15150. this.stride = source.stride;
  15151. this.dynamic = source.dynamic;
  15152. return this;
  15153. },
  15154. copyAt: function ( index1, attribute, index2 ) {
  15155. index1 *= this.stride;
  15156. index2 *= attribute.stride;
  15157. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15158. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15159. }
  15160. return this;
  15161. },
  15162. set: function ( value, offset ) {
  15163. if ( offset === undefined ) offset = 0;
  15164. this.array.set( value, offset );
  15165. return this;
  15166. },
  15167. clone: function () {
  15168. return new this.constructor().copy( this );
  15169. },
  15170. onUpload: function ( callback ) {
  15171. this.onUploadCallback = callback;
  15172. return this;
  15173. }
  15174. } );
  15175. /**
  15176. * @author benaadams / https://twitter.com/ben_a_adams
  15177. */
  15178. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15179. this.data = interleavedBuffer;
  15180. this.itemSize = itemSize;
  15181. this.offset = offset;
  15182. this.normalized = normalized === true;
  15183. }
  15184. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15185. count: {
  15186. get: function () {
  15187. return this.data.count;
  15188. }
  15189. },
  15190. array: {
  15191. get: function () {
  15192. return this.data.array;
  15193. }
  15194. }
  15195. } );
  15196. Object.assign( InterleavedBufferAttribute.prototype, {
  15197. isInterleavedBufferAttribute: true,
  15198. setX: function ( index, x ) {
  15199. this.data.array[ index * this.data.stride + this.offset ] = x;
  15200. return this;
  15201. },
  15202. setY: function ( index, y ) {
  15203. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15204. return this;
  15205. },
  15206. setZ: function ( index, z ) {
  15207. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15208. return this;
  15209. },
  15210. setW: function ( index, w ) {
  15211. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15212. return this;
  15213. },
  15214. getX: function ( index ) {
  15215. return this.data.array[ index * this.data.stride + this.offset ];
  15216. },
  15217. getY: function ( index ) {
  15218. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15219. },
  15220. getZ: function ( index ) {
  15221. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15222. },
  15223. getW: function ( index ) {
  15224. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15225. },
  15226. setXY: function ( index, x, y ) {
  15227. index = index * this.data.stride + this.offset;
  15228. this.data.array[ index + 0 ] = x;
  15229. this.data.array[ index + 1 ] = y;
  15230. return this;
  15231. },
  15232. setXYZ: function ( index, x, y, z ) {
  15233. index = index * this.data.stride + this.offset;
  15234. this.data.array[ index + 0 ] = x;
  15235. this.data.array[ index + 1 ] = y;
  15236. this.data.array[ index + 2 ] = z;
  15237. return this;
  15238. },
  15239. setXYZW: function ( index, x, y, z, w ) {
  15240. index = index * this.data.stride + this.offset;
  15241. this.data.array[ index + 0 ] = x;
  15242. this.data.array[ index + 1 ] = y;
  15243. this.data.array[ index + 2 ] = z;
  15244. this.data.array[ index + 3 ] = w;
  15245. return this;
  15246. }
  15247. } );
  15248. /**
  15249. * @author alteredq / http://alteredqualia.com/
  15250. *
  15251. * parameters = {
  15252. * color: <hex>,
  15253. * map: new THREE.Texture( <Image> ),
  15254. * rotation: <float>,
  15255. * sizeAttenuation: <bool>
  15256. * }
  15257. */
  15258. function SpriteMaterial( parameters ) {
  15259. Material.call( this );
  15260. this.type = 'SpriteMaterial';
  15261. this.color = new Color( 0xffffff );
  15262. this.map = null;
  15263. this.rotation = 0;
  15264. this.sizeAttenuation = true;
  15265. this.lights = false;
  15266. this.transparent = true;
  15267. this.setValues( parameters );
  15268. }
  15269. SpriteMaterial.prototype = Object.create( Material.prototype );
  15270. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15271. SpriteMaterial.prototype.isSpriteMaterial = true;
  15272. SpriteMaterial.prototype.copy = function ( source ) {
  15273. Material.prototype.copy.call( this, source );
  15274. this.color.copy( source.color );
  15275. this.map = source.map;
  15276. this.rotation = source.rotation;
  15277. this.sizeAttenuation = source.sizeAttenuation;
  15278. return this;
  15279. };
  15280. /**
  15281. * @author mikael emtinger / http://gomo.se/
  15282. * @author alteredq / http://alteredqualia.com/
  15283. */
  15284. var _geometry;
  15285. var _intersectPoint = new Vector3();
  15286. var _worldScale = new Vector3();
  15287. var _mvPosition = new Vector3();
  15288. var _alignedPosition = new Vector2();
  15289. var _rotatedPosition = new Vector2();
  15290. var _viewWorldMatrix = new Matrix4();
  15291. var _vA$1 = new Vector3();
  15292. var _vB$1 = new Vector3();
  15293. var _vC$1 = new Vector3();
  15294. var _uvA$1 = new Vector2();
  15295. var _uvB$1 = new Vector2();
  15296. var _uvC$1 = new Vector2();
  15297. function Sprite( material ) {
  15298. Object3D.call( this );
  15299. this.type = 'Sprite';
  15300. if ( _geometry === undefined ) {
  15301. _geometry = new BufferGeometry();
  15302. var float32Array = new Float32Array( [
  15303. - 0.5, - 0.5, 0, 0, 0,
  15304. 0.5, - 0.5, 0, 1, 0,
  15305. 0.5, 0.5, 0, 1, 1,
  15306. - 0.5, 0.5, 0, 0, 1
  15307. ] );
  15308. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15309. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15310. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15311. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15312. }
  15313. this.geometry = _geometry;
  15314. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15315. this.center = new Vector2( 0.5, 0.5 );
  15316. }
  15317. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15318. constructor: Sprite,
  15319. isSprite: true,
  15320. raycast: function ( raycaster, intersects ) {
  15321. if ( raycaster.camera === null ) {
  15322. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15323. }
  15324. _worldScale.setFromMatrixScale( this.matrixWorld );
  15325. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15326. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15327. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15328. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15329. _worldScale.multiplyScalar( - _mvPosition.z );
  15330. }
  15331. var rotation = this.material.rotation;
  15332. var sin, cos;
  15333. if ( rotation !== 0 ) {
  15334. cos = Math.cos( rotation );
  15335. sin = Math.sin( rotation );
  15336. }
  15337. var center = this.center;
  15338. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15339. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15340. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15341. _uvA$1.set( 0, 0 );
  15342. _uvB$1.set( 1, 0 );
  15343. _uvC$1.set( 1, 1 );
  15344. // check first triangle
  15345. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15346. if ( intersect === null ) {
  15347. // check second triangle
  15348. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15349. _uvB$1.set( 0, 1 );
  15350. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15351. if ( intersect === null ) {
  15352. return;
  15353. }
  15354. }
  15355. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15356. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15357. intersects.push( {
  15358. distance: distance,
  15359. point: _intersectPoint.clone(),
  15360. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15361. face: null,
  15362. object: this
  15363. } );
  15364. },
  15365. clone: function () {
  15366. return new this.constructor( this.material ).copy( this );
  15367. },
  15368. copy: function ( source ) {
  15369. Object3D.prototype.copy.call( this, source );
  15370. if ( source.center !== undefined ) this.center.copy( source.center );
  15371. return this;
  15372. }
  15373. } );
  15374. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15375. // compute position in camera space
  15376. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15377. // to check if rotation is not zero
  15378. if ( sin !== undefined ) {
  15379. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15380. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15381. } else {
  15382. _rotatedPosition.copy( _alignedPosition );
  15383. }
  15384. vertexPosition.copy( mvPosition );
  15385. vertexPosition.x += _rotatedPosition.x;
  15386. vertexPosition.y += _rotatedPosition.y;
  15387. // transform to world space
  15388. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15389. }
  15390. /**
  15391. * @author mikael emtinger / http://gomo.se/
  15392. * @author alteredq / http://alteredqualia.com/
  15393. * @author mrdoob / http://mrdoob.com/
  15394. */
  15395. var _v1$4 = new Vector3();
  15396. var _v2$2 = new Vector3();
  15397. function LOD() {
  15398. Object3D.call( this );
  15399. this.type = 'LOD';
  15400. Object.defineProperties( this, {
  15401. levels: {
  15402. enumerable: true,
  15403. value: []
  15404. }
  15405. } );
  15406. this.autoUpdate = true;
  15407. }
  15408. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15409. constructor: LOD,
  15410. isLOD: true,
  15411. copy: function ( source ) {
  15412. Object3D.prototype.copy.call( this, source, false );
  15413. var levels = source.levels;
  15414. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15415. var level = levels[ i ];
  15416. this.addLevel( level.object.clone(), level.distance );
  15417. }
  15418. return this;
  15419. },
  15420. addLevel: function ( object, distance ) {
  15421. if ( distance === undefined ) distance = 0;
  15422. distance = Math.abs( distance );
  15423. var levels = this.levels;
  15424. for ( var l = 0; l < levels.length; l ++ ) {
  15425. if ( distance < levels[ l ].distance ) {
  15426. break;
  15427. }
  15428. }
  15429. levels.splice( l, 0, { distance: distance, object: object } );
  15430. this.add( object );
  15431. return this;
  15432. },
  15433. getObjectForDistance: function ( distance ) {
  15434. var levels = this.levels;
  15435. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15436. if ( distance < levels[ i ].distance ) {
  15437. break;
  15438. }
  15439. }
  15440. return levels[ i - 1 ].object;
  15441. },
  15442. raycast: function ( raycaster, intersects ) {
  15443. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15444. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15445. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15446. },
  15447. update: function ( camera ) {
  15448. var levels = this.levels;
  15449. if ( levels.length > 1 ) {
  15450. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15451. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15452. var distance = _v1$4.distanceTo( _v2$2 );
  15453. levels[ 0 ].object.visible = true;
  15454. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15455. if ( distance >= levels[ i ].distance ) {
  15456. levels[ i - 1 ].object.visible = false;
  15457. levels[ i ].object.visible = true;
  15458. } else {
  15459. break;
  15460. }
  15461. }
  15462. for ( ; i < l; i ++ ) {
  15463. levels[ i ].object.visible = false;
  15464. }
  15465. }
  15466. },
  15467. toJSON: function ( meta ) {
  15468. var data = Object3D.prototype.toJSON.call( this, meta );
  15469. data.object.levels = [];
  15470. var levels = this.levels;
  15471. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15472. var level = levels[ i ];
  15473. data.object.levels.push( {
  15474. object: level.object.uuid,
  15475. distance: level.distance
  15476. } );
  15477. }
  15478. return data;
  15479. }
  15480. } );
  15481. /**
  15482. * @author mikael emtinger / http://gomo.se/
  15483. * @author alteredq / http://alteredqualia.com/
  15484. * @author ikerr / http://verold.com
  15485. */
  15486. function SkinnedMesh( geometry, material ) {
  15487. if ( geometry && geometry.isGeometry ) {
  15488. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15489. }
  15490. Mesh.call( this, geometry, material );
  15491. this.type = 'SkinnedMesh';
  15492. this.bindMode = 'attached';
  15493. this.bindMatrix = new Matrix4();
  15494. this.bindMatrixInverse = new Matrix4();
  15495. }
  15496. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15497. constructor: SkinnedMesh,
  15498. isSkinnedMesh: true,
  15499. bind: function ( skeleton, bindMatrix ) {
  15500. this.skeleton = skeleton;
  15501. if ( bindMatrix === undefined ) {
  15502. this.updateMatrixWorld( true );
  15503. this.skeleton.calculateInverses();
  15504. bindMatrix = this.matrixWorld;
  15505. }
  15506. this.bindMatrix.copy( bindMatrix );
  15507. this.bindMatrixInverse.getInverse( bindMatrix );
  15508. },
  15509. pose: function () {
  15510. this.skeleton.pose();
  15511. },
  15512. normalizeSkinWeights: function () {
  15513. var vector = new Vector4();
  15514. var skinWeight = this.geometry.attributes.skinWeight;
  15515. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15516. vector.x = skinWeight.getX( i );
  15517. vector.y = skinWeight.getY( i );
  15518. vector.z = skinWeight.getZ( i );
  15519. vector.w = skinWeight.getW( i );
  15520. var scale = 1.0 / vector.manhattanLength();
  15521. if ( scale !== Infinity ) {
  15522. vector.multiplyScalar( scale );
  15523. } else {
  15524. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15525. }
  15526. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15527. }
  15528. },
  15529. updateMatrixWorld: function ( force ) {
  15530. Mesh.prototype.updateMatrixWorld.call( this, force );
  15531. if ( this.bindMode === 'attached' ) {
  15532. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15533. } else if ( this.bindMode === 'detached' ) {
  15534. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15535. } else {
  15536. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15537. }
  15538. },
  15539. clone: function () {
  15540. return new this.constructor( this.geometry, this.material ).copy( this );
  15541. }
  15542. } );
  15543. /**
  15544. * @author mikael emtinger / http://gomo.se/
  15545. * @author alteredq / http://alteredqualia.com/
  15546. * @author michael guerrero / http://realitymeltdown.com
  15547. * @author ikerr / http://verold.com
  15548. */
  15549. var _offsetMatrix = new Matrix4();
  15550. var _identityMatrix = new Matrix4();
  15551. function Skeleton( bones, boneInverses ) {
  15552. // copy the bone array
  15553. bones = bones || [];
  15554. this.bones = bones.slice( 0 );
  15555. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15556. // use the supplied bone inverses or calculate the inverses
  15557. if ( boneInverses === undefined ) {
  15558. this.calculateInverses();
  15559. } else {
  15560. if ( this.bones.length === boneInverses.length ) {
  15561. this.boneInverses = boneInverses.slice( 0 );
  15562. } else {
  15563. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15564. this.boneInverses = [];
  15565. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15566. this.boneInverses.push( new Matrix4() );
  15567. }
  15568. }
  15569. }
  15570. }
  15571. Object.assign( Skeleton.prototype, {
  15572. calculateInverses: function () {
  15573. this.boneInverses = [];
  15574. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15575. var inverse = new Matrix4();
  15576. if ( this.bones[ i ] ) {
  15577. inverse.getInverse( this.bones[ i ].matrixWorld );
  15578. }
  15579. this.boneInverses.push( inverse );
  15580. }
  15581. },
  15582. pose: function () {
  15583. var bone, i, il;
  15584. // recover the bind-time world matrices
  15585. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15586. bone = this.bones[ i ];
  15587. if ( bone ) {
  15588. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15589. }
  15590. }
  15591. // compute the local matrices, positions, rotations and scales
  15592. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15593. bone = this.bones[ i ];
  15594. if ( bone ) {
  15595. if ( bone.parent && bone.parent.isBone ) {
  15596. bone.matrix.getInverse( bone.parent.matrixWorld );
  15597. bone.matrix.multiply( bone.matrixWorld );
  15598. } else {
  15599. bone.matrix.copy( bone.matrixWorld );
  15600. }
  15601. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15602. }
  15603. }
  15604. },
  15605. update: function () {
  15606. var bones = this.bones;
  15607. var boneInverses = this.boneInverses;
  15608. var boneMatrices = this.boneMatrices;
  15609. var boneTexture = this.boneTexture;
  15610. // flatten bone matrices to array
  15611. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15612. // compute the offset between the current and the original transform
  15613. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  15614. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15615. _offsetMatrix.toArray( boneMatrices, i * 16 );
  15616. }
  15617. if ( boneTexture !== undefined ) {
  15618. boneTexture.needsUpdate = true;
  15619. }
  15620. },
  15621. clone: function () {
  15622. return new Skeleton( this.bones, this.boneInverses );
  15623. },
  15624. getBoneByName: function ( name ) {
  15625. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15626. var bone = this.bones[ i ];
  15627. if ( bone.name === name ) {
  15628. return bone;
  15629. }
  15630. }
  15631. return undefined;
  15632. }
  15633. } );
  15634. /**
  15635. * @author mikael emtinger / http://gomo.se/
  15636. * @author alteredq / http://alteredqualia.com/
  15637. * @author ikerr / http://verold.com
  15638. */
  15639. function Bone() {
  15640. Object3D.call( this );
  15641. this.type = 'Bone';
  15642. }
  15643. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15644. constructor: Bone,
  15645. isBone: true
  15646. } );
  15647. /**
  15648. * @author mrdoob / http://mrdoob.com/
  15649. * @author alteredq / http://alteredqualia.com/
  15650. *
  15651. * parameters = {
  15652. * color: <hex>,
  15653. * opacity: <float>,
  15654. *
  15655. * linewidth: <float>,
  15656. * linecap: "round",
  15657. * linejoin: "round"
  15658. * }
  15659. */
  15660. function LineBasicMaterial( parameters ) {
  15661. Material.call( this );
  15662. this.type = 'LineBasicMaterial';
  15663. this.color = new Color( 0xffffff );
  15664. this.linewidth = 1;
  15665. this.linecap = 'round';
  15666. this.linejoin = 'round';
  15667. this.lights = false;
  15668. this.setValues( parameters );
  15669. }
  15670. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15671. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15672. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15673. LineBasicMaterial.prototype.copy = function ( source ) {
  15674. Material.prototype.copy.call( this, source );
  15675. this.color.copy( source.color );
  15676. this.linewidth = source.linewidth;
  15677. this.linecap = source.linecap;
  15678. this.linejoin = source.linejoin;
  15679. return this;
  15680. };
  15681. /**
  15682. * @author mrdoob / http://mrdoob.com/
  15683. */
  15684. var _start = new Vector3();
  15685. var _end = new Vector3();
  15686. var _inverseMatrix$1 = new Matrix4();
  15687. var _ray$1 = new Ray();
  15688. var _sphere$2 = new Sphere();
  15689. function Line( geometry, material, mode ) {
  15690. if ( mode === 1 ) {
  15691. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15692. }
  15693. Object3D.call( this );
  15694. this.type = 'Line';
  15695. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15696. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15697. }
  15698. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15699. constructor: Line,
  15700. isLine: true,
  15701. computeLineDistances: function () {
  15702. var geometry = this.geometry;
  15703. if ( geometry.isBufferGeometry ) {
  15704. // we assume non-indexed geometry
  15705. if ( geometry.index === null ) {
  15706. var positionAttribute = geometry.attributes.position;
  15707. var lineDistances = [ 0 ];
  15708. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15709. _start.fromBufferAttribute( positionAttribute, i - 1 );
  15710. _end.fromBufferAttribute( positionAttribute, i );
  15711. lineDistances[ i ] = lineDistances[ i - 1 ];
  15712. lineDistances[ i ] += _start.distanceTo( _end );
  15713. }
  15714. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15715. } else {
  15716. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15717. }
  15718. } else if ( geometry.isGeometry ) {
  15719. var vertices = geometry.vertices;
  15720. var lineDistances = geometry.lineDistances;
  15721. lineDistances[ 0 ] = 0;
  15722. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15723. lineDistances[ i ] = lineDistances[ i - 1 ];
  15724. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15725. }
  15726. }
  15727. return this;
  15728. },
  15729. raycast: function ( raycaster, intersects ) {
  15730. var precision = raycaster.linePrecision;
  15731. var geometry = this.geometry;
  15732. var matrixWorld = this.matrixWorld;
  15733. // Checking boundingSphere distance to ray
  15734. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15735. _sphere$2.copy( geometry.boundingSphere );
  15736. _sphere$2.applyMatrix4( matrixWorld );
  15737. _sphere$2.radius += precision;
  15738. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;
  15739. //
  15740. _inverseMatrix$1.getInverse( matrixWorld );
  15741. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  15742. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15743. var localPrecisionSq = localPrecision * localPrecision;
  15744. var vStart = new Vector3();
  15745. var vEnd = new Vector3();
  15746. var interSegment = new Vector3();
  15747. var interRay = new Vector3();
  15748. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15749. if ( geometry.isBufferGeometry ) {
  15750. var index = geometry.index;
  15751. var attributes = geometry.attributes;
  15752. var positions = attributes.position.array;
  15753. if ( index !== null ) {
  15754. var indices = index.array;
  15755. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15756. var a = indices[ i ];
  15757. var b = indices[ i + 1 ];
  15758. vStart.fromArray( positions, a * 3 );
  15759. vEnd.fromArray( positions, b * 3 );
  15760. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15761. if ( distSq > localPrecisionSq ) continue;
  15762. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15763. var distance = raycaster.ray.origin.distanceTo( interRay );
  15764. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15765. intersects.push( {
  15766. distance: distance,
  15767. // What do we want? intersection point on the ray or on the segment??
  15768. // point: raycaster.ray.at( distance ),
  15769. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15770. index: i,
  15771. face: null,
  15772. faceIndex: null,
  15773. object: this
  15774. } );
  15775. }
  15776. } else {
  15777. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15778. vStart.fromArray( positions, 3 * i );
  15779. vEnd.fromArray( positions, 3 * i + 3 );
  15780. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15781. if ( distSq > localPrecisionSq ) continue;
  15782. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15783. var distance = raycaster.ray.origin.distanceTo( interRay );
  15784. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15785. intersects.push( {
  15786. distance: distance,
  15787. // What do we want? intersection point on the ray or on the segment??
  15788. // point: raycaster.ray.at( distance ),
  15789. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15790. index: i,
  15791. face: null,
  15792. faceIndex: null,
  15793. object: this
  15794. } );
  15795. }
  15796. }
  15797. } else if ( geometry.isGeometry ) {
  15798. var vertices = geometry.vertices;
  15799. var nbVertices = vertices.length;
  15800. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15801. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15802. if ( distSq > localPrecisionSq ) continue;
  15803. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15804. var distance = raycaster.ray.origin.distanceTo( interRay );
  15805. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15806. intersects.push( {
  15807. distance: distance,
  15808. // What do we want? intersection point on the ray or on the segment??
  15809. // point: raycaster.ray.at( distance ),
  15810. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15811. index: i,
  15812. face: null,
  15813. faceIndex: null,
  15814. object: this
  15815. } );
  15816. }
  15817. }
  15818. },
  15819. clone: function () {
  15820. return new this.constructor( this.geometry, this.material ).copy( this );
  15821. }
  15822. } );
  15823. /**
  15824. * @author mrdoob / http://mrdoob.com/
  15825. */
  15826. var _start$1 = new Vector3();
  15827. var _end$1 = new Vector3();
  15828. function LineSegments( geometry, material ) {
  15829. Line.call( this, geometry, material );
  15830. this.type = 'LineSegments';
  15831. }
  15832. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15833. constructor: LineSegments,
  15834. isLineSegments: true,
  15835. computeLineDistances: function () {
  15836. var geometry = this.geometry;
  15837. if ( geometry.isBufferGeometry ) {
  15838. // we assume non-indexed geometry
  15839. if ( geometry.index === null ) {
  15840. var positionAttribute = geometry.attributes.position;
  15841. var lineDistances = [];
  15842. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15843. _start$1.fromBufferAttribute( positionAttribute, i );
  15844. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  15845. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15846. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  15847. }
  15848. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15849. } else {
  15850. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15851. }
  15852. } else if ( geometry.isGeometry ) {
  15853. var vertices = geometry.vertices;
  15854. var lineDistances = geometry.lineDistances;
  15855. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15856. _start$1.copy( vertices[ i ] );
  15857. _end$1.copy( vertices[ i + 1 ] );
  15858. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15859. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  15860. }
  15861. }
  15862. return this;
  15863. }
  15864. } );
  15865. /**
  15866. * @author mgreter / http://github.com/mgreter
  15867. */
  15868. function LineLoop( geometry, material ) {
  15869. Line.call( this, geometry, material );
  15870. this.type = 'LineLoop';
  15871. }
  15872. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15873. constructor: LineLoop,
  15874. isLineLoop: true,
  15875. } );
  15876. /**
  15877. * @author mrdoob / http://mrdoob.com/
  15878. * @author alteredq / http://alteredqualia.com/
  15879. *
  15880. * parameters = {
  15881. * color: <hex>,
  15882. * opacity: <float>,
  15883. * map: new THREE.Texture( <Image> ),
  15884. *
  15885. * size: <float>,
  15886. * sizeAttenuation: <bool>
  15887. *
  15888. * morphTargets: <bool>
  15889. * }
  15890. */
  15891. function PointsMaterial( parameters ) {
  15892. Material.call( this );
  15893. this.type = 'PointsMaterial';
  15894. this.color = new Color( 0xffffff );
  15895. this.map = null;
  15896. this.size = 1;
  15897. this.sizeAttenuation = true;
  15898. this.morphTargets = false;
  15899. this.lights = false;
  15900. this.setValues( parameters );
  15901. }
  15902. PointsMaterial.prototype = Object.create( Material.prototype );
  15903. PointsMaterial.prototype.constructor = PointsMaterial;
  15904. PointsMaterial.prototype.isPointsMaterial = true;
  15905. PointsMaterial.prototype.copy = function ( source ) {
  15906. Material.prototype.copy.call( this, source );
  15907. this.color.copy( source.color );
  15908. this.map = source.map;
  15909. this.size = source.size;
  15910. this.sizeAttenuation = source.sizeAttenuation;
  15911. this.morphTargets = source.morphTargets;
  15912. return this;
  15913. };
  15914. /**
  15915. * @author alteredq / http://alteredqualia.com/
  15916. */
  15917. var _inverseMatrix$2 = new Matrix4();
  15918. var _ray$2 = new Ray();
  15919. var _sphere$3 = new Sphere();
  15920. var _position$1 = new Vector3();
  15921. function Points( geometry, material ) {
  15922. Object3D.call( this );
  15923. this.type = 'Points';
  15924. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15925. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15926. this.updateMorphTargets();
  15927. }
  15928. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15929. constructor: Points,
  15930. isPoints: true,
  15931. raycast: function ( raycaster, intersects ) {
  15932. var geometry = this.geometry;
  15933. var matrixWorld = this.matrixWorld;
  15934. var threshold = raycaster.params.Points.threshold;
  15935. // Checking boundingSphere distance to ray
  15936. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15937. _sphere$3.copy( geometry.boundingSphere );
  15938. _sphere$3.applyMatrix4( matrixWorld );
  15939. _sphere$3.radius += threshold;
  15940. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;
  15941. //
  15942. _inverseMatrix$2.getInverse( matrixWorld );
  15943. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  15944. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15945. var localThresholdSq = localThreshold * localThreshold;
  15946. if ( geometry.isBufferGeometry ) {
  15947. var index = geometry.index;
  15948. var attributes = geometry.attributes;
  15949. var positions = attributes.position.array;
  15950. if ( index !== null ) {
  15951. var indices = index.array;
  15952. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  15953. var a = indices[ i ];
  15954. _position$1.fromArray( positions, a * 3 );
  15955. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  15956. }
  15957. } else {
  15958. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  15959. _position$1.fromArray( positions, i * 3 );
  15960. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  15961. }
  15962. }
  15963. } else {
  15964. var vertices = geometry.vertices;
  15965. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  15966. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  15967. }
  15968. }
  15969. },
  15970. updateMorphTargets: function () {
  15971. var geometry = this.geometry;
  15972. var m, ml, name;
  15973. if ( geometry.isBufferGeometry ) {
  15974. var morphAttributes = geometry.morphAttributes;
  15975. var keys = Object.keys( morphAttributes );
  15976. if ( keys.length > 0 ) {
  15977. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  15978. if ( morphAttribute !== undefined ) {
  15979. this.morphTargetInfluences = [];
  15980. this.morphTargetDictionary = {};
  15981. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15982. name = morphAttribute[ m ].name || String( m );
  15983. this.morphTargetInfluences.push( 0 );
  15984. this.morphTargetDictionary[ name ] = m;
  15985. }
  15986. }
  15987. }
  15988. } else {
  15989. var morphTargets = geometry.morphTargets;
  15990. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  15991. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15992. }
  15993. }
  15994. },
  15995. clone: function () {
  15996. return new this.constructor( this.geometry, this.material ).copy( this );
  15997. }
  15998. } );
  15999. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16000. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16001. if ( rayPointDistanceSq < localThresholdSq ) {
  16002. var intersectPoint = new Vector3();
  16003. _ray$2.closestPointToPoint( point, intersectPoint );
  16004. intersectPoint.applyMatrix4( matrixWorld );
  16005. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16006. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16007. intersects.push( {
  16008. distance: distance,
  16009. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16010. point: intersectPoint,
  16011. index: index,
  16012. face: null,
  16013. object: object
  16014. } );
  16015. }
  16016. }
  16017. /**
  16018. * @author mrdoob / http://mrdoob.com/
  16019. */
  16020. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16021. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16022. this.format = format !== undefined ? format : RGBFormat;
  16023. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16024. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16025. this.generateMipmaps = false;
  16026. }
  16027. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16028. constructor: VideoTexture,
  16029. isVideoTexture: true,
  16030. update: function () {
  16031. var video = this.image;
  16032. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16033. this.needsUpdate = true;
  16034. }
  16035. }
  16036. } );
  16037. /**
  16038. * @author alteredq / http://alteredqualia.com/
  16039. */
  16040. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16041. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16042. this.image = { width: width, height: height };
  16043. this.mipmaps = mipmaps;
  16044. // no flipping for cube textures
  16045. // (also flipping doesn't work for compressed textures )
  16046. this.flipY = false;
  16047. // can't generate mipmaps for compressed textures
  16048. // mips must be embedded in DDS files
  16049. this.generateMipmaps = false;
  16050. }
  16051. CompressedTexture.prototype = Object.create( Texture.prototype );
  16052. CompressedTexture.prototype.constructor = CompressedTexture;
  16053. CompressedTexture.prototype.isCompressedTexture = true;
  16054. /**
  16055. * @author mrdoob / http://mrdoob.com/
  16056. */
  16057. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16058. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16059. this.needsUpdate = true;
  16060. }
  16061. CanvasTexture.prototype = Object.create( Texture.prototype );
  16062. CanvasTexture.prototype.constructor = CanvasTexture;
  16063. CanvasTexture.prototype.isCanvasTexture = true;
  16064. /**
  16065. * @author Matt DesLauriers / @mattdesl
  16066. * @author atix / arthursilber.de
  16067. */
  16068. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16069. format = format !== undefined ? format : DepthFormat;
  16070. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16071. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16072. }
  16073. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  16074. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  16075. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16076. this.image = { width: width, height: height };
  16077. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16078. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16079. this.flipY = false;
  16080. this.generateMipmaps = false;
  16081. }
  16082. DepthTexture.prototype = Object.create( Texture.prototype );
  16083. DepthTexture.prototype.constructor = DepthTexture;
  16084. DepthTexture.prototype.isDepthTexture = true;
  16085. /**
  16086. * @author mrdoob / http://mrdoob.com/
  16087. * @author Mugen87 / https://github.com/Mugen87
  16088. */
  16089. function WireframeGeometry( geometry ) {
  16090. BufferGeometry.call( this );
  16091. this.type = 'WireframeGeometry';
  16092. // buffer
  16093. var vertices = [];
  16094. // helper variables
  16095. var i, j, l, o, ol;
  16096. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16097. var key, keys = [ 'a', 'b', 'c' ];
  16098. var vertex;
  16099. // different logic for Geometry and BufferGeometry
  16100. if ( geometry && geometry.isGeometry ) {
  16101. // create a data structure that contains all edges without duplicates
  16102. var faces = geometry.faces;
  16103. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16104. var face = faces[ i ];
  16105. for ( j = 0; j < 3; j ++ ) {
  16106. edge1 = face[ keys[ j ] ];
  16107. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16108. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16109. edge[ 1 ] = Math.max( edge1, edge2 );
  16110. key = edge[ 0 ] + ',' + edge[ 1 ];
  16111. if ( edges[ key ] === undefined ) {
  16112. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16113. }
  16114. }
  16115. }
  16116. // generate vertices
  16117. for ( key in edges ) {
  16118. e = edges[ key ];
  16119. vertex = geometry.vertices[ e.index1 ];
  16120. vertices.push( vertex.x, vertex.y, vertex.z );
  16121. vertex = geometry.vertices[ e.index2 ];
  16122. vertices.push( vertex.x, vertex.y, vertex.z );
  16123. }
  16124. } else if ( geometry && geometry.isBufferGeometry ) {
  16125. var position, indices, groups;
  16126. var group, start, count;
  16127. var index1, index2;
  16128. vertex = new Vector3();
  16129. if ( geometry.index !== null ) {
  16130. // indexed BufferGeometry
  16131. position = geometry.attributes.position;
  16132. indices = geometry.index;
  16133. groups = geometry.groups;
  16134. if ( groups.length === 0 ) {
  16135. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16136. }
  16137. // create a data structure that contains all eges without duplicates
  16138. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16139. group = groups[ o ];
  16140. start = group.start;
  16141. count = group.count;
  16142. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16143. for ( j = 0; j < 3; j ++ ) {
  16144. edge1 = indices.getX( i + j );
  16145. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16146. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16147. edge[ 1 ] = Math.max( edge1, edge2 );
  16148. key = edge[ 0 ] + ',' + edge[ 1 ];
  16149. if ( edges[ key ] === undefined ) {
  16150. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16151. }
  16152. }
  16153. }
  16154. }
  16155. // generate vertices
  16156. for ( key in edges ) {
  16157. e = edges[ key ];
  16158. vertex.fromBufferAttribute( position, e.index1 );
  16159. vertices.push( vertex.x, vertex.y, vertex.z );
  16160. vertex.fromBufferAttribute( position, e.index2 );
  16161. vertices.push( vertex.x, vertex.y, vertex.z );
  16162. }
  16163. } else {
  16164. // non-indexed BufferGeometry
  16165. position = geometry.attributes.position;
  16166. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16167. for ( j = 0; j < 3; j ++ ) {
  16168. // three edges per triangle, an edge is represented as (index1, index2)
  16169. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16170. index1 = 3 * i + j;
  16171. vertex.fromBufferAttribute( position, index1 );
  16172. vertices.push( vertex.x, vertex.y, vertex.z );
  16173. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16174. vertex.fromBufferAttribute( position, index2 );
  16175. vertices.push( vertex.x, vertex.y, vertex.z );
  16176. }
  16177. }
  16178. }
  16179. }
  16180. // build geometry
  16181. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16182. }
  16183. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16184. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16185. /**
  16186. * @author zz85 / https://github.com/zz85
  16187. * @author Mugen87 / https://github.com/Mugen87
  16188. *
  16189. * Parametric Surfaces Geometry
  16190. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16191. */
  16192. // ParametricGeometry
  16193. function ParametricGeometry( func, slices, stacks ) {
  16194. Geometry.call( this );
  16195. this.type = 'ParametricGeometry';
  16196. this.parameters = {
  16197. func: func,
  16198. slices: slices,
  16199. stacks: stacks
  16200. };
  16201. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16202. this.mergeVertices();
  16203. }
  16204. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16205. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16206. // ParametricBufferGeometry
  16207. function ParametricBufferGeometry( func, slices, stacks ) {
  16208. BufferGeometry.call( this );
  16209. this.type = 'ParametricBufferGeometry';
  16210. this.parameters = {
  16211. func: func,
  16212. slices: slices,
  16213. stacks: stacks
  16214. };
  16215. // buffers
  16216. var indices = [];
  16217. var vertices = [];
  16218. var normals = [];
  16219. var uvs = [];
  16220. var EPS = 0.00001;
  16221. var normal = new Vector3();
  16222. var p0 = new Vector3(), p1 = new Vector3();
  16223. var pu = new Vector3(), pv = new Vector3();
  16224. var i, j;
  16225. if ( func.length < 3 ) {
  16226. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16227. }
  16228. // generate vertices, normals and uvs
  16229. var sliceCount = slices + 1;
  16230. for ( i = 0; i <= stacks; i ++ ) {
  16231. var v = i / stacks;
  16232. for ( j = 0; j <= slices; j ++ ) {
  16233. var u = j / slices;
  16234. // vertex
  16235. func( u, v, p0 );
  16236. vertices.push( p0.x, p0.y, p0.z );
  16237. // normal
  16238. // approximate tangent vectors via finite differences
  16239. if ( u - EPS >= 0 ) {
  16240. func( u - EPS, v, p1 );
  16241. pu.subVectors( p0, p1 );
  16242. } else {
  16243. func( u + EPS, v, p1 );
  16244. pu.subVectors( p1, p0 );
  16245. }
  16246. if ( v - EPS >= 0 ) {
  16247. func( u, v - EPS, p1 );
  16248. pv.subVectors( p0, p1 );
  16249. } else {
  16250. func( u, v + EPS, p1 );
  16251. pv.subVectors( p1, p0 );
  16252. }
  16253. // cross product of tangent vectors returns surface normal
  16254. normal.crossVectors( pu, pv ).normalize();
  16255. normals.push( normal.x, normal.y, normal.z );
  16256. // uv
  16257. uvs.push( u, v );
  16258. }
  16259. }
  16260. // generate indices
  16261. for ( i = 0; i < stacks; i ++ ) {
  16262. for ( j = 0; j < slices; j ++ ) {
  16263. var a = i * sliceCount + j;
  16264. var b = i * sliceCount + j + 1;
  16265. var c = ( i + 1 ) * sliceCount + j + 1;
  16266. var d = ( i + 1 ) * sliceCount + j;
  16267. // faces one and two
  16268. indices.push( a, b, d );
  16269. indices.push( b, c, d );
  16270. }
  16271. }
  16272. // build geometry
  16273. this.setIndex( indices );
  16274. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16275. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16276. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16277. }
  16278. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16279. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16280. /**
  16281. * @author clockworkgeek / https://github.com/clockworkgeek
  16282. * @author timothypratley / https://github.com/timothypratley
  16283. * @author WestLangley / http://github.com/WestLangley
  16284. * @author Mugen87 / https://github.com/Mugen87
  16285. */
  16286. // PolyhedronGeometry
  16287. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16288. Geometry.call( this );
  16289. this.type = 'PolyhedronGeometry';
  16290. this.parameters = {
  16291. vertices: vertices,
  16292. indices: indices,
  16293. radius: radius,
  16294. detail: detail
  16295. };
  16296. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16297. this.mergeVertices();
  16298. }
  16299. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16300. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16301. // PolyhedronBufferGeometry
  16302. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16303. BufferGeometry.call( this );
  16304. this.type = 'PolyhedronBufferGeometry';
  16305. this.parameters = {
  16306. vertices: vertices,
  16307. indices: indices,
  16308. radius: radius,
  16309. detail: detail
  16310. };
  16311. radius = radius || 1;
  16312. detail = detail || 0;
  16313. // default buffer data
  16314. var vertexBuffer = [];
  16315. var uvBuffer = [];
  16316. // the subdivision creates the vertex buffer data
  16317. subdivide( detail );
  16318. // all vertices should lie on a conceptual sphere with a given radius
  16319. applyRadius( radius );
  16320. // finally, create the uv data
  16321. generateUVs();
  16322. // build non-indexed geometry
  16323. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16324. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16325. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16326. if ( detail === 0 ) {
  16327. this.computeVertexNormals(); // flat normals
  16328. } else {
  16329. this.normalizeNormals(); // smooth normals
  16330. }
  16331. // helper functions
  16332. function subdivide( detail ) {
  16333. var a = new Vector3();
  16334. var b = new Vector3();
  16335. var c = new Vector3();
  16336. // iterate over all faces and apply a subdivison with the given detail value
  16337. for ( var i = 0; i < indices.length; i += 3 ) {
  16338. // get the vertices of the face
  16339. getVertexByIndex( indices[ i + 0 ], a );
  16340. getVertexByIndex( indices[ i + 1 ], b );
  16341. getVertexByIndex( indices[ i + 2 ], c );
  16342. // perform subdivision
  16343. subdivideFace( a, b, c, detail );
  16344. }
  16345. }
  16346. function subdivideFace( a, b, c, detail ) {
  16347. var cols = Math.pow( 2, detail );
  16348. // we use this multidimensional array as a data structure for creating the subdivision
  16349. var v = [];
  16350. var i, j;
  16351. // construct all of the vertices for this subdivision
  16352. for ( i = 0; i <= cols; i ++ ) {
  16353. v[ i ] = [];
  16354. var aj = a.clone().lerp( c, i / cols );
  16355. var bj = b.clone().lerp( c, i / cols );
  16356. var rows = cols - i;
  16357. for ( j = 0; j <= rows; j ++ ) {
  16358. if ( j === 0 && i === cols ) {
  16359. v[ i ][ j ] = aj;
  16360. } else {
  16361. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16362. }
  16363. }
  16364. }
  16365. // construct all of the faces
  16366. for ( i = 0; i < cols; i ++ ) {
  16367. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16368. var k = Math.floor( j / 2 );
  16369. if ( j % 2 === 0 ) {
  16370. pushVertex( v[ i ][ k + 1 ] );
  16371. pushVertex( v[ i + 1 ][ k ] );
  16372. pushVertex( v[ i ][ k ] );
  16373. } else {
  16374. pushVertex( v[ i ][ k + 1 ] );
  16375. pushVertex( v[ i + 1 ][ k + 1 ] );
  16376. pushVertex( v[ i + 1 ][ k ] );
  16377. }
  16378. }
  16379. }
  16380. }
  16381. function applyRadius( radius ) {
  16382. var vertex = new Vector3();
  16383. // iterate over the entire buffer and apply the radius to each vertex
  16384. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16385. vertex.x = vertexBuffer[ i + 0 ];
  16386. vertex.y = vertexBuffer[ i + 1 ];
  16387. vertex.z = vertexBuffer[ i + 2 ];
  16388. vertex.normalize().multiplyScalar( radius );
  16389. vertexBuffer[ i + 0 ] = vertex.x;
  16390. vertexBuffer[ i + 1 ] = vertex.y;
  16391. vertexBuffer[ i + 2 ] = vertex.z;
  16392. }
  16393. }
  16394. function generateUVs() {
  16395. var vertex = new Vector3();
  16396. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16397. vertex.x = vertexBuffer[ i + 0 ];
  16398. vertex.y = vertexBuffer[ i + 1 ];
  16399. vertex.z = vertexBuffer[ i + 2 ];
  16400. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16401. var v = inclination( vertex ) / Math.PI + 0.5;
  16402. uvBuffer.push( u, 1 - v );
  16403. }
  16404. correctUVs();
  16405. correctSeam();
  16406. }
  16407. function correctSeam() {
  16408. // handle case when face straddles the seam, see #3269
  16409. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16410. // uv data of a single face
  16411. var x0 = uvBuffer[ i + 0 ];
  16412. var x1 = uvBuffer[ i + 2 ];
  16413. var x2 = uvBuffer[ i + 4 ];
  16414. var max = Math.max( x0, x1, x2 );
  16415. var min = Math.min( x0, x1, x2 );
  16416. // 0.9 is somewhat arbitrary
  16417. if ( max > 0.9 && min < 0.1 ) {
  16418. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16419. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16420. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16421. }
  16422. }
  16423. }
  16424. function pushVertex( vertex ) {
  16425. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16426. }
  16427. function getVertexByIndex( index, vertex ) {
  16428. var stride = index * 3;
  16429. vertex.x = vertices[ stride + 0 ];
  16430. vertex.y = vertices[ stride + 1 ];
  16431. vertex.z = vertices[ stride + 2 ];
  16432. }
  16433. function correctUVs() {
  16434. var a = new Vector3();
  16435. var b = new Vector3();
  16436. var c = new Vector3();
  16437. var centroid = new Vector3();
  16438. var uvA = new Vector2();
  16439. var uvB = new Vector2();
  16440. var uvC = new Vector2();
  16441. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16442. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16443. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16444. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16445. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16446. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16447. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16448. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16449. var azi = azimuth( centroid );
  16450. correctUV( uvA, j + 0, a, azi );
  16451. correctUV( uvB, j + 2, b, azi );
  16452. correctUV( uvC, j + 4, c, azi );
  16453. }
  16454. }
  16455. function correctUV( uv, stride, vector, azimuth ) {
  16456. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16457. uvBuffer[ stride ] = uv.x - 1;
  16458. }
  16459. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16460. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16461. }
  16462. }
  16463. // Angle around the Y axis, counter-clockwise when looking from above.
  16464. function azimuth( vector ) {
  16465. return Math.atan2( vector.z, - vector.x );
  16466. }
  16467. // Angle above the XZ plane.
  16468. function inclination( vector ) {
  16469. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16470. }
  16471. }
  16472. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16473. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16474. /**
  16475. * @author timothypratley / https://github.com/timothypratley
  16476. * @author Mugen87 / https://github.com/Mugen87
  16477. */
  16478. // TetrahedronGeometry
  16479. function TetrahedronGeometry( radius, detail ) {
  16480. Geometry.call( this );
  16481. this.type = 'TetrahedronGeometry';
  16482. this.parameters = {
  16483. radius: radius,
  16484. detail: detail
  16485. };
  16486. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16487. this.mergeVertices();
  16488. }
  16489. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16490. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16491. // TetrahedronBufferGeometry
  16492. function TetrahedronBufferGeometry( radius, detail ) {
  16493. var vertices = [
  16494. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16495. ];
  16496. var indices = [
  16497. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16498. ];
  16499. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16500. this.type = 'TetrahedronBufferGeometry';
  16501. this.parameters = {
  16502. radius: radius,
  16503. detail: detail
  16504. };
  16505. }
  16506. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16507. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16508. /**
  16509. * @author timothypratley / https://github.com/timothypratley
  16510. * @author Mugen87 / https://github.com/Mugen87
  16511. */
  16512. // OctahedronGeometry
  16513. function OctahedronGeometry( radius, detail ) {
  16514. Geometry.call( this );
  16515. this.type = 'OctahedronGeometry';
  16516. this.parameters = {
  16517. radius: radius,
  16518. detail: detail
  16519. };
  16520. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16521. this.mergeVertices();
  16522. }
  16523. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16524. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16525. // OctahedronBufferGeometry
  16526. function OctahedronBufferGeometry( radius, detail ) {
  16527. var vertices = [
  16528. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16529. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16530. ];
  16531. var indices = [
  16532. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16533. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16534. 1, 3, 4, 1, 4, 2
  16535. ];
  16536. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16537. this.type = 'OctahedronBufferGeometry';
  16538. this.parameters = {
  16539. radius: radius,
  16540. detail: detail
  16541. };
  16542. }
  16543. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16544. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16545. /**
  16546. * @author timothypratley / https://github.com/timothypratley
  16547. * @author Mugen87 / https://github.com/Mugen87
  16548. */
  16549. // IcosahedronGeometry
  16550. function IcosahedronGeometry( radius, detail ) {
  16551. Geometry.call( this );
  16552. this.type = 'IcosahedronGeometry';
  16553. this.parameters = {
  16554. radius: radius,
  16555. detail: detail
  16556. };
  16557. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16558. this.mergeVertices();
  16559. }
  16560. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16561. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16562. // IcosahedronBufferGeometry
  16563. function IcosahedronBufferGeometry( radius, detail ) {
  16564. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16565. var vertices = [
  16566. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16567. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16568. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16569. ];
  16570. var indices = [
  16571. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16572. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16573. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16574. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16575. ];
  16576. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16577. this.type = 'IcosahedronBufferGeometry';
  16578. this.parameters = {
  16579. radius: radius,
  16580. detail: detail
  16581. };
  16582. }
  16583. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16584. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16585. /**
  16586. * @author Abe Pazos / https://hamoid.com
  16587. * @author Mugen87 / https://github.com/Mugen87
  16588. */
  16589. // DodecahedronGeometry
  16590. function DodecahedronGeometry( radius, detail ) {
  16591. Geometry.call( this );
  16592. this.type = 'DodecahedronGeometry';
  16593. this.parameters = {
  16594. radius: radius,
  16595. detail: detail
  16596. };
  16597. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16598. this.mergeVertices();
  16599. }
  16600. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16601. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16602. // DodecahedronBufferGeometry
  16603. function DodecahedronBufferGeometry( radius, detail ) {
  16604. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16605. var r = 1 / t;
  16606. var vertices = [
  16607. // (±1, ±1, ±1)
  16608. - 1, - 1, - 1, - 1, - 1, 1,
  16609. - 1, 1, - 1, - 1, 1, 1,
  16610. 1, - 1, - 1, 1, - 1, 1,
  16611. 1, 1, - 1, 1, 1, 1,
  16612. // (0, ±1/φ, ±φ)
  16613. 0, - r, - t, 0, - r, t,
  16614. 0, r, - t, 0, r, t,
  16615. // (±1/φ, ±φ, 0)
  16616. - r, - t, 0, - r, t, 0,
  16617. r, - t, 0, r, t, 0,
  16618. // (±φ, 0, ±1/φ)
  16619. - t, 0, - r, t, 0, - r,
  16620. - t, 0, r, t, 0, r
  16621. ];
  16622. var indices = [
  16623. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16624. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16625. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16626. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16627. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16628. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16629. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16630. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16631. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16632. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16633. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16634. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16635. ];
  16636. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16637. this.type = 'DodecahedronBufferGeometry';
  16638. this.parameters = {
  16639. radius: radius,
  16640. detail: detail
  16641. };
  16642. }
  16643. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16644. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16645. /**
  16646. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16647. * @author WestLangley / https://github.com/WestLangley
  16648. * @author zz85 / https://github.com/zz85
  16649. * @author miningold / https://github.com/miningold
  16650. * @author jonobr1 / https://github.com/jonobr1
  16651. * @author Mugen87 / https://github.com/Mugen87
  16652. *
  16653. */
  16654. // TubeGeometry
  16655. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16656. Geometry.call( this );
  16657. this.type = 'TubeGeometry';
  16658. this.parameters = {
  16659. path: path,
  16660. tubularSegments: tubularSegments,
  16661. radius: radius,
  16662. radialSegments: radialSegments,
  16663. closed: closed
  16664. };
  16665. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16666. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16667. // expose internals
  16668. this.tangents = bufferGeometry.tangents;
  16669. this.normals = bufferGeometry.normals;
  16670. this.binormals = bufferGeometry.binormals;
  16671. // create geometry
  16672. this.fromBufferGeometry( bufferGeometry );
  16673. this.mergeVertices();
  16674. }
  16675. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16676. TubeGeometry.prototype.constructor = TubeGeometry;
  16677. // TubeBufferGeometry
  16678. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16679. BufferGeometry.call( this );
  16680. this.type = 'TubeBufferGeometry';
  16681. this.parameters = {
  16682. path: path,
  16683. tubularSegments: tubularSegments,
  16684. radius: radius,
  16685. radialSegments: radialSegments,
  16686. closed: closed
  16687. };
  16688. tubularSegments = tubularSegments || 64;
  16689. radius = radius || 1;
  16690. radialSegments = radialSegments || 8;
  16691. closed = closed || false;
  16692. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16693. // expose internals
  16694. this.tangents = frames.tangents;
  16695. this.normals = frames.normals;
  16696. this.binormals = frames.binormals;
  16697. // helper variables
  16698. var vertex = new Vector3();
  16699. var normal = new Vector3();
  16700. var uv = new Vector2();
  16701. var P = new Vector3();
  16702. var i, j;
  16703. // buffer
  16704. var vertices = [];
  16705. var normals = [];
  16706. var uvs = [];
  16707. var indices = [];
  16708. // create buffer data
  16709. generateBufferData();
  16710. // build geometry
  16711. this.setIndex( indices );
  16712. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16713. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16714. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16715. // functions
  16716. function generateBufferData() {
  16717. for ( i = 0; i < tubularSegments; i ++ ) {
  16718. generateSegment( i );
  16719. }
  16720. // if the geometry is not closed, generate the last row of vertices and normals
  16721. // at the regular position on the given path
  16722. //
  16723. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16724. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16725. // uvs are generated in a separate function.
  16726. // this makes it easy compute correct values for closed geometries
  16727. generateUVs();
  16728. // finally create faces
  16729. generateIndices();
  16730. }
  16731. function generateSegment( i ) {
  16732. // we use getPointAt to sample evenly distributed points from the given path
  16733. P = path.getPointAt( i / tubularSegments, P );
  16734. // retrieve corresponding normal and binormal
  16735. var N = frames.normals[ i ];
  16736. var B = frames.binormals[ i ];
  16737. // generate normals and vertices for the current segment
  16738. for ( j = 0; j <= radialSegments; j ++ ) {
  16739. var v = j / radialSegments * Math.PI * 2;
  16740. var sin = Math.sin( v );
  16741. var cos = - Math.cos( v );
  16742. // normal
  16743. normal.x = ( cos * N.x + sin * B.x );
  16744. normal.y = ( cos * N.y + sin * B.y );
  16745. normal.z = ( cos * N.z + sin * B.z );
  16746. normal.normalize();
  16747. normals.push( normal.x, normal.y, normal.z );
  16748. // vertex
  16749. vertex.x = P.x + radius * normal.x;
  16750. vertex.y = P.y + radius * normal.y;
  16751. vertex.z = P.z + radius * normal.z;
  16752. vertices.push( vertex.x, vertex.y, vertex.z );
  16753. }
  16754. }
  16755. function generateIndices() {
  16756. for ( j = 1; j <= tubularSegments; j ++ ) {
  16757. for ( i = 1; i <= radialSegments; i ++ ) {
  16758. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16759. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16760. var c = ( radialSegments + 1 ) * j + i;
  16761. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16762. // faces
  16763. indices.push( a, b, d );
  16764. indices.push( b, c, d );
  16765. }
  16766. }
  16767. }
  16768. function generateUVs() {
  16769. for ( i = 0; i <= tubularSegments; i ++ ) {
  16770. for ( j = 0; j <= radialSegments; j ++ ) {
  16771. uv.x = i / tubularSegments;
  16772. uv.y = j / radialSegments;
  16773. uvs.push( uv.x, uv.y );
  16774. }
  16775. }
  16776. }
  16777. }
  16778. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16779. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16780. TubeBufferGeometry.prototype.toJSON = function () {
  16781. var data = BufferGeometry.prototype.toJSON.call( this );
  16782. data.path = this.parameters.path.toJSON();
  16783. return data;
  16784. };
  16785. /**
  16786. * @author oosmoxiecode
  16787. * @author Mugen87 / https://github.com/Mugen87
  16788. *
  16789. * based on http://www.blackpawn.com/texts/pqtorus/
  16790. */
  16791. // TorusKnotGeometry
  16792. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16793. Geometry.call( this );
  16794. this.type = 'TorusKnotGeometry';
  16795. this.parameters = {
  16796. radius: radius,
  16797. tube: tube,
  16798. tubularSegments: tubularSegments,
  16799. radialSegments: radialSegments,
  16800. p: p,
  16801. q: q
  16802. };
  16803. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16804. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16805. this.mergeVertices();
  16806. }
  16807. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16808. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16809. // TorusKnotBufferGeometry
  16810. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16811. BufferGeometry.call( this );
  16812. this.type = 'TorusKnotBufferGeometry';
  16813. this.parameters = {
  16814. radius: radius,
  16815. tube: tube,
  16816. tubularSegments: tubularSegments,
  16817. radialSegments: radialSegments,
  16818. p: p,
  16819. q: q
  16820. };
  16821. radius = radius || 1;
  16822. tube = tube || 0.4;
  16823. tubularSegments = Math.floor( tubularSegments ) || 64;
  16824. radialSegments = Math.floor( radialSegments ) || 8;
  16825. p = p || 2;
  16826. q = q || 3;
  16827. // buffers
  16828. var indices = [];
  16829. var vertices = [];
  16830. var normals = [];
  16831. var uvs = [];
  16832. // helper variables
  16833. var i, j;
  16834. var vertex = new Vector3();
  16835. var normal = new Vector3();
  16836. var P1 = new Vector3();
  16837. var P2 = new Vector3();
  16838. var B = new Vector3();
  16839. var T = new Vector3();
  16840. var N = new Vector3();
  16841. // generate vertices, normals and uvs
  16842. for ( i = 0; i <= tubularSegments; ++ i ) {
  16843. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16844. var u = i / tubularSegments * p * Math.PI * 2;
  16845. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16846. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16847. calculatePositionOnCurve( u, p, q, radius, P1 );
  16848. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16849. // calculate orthonormal basis
  16850. T.subVectors( P2, P1 );
  16851. N.addVectors( P2, P1 );
  16852. B.crossVectors( T, N );
  16853. N.crossVectors( B, T );
  16854. // normalize B, N. T can be ignored, we don't use it
  16855. B.normalize();
  16856. N.normalize();
  16857. for ( j = 0; j <= radialSegments; ++ j ) {
  16858. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16859. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16860. var v = j / radialSegments * Math.PI * 2;
  16861. var cx = - tube * Math.cos( v );
  16862. var cy = tube * Math.sin( v );
  16863. // now calculate the final vertex position.
  16864. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16865. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16866. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16867. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16868. vertices.push( vertex.x, vertex.y, vertex.z );
  16869. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16870. normal.subVectors( vertex, P1 ).normalize();
  16871. normals.push( normal.x, normal.y, normal.z );
  16872. // uv
  16873. uvs.push( i / tubularSegments );
  16874. uvs.push( j / radialSegments );
  16875. }
  16876. }
  16877. // generate indices
  16878. for ( j = 1; j <= tubularSegments; j ++ ) {
  16879. for ( i = 1; i <= radialSegments; i ++ ) {
  16880. // indices
  16881. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16882. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16883. var c = ( radialSegments + 1 ) * j + i;
  16884. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16885. // faces
  16886. indices.push( a, b, d );
  16887. indices.push( b, c, d );
  16888. }
  16889. }
  16890. // build geometry
  16891. this.setIndex( indices );
  16892. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16893. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16894. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16895. // this function calculates the current position on the torus curve
  16896. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16897. var cu = Math.cos( u );
  16898. var su = Math.sin( u );
  16899. var quOverP = q / p * u;
  16900. var cs = Math.cos( quOverP );
  16901. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16902. position.y = radius * ( 2 + cs ) * su * 0.5;
  16903. position.z = radius * Math.sin( quOverP ) * 0.5;
  16904. }
  16905. }
  16906. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16907. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16908. /**
  16909. * @author oosmoxiecode
  16910. * @author mrdoob / http://mrdoob.com/
  16911. * @author Mugen87 / https://github.com/Mugen87
  16912. */
  16913. // TorusGeometry
  16914. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16915. Geometry.call( this );
  16916. this.type = 'TorusGeometry';
  16917. this.parameters = {
  16918. radius: radius,
  16919. tube: tube,
  16920. radialSegments: radialSegments,
  16921. tubularSegments: tubularSegments,
  16922. arc: arc
  16923. };
  16924. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16925. this.mergeVertices();
  16926. }
  16927. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16928. TorusGeometry.prototype.constructor = TorusGeometry;
  16929. // TorusBufferGeometry
  16930. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16931. BufferGeometry.call( this );
  16932. this.type = 'TorusBufferGeometry';
  16933. this.parameters = {
  16934. radius: radius,
  16935. tube: tube,
  16936. radialSegments: radialSegments,
  16937. tubularSegments: tubularSegments,
  16938. arc: arc
  16939. };
  16940. radius = radius || 1;
  16941. tube = tube || 0.4;
  16942. radialSegments = Math.floor( radialSegments ) || 8;
  16943. tubularSegments = Math.floor( tubularSegments ) || 6;
  16944. arc = arc || Math.PI * 2;
  16945. // buffers
  16946. var indices = [];
  16947. var vertices = [];
  16948. var normals = [];
  16949. var uvs = [];
  16950. // helper variables
  16951. var center = new Vector3();
  16952. var vertex = new Vector3();
  16953. var normal = new Vector3();
  16954. var j, i;
  16955. // generate vertices, normals and uvs
  16956. for ( j = 0; j <= radialSegments; j ++ ) {
  16957. for ( i = 0; i <= tubularSegments; i ++ ) {
  16958. var u = i / tubularSegments * arc;
  16959. var v = j / radialSegments * Math.PI * 2;
  16960. // vertex
  16961. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  16962. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  16963. vertex.z = tube * Math.sin( v );
  16964. vertices.push( vertex.x, vertex.y, vertex.z );
  16965. // normal
  16966. center.x = radius * Math.cos( u );
  16967. center.y = radius * Math.sin( u );
  16968. normal.subVectors( vertex, center ).normalize();
  16969. normals.push( normal.x, normal.y, normal.z );
  16970. // uv
  16971. uvs.push( i / tubularSegments );
  16972. uvs.push( j / radialSegments );
  16973. }
  16974. }
  16975. // generate indices
  16976. for ( j = 1; j <= radialSegments; j ++ ) {
  16977. for ( i = 1; i <= tubularSegments; i ++ ) {
  16978. // indices
  16979. var a = ( tubularSegments + 1 ) * j + i - 1;
  16980. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  16981. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  16982. var d = ( tubularSegments + 1 ) * j + i;
  16983. // faces
  16984. indices.push( a, b, d );
  16985. indices.push( b, c, d );
  16986. }
  16987. }
  16988. // build geometry
  16989. this.setIndex( indices );
  16990. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16991. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16992. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16993. }
  16994. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16995. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  16996. /**
  16997. * @author Mugen87 / https://github.com/Mugen87
  16998. * Port from https://github.com/mapbox/earcut (v2.1.5)
  16999. */
  17000. var Earcut = {
  17001. triangulate: function ( data, holeIndices, dim ) {
  17002. dim = dim || 2;
  17003. var hasHoles = holeIndices && holeIndices.length,
  17004. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17005. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17006. triangles = [];
  17007. if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
  17008. var minX, minY, maxX, maxY, x, y, invSize;
  17009. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  17010. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17011. if ( data.length > 80 * dim ) {
  17012. minX = maxX = data[ 0 ];
  17013. minY = maxY = data[ 1 ];
  17014. for ( var i = dim; i < outerLen; i += dim ) {
  17015. x = data[ i ];
  17016. y = data[ i + 1 ];
  17017. if ( x < minX ) minX = x;
  17018. if ( y < minY ) minY = y;
  17019. if ( x > maxX ) maxX = x;
  17020. if ( y > maxY ) maxY = y;
  17021. }
  17022. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17023. invSize = Math.max( maxX - minX, maxY - minY );
  17024. invSize = invSize !== 0 ? 1 / invSize : 0;
  17025. }
  17026. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17027. return triangles;
  17028. }
  17029. };
  17030. // create a circular doubly linked list from polygon points in the specified winding order
  17031. function linkedList( data, start, end, dim, clockwise ) {
  17032. var i, last;
  17033. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17034. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17035. } else {
  17036. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  17037. }
  17038. if ( last && equals( last, last.next ) ) {
  17039. removeNode( last );
  17040. last = last.next;
  17041. }
  17042. return last;
  17043. }
  17044. // eliminate colinear or duplicate points
  17045. function filterPoints( start, end ) {
  17046. if ( ! start ) return start;
  17047. if ( ! end ) end = start;
  17048. var p = start,
  17049. again;
  17050. do {
  17051. again = false;
  17052. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17053. removeNode( p );
  17054. p = end = p.prev;
  17055. if ( p === p.next ) break;
  17056. again = true;
  17057. } else {
  17058. p = p.next;
  17059. }
  17060. } while ( again || p !== end );
  17061. return end;
  17062. }
  17063. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17064. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17065. if ( ! ear ) return;
  17066. // interlink polygon nodes in z-order
  17067. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  17068. var stop = ear,
  17069. prev, next;
  17070. // iterate through ears, slicing them one by one
  17071. while ( ear.prev !== ear.next ) {
  17072. prev = ear.prev;
  17073. next = ear.next;
  17074. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17075. // cut off the triangle
  17076. triangles.push( prev.i / dim );
  17077. triangles.push( ear.i / dim );
  17078. triangles.push( next.i / dim );
  17079. removeNode( ear );
  17080. // skipping the next vertex leads to less sliver triangles
  17081. ear = next.next;
  17082. stop = next.next;
  17083. continue;
  17084. }
  17085. ear = next;
  17086. // if we looped through the whole remaining polygon and can't find any more ears
  17087. if ( ear === stop ) {
  17088. // try filtering points and slicing again
  17089. if ( ! pass ) {
  17090. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17091. // if this didn't work, try curing all small self-intersections locally
  17092. } else if ( pass === 1 ) {
  17093. ear = cureLocalIntersections( ear, triangles, dim );
  17094. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17095. // as a last resort, try splitting the remaining polygon into two
  17096. } else if ( pass === 2 ) {
  17097. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17098. }
  17099. break;
  17100. }
  17101. }
  17102. }
  17103. // check whether a polygon node forms a valid ear with adjacent nodes
  17104. function isEar( ear ) {
  17105. var a = ear.prev,
  17106. b = ear,
  17107. c = ear.next;
  17108. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17109. // now make sure we don't have other points inside the potential ear
  17110. var p = ear.next.next;
  17111. while ( p !== ear.prev ) {
  17112. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17113. area( p.prev, p, p.next ) >= 0 ) return false;
  17114. p = p.next;
  17115. }
  17116. return true;
  17117. }
  17118. function isEarHashed( ear, minX, minY, invSize ) {
  17119. var a = ear.prev,
  17120. b = ear,
  17121. c = ear.next;
  17122. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  17123. // triangle bbox; min & max are calculated like this for speed
  17124. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17125. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17126. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17127. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17128. // z-order range for the current triangle bbox;
  17129. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17130. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17131. var p = ear.prevZ,
  17132. n = ear.nextZ;
  17133. // look for points inside the triangle in both directions
  17134. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17135. if ( p !== ear.prev && p !== ear.next &&
  17136. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17137. area( p.prev, p, p.next ) >= 0 ) return false;
  17138. p = p.prevZ;
  17139. if ( n !== ear.prev && n !== ear.next &&
  17140. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17141. area( n.prev, n, n.next ) >= 0 ) return false;
  17142. n = n.nextZ;
  17143. }
  17144. // look for remaining points in decreasing z-order
  17145. while ( p && p.z >= minZ ) {
  17146. if ( p !== ear.prev && p !== ear.next &&
  17147. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17148. area( p.prev, p, p.next ) >= 0 ) return false;
  17149. p = p.prevZ;
  17150. }
  17151. // look for remaining points in increasing z-order
  17152. while ( n && n.z <= maxZ ) {
  17153. if ( n !== ear.prev && n !== ear.next &&
  17154. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17155. area( n.prev, n, n.next ) >= 0 ) return false;
  17156. n = n.nextZ;
  17157. }
  17158. return true;
  17159. }
  17160. // go through all polygon nodes and cure small local self-intersections
  17161. function cureLocalIntersections( start, triangles, dim ) {
  17162. var p = start;
  17163. do {
  17164. var a = p.prev,
  17165. b = p.next.next;
  17166. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17167. triangles.push( a.i / dim );
  17168. triangles.push( p.i / dim );
  17169. triangles.push( b.i / dim );
  17170. // remove two nodes involved
  17171. removeNode( p );
  17172. removeNode( p.next );
  17173. p = start = b;
  17174. }
  17175. p = p.next;
  17176. } while ( p !== start );
  17177. return p;
  17178. }
  17179. // try splitting polygon into two and triangulate them independently
  17180. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17181. // look for a valid diagonal that divides the polygon into two
  17182. var a = start;
  17183. do {
  17184. var b = a.next.next;
  17185. while ( b !== a.prev ) {
  17186. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17187. // split the polygon in two by the diagonal
  17188. var c = splitPolygon( a, b );
  17189. // filter colinear points around the cuts
  17190. a = filterPoints( a, a.next );
  17191. c = filterPoints( c, c.next );
  17192. // run earcut on each half
  17193. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17194. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17195. return;
  17196. }
  17197. b = b.next;
  17198. }
  17199. a = a.next;
  17200. } while ( a !== start );
  17201. }
  17202. // link every hole into the outer loop, producing a single-ring polygon without holes
  17203. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17204. var queue = [],
  17205. i, len, start, end, list;
  17206. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17207. start = holeIndices[ i ] * dim;
  17208. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17209. list = linkedList( data, start, end, dim, false );
  17210. if ( list === list.next ) list.steiner = true;
  17211. queue.push( getLeftmost( list ) );
  17212. }
  17213. queue.sort( compareX );
  17214. // process holes from left to right
  17215. for ( i = 0; i < queue.length; i ++ ) {
  17216. eliminateHole( queue[ i ], outerNode );
  17217. outerNode = filterPoints( outerNode, outerNode.next );
  17218. }
  17219. return outerNode;
  17220. }
  17221. function compareX( a, b ) {
  17222. return a.x - b.x;
  17223. }
  17224. // find a bridge between vertices that connects hole with an outer ring and and link it
  17225. function eliminateHole( hole, outerNode ) {
  17226. outerNode = findHoleBridge( hole, outerNode );
  17227. if ( outerNode ) {
  17228. var b = splitPolygon( outerNode, hole );
  17229. filterPoints( b, b.next );
  17230. }
  17231. }
  17232. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17233. function findHoleBridge( hole, outerNode ) {
  17234. var p = outerNode,
  17235. hx = hole.x,
  17236. hy = hole.y,
  17237. qx = - Infinity,
  17238. m;
  17239. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17240. // segment's endpoint with lesser x will be potential connection point
  17241. do {
  17242. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17243. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17244. if ( x <= hx && x > qx ) {
  17245. qx = x;
  17246. if ( x === hx ) {
  17247. if ( hy === p.y ) return p;
  17248. if ( hy === p.next.y ) return p.next;
  17249. }
  17250. m = p.x < p.next.x ? p : p.next;
  17251. }
  17252. }
  17253. p = p.next;
  17254. } while ( p !== outerNode );
  17255. if ( ! m ) return null;
  17256. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  17257. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17258. // if there are no points found, we have a valid connection;
  17259. // otherwise choose the point of the minimum angle with the ray as connection point
  17260. var stop = m,
  17261. mx = m.x,
  17262. my = m.y,
  17263. tanMin = Infinity,
  17264. tan;
  17265. p = m.next;
  17266. while ( p !== stop ) {
  17267. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17268. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17269. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17270. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17271. m = p;
  17272. tanMin = tan;
  17273. }
  17274. }
  17275. p = p.next;
  17276. }
  17277. return m;
  17278. }
  17279. // interlink polygon nodes in z-order
  17280. function indexCurve( start, minX, minY, invSize ) {
  17281. var p = start;
  17282. do {
  17283. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  17284. p.prevZ = p.prev;
  17285. p.nextZ = p.next;
  17286. p = p.next;
  17287. } while ( p !== start );
  17288. p.prevZ.nextZ = null;
  17289. p.prevZ = null;
  17290. sortLinked( p );
  17291. }
  17292. // Simon Tatham's linked list merge sort algorithm
  17293. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17294. function sortLinked( list ) {
  17295. var i, p, q, e, tail, numMerges, pSize, qSize,
  17296. inSize = 1;
  17297. do {
  17298. p = list;
  17299. list = null;
  17300. tail = null;
  17301. numMerges = 0;
  17302. while ( p ) {
  17303. numMerges ++;
  17304. q = p;
  17305. pSize = 0;
  17306. for ( i = 0; i < inSize; i ++ ) {
  17307. pSize ++;
  17308. q = q.nextZ;
  17309. if ( ! q ) break;
  17310. }
  17311. qSize = inSize;
  17312. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17313. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17314. e = p;
  17315. p = p.nextZ;
  17316. pSize --;
  17317. } else {
  17318. e = q;
  17319. q = q.nextZ;
  17320. qSize --;
  17321. }
  17322. if ( tail ) tail.nextZ = e;
  17323. else list = e;
  17324. e.prevZ = tail;
  17325. tail = e;
  17326. }
  17327. p = q;
  17328. }
  17329. tail.nextZ = null;
  17330. inSize *= 2;
  17331. } while ( numMerges > 1 );
  17332. return list;
  17333. }
  17334. // z-order of a point given coords and inverse of the longer side of data bbox
  17335. function zOrder( x, y, minX, minY, invSize ) {
  17336. // coords are transformed into non-negative 15-bit integer range
  17337. x = 32767 * ( x - minX ) * invSize;
  17338. y = 32767 * ( y - minY ) * invSize;
  17339. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17340. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17341. x = ( x | ( x << 2 ) ) & 0x33333333;
  17342. x = ( x | ( x << 1 ) ) & 0x55555555;
  17343. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17344. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17345. y = ( y | ( y << 2 ) ) & 0x33333333;
  17346. y = ( y | ( y << 1 ) ) & 0x55555555;
  17347. return x | ( y << 1 );
  17348. }
  17349. // find the leftmost node of a polygon ring
  17350. function getLeftmost( start ) {
  17351. var p = start,
  17352. leftmost = start;
  17353. do {
  17354. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  17355. p = p.next;
  17356. } while ( p !== start );
  17357. return leftmost;
  17358. }
  17359. // check if a point lies within a convex triangle
  17360. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17361. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17362. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17363. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17364. }
  17365. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17366. function isValidDiagonal( a, b ) {
  17367. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17368. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17369. }
  17370. // signed area of a triangle
  17371. function area( p, q, r ) {
  17372. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17373. }
  17374. // check if two points are equal
  17375. function equals( p1, p2 ) {
  17376. return p1.x === p2.x && p1.y === p2.y;
  17377. }
  17378. // check if two segments intersect
  17379. function intersects( p1, q1, p2, q2 ) {
  17380. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17381. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  17382. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17383. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17384. }
  17385. // check if a polygon diagonal intersects any polygon segments
  17386. function intersectsPolygon( a, b ) {
  17387. var p = a;
  17388. do {
  17389. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17390. intersects( p, p.next, a, b ) ) return true;
  17391. p = p.next;
  17392. } while ( p !== a );
  17393. return false;
  17394. }
  17395. // check if a polygon diagonal is locally inside the polygon
  17396. function locallyInside( a, b ) {
  17397. return area( a.prev, a, a.next ) < 0 ?
  17398. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17399. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17400. }
  17401. // check if the middle point of a polygon diagonal is inside the polygon
  17402. function middleInside( a, b ) {
  17403. var p = a,
  17404. inside = false,
  17405. px = ( a.x + b.x ) / 2,
  17406. py = ( a.y + b.y ) / 2;
  17407. do {
  17408. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17409. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17410. inside = ! inside;
  17411. p = p.next;
  17412. } while ( p !== a );
  17413. return inside;
  17414. }
  17415. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17416. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17417. function splitPolygon( a, b ) {
  17418. var a2 = new Node( a.i, a.x, a.y ),
  17419. b2 = new Node( b.i, b.x, b.y ),
  17420. an = a.next,
  17421. bp = b.prev;
  17422. a.next = b;
  17423. b.prev = a;
  17424. a2.next = an;
  17425. an.prev = a2;
  17426. b2.next = a2;
  17427. a2.prev = b2;
  17428. bp.next = b2;
  17429. b2.prev = bp;
  17430. return b2;
  17431. }
  17432. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17433. function insertNode( i, x, y, last ) {
  17434. var p = new Node( i, x, y );
  17435. if ( ! last ) {
  17436. p.prev = p;
  17437. p.next = p;
  17438. } else {
  17439. p.next = last.next;
  17440. p.prev = last;
  17441. last.next.prev = p;
  17442. last.next = p;
  17443. }
  17444. return p;
  17445. }
  17446. function removeNode( p ) {
  17447. p.next.prev = p.prev;
  17448. p.prev.next = p.next;
  17449. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17450. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17451. }
  17452. function Node( i, x, y ) {
  17453. // vertex index in coordinates array
  17454. this.i = i;
  17455. // vertex coordinates
  17456. this.x = x;
  17457. this.y = y;
  17458. // previous and next vertex nodes in a polygon ring
  17459. this.prev = null;
  17460. this.next = null;
  17461. // z-order curve value
  17462. this.z = null;
  17463. // previous and next nodes in z-order
  17464. this.prevZ = null;
  17465. this.nextZ = null;
  17466. // indicates whether this is a steiner point
  17467. this.steiner = false;
  17468. }
  17469. function signedArea( data, start, end, dim ) {
  17470. var sum = 0;
  17471. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17472. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17473. j = i;
  17474. }
  17475. return sum;
  17476. }
  17477. /**
  17478. * @author zz85 / http://www.lab4games.net/zz85/blog
  17479. */
  17480. var ShapeUtils = {
  17481. // calculate area of the contour polygon
  17482. area: function ( contour ) {
  17483. var n = contour.length;
  17484. var a = 0.0;
  17485. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17486. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17487. }
  17488. return a * 0.5;
  17489. },
  17490. isClockWise: function ( pts ) {
  17491. return ShapeUtils.area( pts ) < 0;
  17492. },
  17493. triangulateShape: function ( contour, holes ) {
  17494. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17495. var holeIndices = []; // array of hole indices
  17496. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17497. removeDupEndPts( contour );
  17498. addContour( vertices, contour );
  17499. //
  17500. var holeIndex = contour.length;
  17501. holes.forEach( removeDupEndPts );
  17502. for ( var i = 0; i < holes.length; i ++ ) {
  17503. holeIndices.push( holeIndex );
  17504. holeIndex += holes[ i ].length;
  17505. addContour( vertices, holes[ i ] );
  17506. }
  17507. //
  17508. var triangles = Earcut.triangulate( vertices, holeIndices );
  17509. //
  17510. for ( var i = 0; i < triangles.length; i += 3 ) {
  17511. faces.push( triangles.slice( i, i + 3 ) );
  17512. }
  17513. return faces;
  17514. }
  17515. };
  17516. function removeDupEndPts( points ) {
  17517. var l = points.length;
  17518. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17519. points.pop();
  17520. }
  17521. }
  17522. function addContour( vertices, contour ) {
  17523. for ( var i = 0; i < contour.length; i ++ ) {
  17524. vertices.push( contour[ i ].x );
  17525. vertices.push( contour[ i ].y );
  17526. }
  17527. }
  17528. /**
  17529. * @author zz85 / http://www.lab4games.net/zz85/blog
  17530. *
  17531. * Creates extruded geometry from a path shape.
  17532. *
  17533. * parameters = {
  17534. *
  17535. * curveSegments: <int>, // number of points on the curves
  17536. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17537. * depth: <float>, // Depth to extrude the shape
  17538. *
  17539. * bevelEnabled: <bool>, // turn on bevel
  17540. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17541. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17542. * bevelOffset: <float>, // how far from shape outline does bevel start
  17543. * bevelSegments: <int>, // number of bevel layers
  17544. *
  17545. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17546. *
  17547. * UVGenerator: <Object> // object that provides UV generator functions
  17548. *
  17549. * }
  17550. */
  17551. // ExtrudeGeometry
  17552. function ExtrudeGeometry( shapes, options ) {
  17553. Geometry.call( this );
  17554. this.type = 'ExtrudeGeometry';
  17555. this.parameters = {
  17556. shapes: shapes,
  17557. options: options
  17558. };
  17559. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17560. this.mergeVertices();
  17561. }
  17562. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17563. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17564. ExtrudeGeometry.prototype.toJSON = function () {
  17565. var data = Geometry.prototype.toJSON.call( this );
  17566. var shapes = this.parameters.shapes;
  17567. var options = this.parameters.options;
  17568. return toJSON( shapes, options, data );
  17569. };
  17570. // ExtrudeBufferGeometry
  17571. function ExtrudeBufferGeometry( shapes, options ) {
  17572. BufferGeometry.call( this );
  17573. this.type = 'ExtrudeBufferGeometry';
  17574. this.parameters = {
  17575. shapes: shapes,
  17576. options: options
  17577. };
  17578. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17579. var scope = this;
  17580. var verticesArray = [];
  17581. var uvArray = [];
  17582. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17583. var shape = shapes[ i ];
  17584. addShape( shape );
  17585. }
  17586. // build geometry
  17587. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17588. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17589. this.computeVertexNormals();
  17590. // functions
  17591. function addShape( shape ) {
  17592. var placeholder = [];
  17593. // options
  17594. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17595. var steps = options.steps !== undefined ? options.steps : 1;
  17596. var depth = options.depth !== undefined ? options.depth : 100;
  17597. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17598. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17599. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17600. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17601. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17602. var extrudePath = options.extrudePath;
  17603. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17604. // deprecated options
  17605. if ( options.amount !== undefined ) {
  17606. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17607. depth = options.amount;
  17608. }
  17609. //
  17610. var extrudePts, extrudeByPath = false;
  17611. var splineTube, binormal, normal, position2;
  17612. if ( extrudePath ) {
  17613. extrudePts = extrudePath.getSpacedPoints( steps );
  17614. extrudeByPath = true;
  17615. bevelEnabled = false; // bevels not supported for path extrusion
  17616. // SETUP TNB variables
  17617. // TODO1 - have a .isClosed in spline?
  17618. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17619. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17620. binormal = new Vector3();
  17621. normal = new Vector3();
  17622. position2 = new Vector3();
  17623. }
  17624. // Safeguards if bevels are not enabled
  17625. if ( ! bevelEnabled ) {
  17626. bevelSegments = 0;
  17627. bevelThickness = 0;
  17628. bevelSize = 0;
  17629. bevelOffset = 0;
  17630. }
  17631. // Variables initialization
  17632. var ahole, h, hl; // looping of holes
  17633. var shapePoints = shape.extractPoints( curveSegments );
  17634. var vertices = shapePoints.shape;
  17635. var holes = shapePoints.holes;
  17636. var reverse = ! ShapeUtils.isClockWise( vertices );
  17637. if ( reverse ) {
  17638. vertices = vertices.reverse();
  17639. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17640. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17641. ahole = holes[ h ];
  17642. if ( ShapeUtils.isClockWise( ahole ) ) {
  17643. holes[ h ] = ahole.reverse();
  17644. }
  17645. }
  17646. }
  17647. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17648. /* Vertices */
  17649. var contour = vertices; // vertices has all points but contour has only points of circumference
  17650. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17651. ahole = holes[ h ];
  17652. vertices = vertices.concat( ahole );
  17653. }
  17654. function scalePt2( pt, vec, size ) {
  17655. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17656. return vec.clone().multiplyScalar( size ).add( pt );
  17657. }
  17658. var b, bs, t, z,
  17659. vert, vlen = vertices.length,
  17660. face, flen = faces.length;
  17661. // Find directions for point movement
  17662. function getBevelVec( inPt, inPrev, inNext ) {
  17663. // computes for inPt the corresponding point inPt' on a new contour
  17664. // shifted by 1 unit (length of normalized vector) to the left
  17665. // if we walk along contour clockwise, this new contour is outside the old one
  17666. //
  17667. // inPt' is the intersection of the two lines parallel to the two
  17668. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17669. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17670. // good reading for geometry algorithms (here: line-line intersection)
  17671. // http://geomalgorithms.com/a05-_intersect-1.html
  17672. var v_prev_x = inPt.x - inPrev.x,
  17673. v_prev_y = inPt.y - inPrev.y;
  17674. var v_next_x = inNext.x - inPt.x,
  17675. v_next_y = inNext.y - inPt.y;
  17676. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17677. // check for collinear edges
  17678. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17679. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17680. // not collinear
  17681. // length of vectors for normalizing
  17682. var v_prev_len = Math.sqrt( v_prev_lensq );
  17683. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17684. // shift adjacent points by unit vectors to the left
  17685. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17686. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17687. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17688. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17689. // scaling factor for v_prev to intersection point
  17690. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17691. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17692. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17693. // vector from inPt to intersection point
  17694. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17695. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17696. // Don't normalize!, otherwise sharp corners become ugly
  17697. // but prevent crazy spikes
  17698. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17699. if ( v_trans_lensq <= 2 ) {
  17700. return new Vector2( v_trans_x, v_trans_y );
  17701. } else {
  17702. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17703. }
  17704. } else {
  17705. // handle special case of collinear edges
  17706. var direction_eq = false; // assumes: opposite
  17707. if ( v_prev_x > Number.EPSILON ) {
  17708. if ( v_next_x > Number.EPSILON ) {
  17709. direction_eq = true;
  17710. }
  17711. } else {
  17712. if ( v_prev_x < - Number.EPSILON ) {
  17713. if ( v_next_x < - Number.EPSILON ) {
  17714. direction_eq = true;
  17715. }
  17716. } else {
  17717. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17718. direction_eq = true;
  17719. }
  17720. }
  17721. }
  17722. if ( direction_eq ) {
  17723. // console.log("Warning: lines are a straight sequence");
  17724. v_trans_x = - v_prev_y;
  17725. v_trans_y = v_prev_x;
  17726. shrink_by = Math.sqrt( v_prev_lensq );
  17727. } else {
  17728. // console.log("Warning: lines are a straight spike");
  17729. v_trans_x = v_prev_x;
  17730. v_trans_y = v_prev_y;
  17731. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17732. }
  17733. }
  17734. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17735. }
  17736. var contourMovements = [];
  17737. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17738. if ( j === il ) j = 0;
  17739. if ( k === il ) k = 0;
  17740. // (j)---(i)---(k)
  17741. // console.log('i,j,k', i, j , k)
  17742. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17743. }
  17744. var holesMovements = [],
  17745. oneHoleMovements, verticesMovements = contourMovements.concat();
  17746. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17747. ahole = holes[ h ];
  17748. oneHoleMovements = [];
  17749. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17750. if ( j === il ) j = 0;
  17751. if ( k === il ) k = 0;
  17752. // (j)---(i)---(k)
  17753. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17754. }
  17755. holesMovements.push( oneHoleMovements );
  17756. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17757. }
  17758. // Loop bevelSegments, 1 for the front, 1 for the back
  17759. for ( b = 0; b < bevelSegments; b ++ ) {
  17760. //for ( b = bevelSegments; b > 0; b -- ) {
  17761. t = b / bevelSegments;
  17762. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17763. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17764. // contract shape
  17765. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17766. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17767. v( vert.x, vert.y, - z );
  17768. }
  17769. // expand holes
  17770. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17771. ahole = holes[ h ];
  17772. oneHoleMovements = holesMovements[ h ];
  17773. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17774. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17775. v( vert.x, vert.y, - z );
  17776. }
  17777. }
  17778. }
  17779. bs = bevelSize + bevelOffset;
  17780. // Back facing vertices
  17781. for ( i = 0; i < vlen; i ++ ) {
  17782. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17783. if ( ! extrudeByPath ) {
  17784. v( vert.x, vert.y, 0 );
  17785. } else {
  17786. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17787. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17788. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17789. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17790. v( position2.x, position2.y, position2.z );
  17791. }
  17792. }
  17793. // Add stepped vertices...
  17794. // Including front facing vertices
  17795. var s;
  17796. for ( s = 1; s <= steps; s ++ ) {
  17797. for ( i = 0; i < vlen; i ++ ) {
  17798. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17799. if ( ! extrudeByPath ) {
  17800. v( vert.x, vert.y, depth / steps * s );
  17801. } else {
  17802. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17803. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17804. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17805. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17806. v( position2.x, position2.y, position2.z );
  17807. }
  17808. }
  17809. }
  17810. // Add bevel segments planes
  17811. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17812. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17813. t = b / bevelSegments;
  17814. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17815. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  17816. // contract shape
  17817. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17818. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17819. v( vert.x, vert.y, depth + z );
  17820. }
  17821. // expand holes
  17822. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17823. ahole = holes[ h ];
  17824. oneHoleMovements = holesMovements[ h ];
  17825. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17826. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17827. if ( ! extrudeByPath ) {
  17828. v( vert.x, vert.y, depth + z );
  17829. } else {
  17830. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17831. }
  17832. }
  17833. }
  17834. }
  17835. /* Faces */
  17836. // Top and bottom faces
  17837. buildLidFaces();
  17838. // Sides faces
  17839. buildSideFaces();
  17840. ///// Internal functions
  17841. function buildLidFaces() {
  17842. var start = verticesArray.length / 3;
  17843. if ( bevelEnabled ) {
  17844. var layer = 0; // steps + 1
  17845. var offset = vlen * layer;
  17846. // Bottom faces
  17847. for ( i = 0; i < flen; i ++ ) {
  17848. face = faces[ i ];
  17849. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17850. }
  17851. layer = steps + bevelSegments * 2;
  17852. offset = vlen * layer;
  17853. // Top faces
  17854. for ( i = 0; i < flen; i ++ ) {
  17855. face = faces[ i ];
  17856. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17857. }
  17858. } else {
  17859. // Bottom faces
  17860. for ( i = 0; i < flen; i ++ ) {
  17861. face = faces[ i ];
  17862. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17863. }
  17864. // Top faces
  17865. for ( i = 0; i < flen; i ++ ) {
  17866. face = faces[ i ];
  17867. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17868. }
  17869. }
  17870. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17871. }
  17872. // Create faces for the z-sides of the shape
  17873. function buildSideFaces() {
  17874. var start = verticesArray.length / 3;
  17875. var layeroffset = 0;
  17876. sidewalls( contour, layeroffset );
  17877. layeroffset += contour.length;
  17878. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17879. ahole = holes[ h ];
  17880. sidewalls( ahole, layeroffset );
  17881. //, true
  17882. layeroffset += ahole.length;
  17883. }
  17884. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17885. }
  17886. function sidewalls( contour, layeroffset ) {
  17887. var j, k;
  17888. i = contour.length;
  17889. while ( -- i >= 0 ) {
  17890. j = i;
  17891. k = i - 1;
  17892. if ( k < 0 ) k = contour.length - 1;
  17893. //console.log('b', i,j, i-1, k,vertices.length);
  17894. var s = 0,
  17895. sl = steps + bevelSegments * 2;
  17896. for ( s = 0; s < sl; s ++ ) {
  17897. var slen1 = vlen * s;
  17898. var slen2 = vlen * ( s + 1 );
  17899. var a = layeroffset + j + slen1,
  17900. b = layeroffset + k + slen1,
  17901. c = layeroffset + k + slen2,
  17902. d = layeroffset + j + slen2;
  17903. f4( a, b, c, d );
  17904. }
  17905. }
  17906. }
  17907. function v( x, y, z ) {
  17908. placeholder.push( x );
  17909. placeholder.push( y );
  17910. placeholder.push( z );
  17911. }
  17912. function f3( a, b, c ) {
  17913. addVertex( a );
  17914. addVertex( b );
  17915. addVertex( c );
  17916. var nextIndex = verticesArray.length / 3;
  17917. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17918. addUV( uvs[ 0 ] );
  17919. addUV( uvs[ 1 ] );
  17920. addUV( uvs[ 2 ] );
  17921. }
  17922. function f4( a, b, c, d ) {
  17923. addVertex( a );
  17924. addVertex( b );
  17925. addVertex( d );
  17926. addVertex( b );
  17927. addVertex( c );
  17928. addVertex( d );
  17929. var nextIndex = verticesArray.length / 3;
  17930. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17931. addUV( uvs[ 0 ] );
  17932. addUV( uvs[ 1 ] );
  17933. addUV( uvs[ 3 ] );
  17934. addUV( uvs[ 1 ] );
  17935. addUV( uvs[ 2 ] );
  17936. addUV( uvs[ 3 ] );
  17937. }
  17938. function addVertex( index ) {
  17939. verticesArray.push( placeholder[ index * 3 + 0 ] );
  17940. verticesArray.push( placeholder[ index * 3 + 1 ] );
  17941. verticesArray.push( placeholder[ index * 3 + 2 ] );
  17942. }
  17943. function addUV( vector2 ) {
  17944. uvArray.push( vector2.x );
  17945. uvArray.push( vector2.y );
  17946. }
  17947. }
  17948. }
  17949. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17950. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  17951. ExtrudeBufferGeometry.prototype.toJSON = function () {
  17952. var data = BufferGeometry.prototype.toJSON.call( this );
  17953. var shapes = this.parameters.shapes;
  17954. var options = this.parameters.options;
  17955. return toJSON( shapes, options, data );
  17956. };
  17957. //
  17958. var WorldUVGenerator = {
  17959. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  17960. var a_x = vertices[ indexA * 3 ];
  17961. var a_y = vertices[ indexA * 3 + 1 ];
  17962. var b_x = vertices[ indexB * 3 ];
  17963. var b_y = vertices[ indexB * 3 + 1 ];
  17964. var c_x = vertices[ indexC * 3 ];
  17965. var c_y = vertices[ indexC * 3 + 1 ];
  17966. return [
  17967. new Vector2( a_x, a_y ),
  17968. new Vector2( b_x, b_y ),
  17969. new Vector2( c_x, c_y )
  17970. ];
  17971. },
  17972. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  17973. var a_x = vertices[ indexA * 3 ];
  17974. var a_y = vertices[ indexA * 3 + 1 ];
  17975. var a_z = vertices[ indexA * 3 + 2 ];
  17976. var b_x = vertices[ indexB * 3 ];
  17977. var b_y = vertices[ indexB * 3 + 1 ];
  17978. var b_z = vertices[ indexB * 3 + 2 ];
  17979. var c_x = vertices[ indexC * 3 ];
  17980. var c_y = vertices[ indexC * 3 + 1 ];
  17981. var c_z = vertices[ indexC * 3 + 2 ];
  17982. var d_x = vertices[ indexD * 3 ];
  17983. var d_y = vertices[ indexD * 3 + 1 ];
  17984. var d_z = vertices[ indexD * 3 + 2 ];
  17985. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  17986. return [
  17987. new Vector2( a_x, 1 - a_z ),
  17988. new Vector2( b_x, 1 - b_z ),
  17989. new Vector2( c_x, 1 - c_z ),
  17990. new Vector2( d_x, 1 - d_z )
  17991. ];
  17992. } else {
  17993. return [
  17994. new Vector2( a_y, 1 - a_z ),
  17995. new Vector2( b_y, 1 - b_z ),
  17996. new Vector2( c_y, 1 - c_z ),
  17997. new Vector2( d_y, 1 - d_z )
  17998. ];
  17999. }
  18000. }
  18001. };
  18002. function toJSON( shapes, options, data ) {
  18003. //
  18004. data.shapes = [];
  18005. if ( Array.isArray( shapes ) ) {
  18006. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18007. var shape = shapes[ i ];
  18008. data.shapes.push( shape.uuid );
  18009. }
  18010. } else {
  18011. data.shapes.push( shapes.uuid );
  18012. }
  18013. //
  18014. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  18015. return data;
  18016. }
  18017. /**
  18018. * @author zz85 / http://www.lab4games.net/zz85/blog
  18019. * @author alteredq / http://alteredqualia.com/
  18020. *
  18021. * Text = 3D Text
  18022. *
  18023. * parameters = {
  18024. * font: <THREE.Font>, // font
  18025. *
  18026. * size: <float>, // size of the text
  18027. * height: <float>, // thickness to extrude text
  18028. * curveSegments: <int>, // number of points on the curves
  18029. *
  18030. * bevelEnabled: <bool>, // turn on bevel
  18031. * bevelThickness: <float>, // how deep into text bevel goes
  18032. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18033. * bevelOffset: <float> // how far from text outline does bevel start
  18034. * }
  18035. */
  18036. // TextGeometry
  18037. function TextGeometry( text, parameters ) {
  18038. Geometry.call( this );
  18039. this.type = 'TextGeometry';
  18040. this.parameters = {
  18041. text: text,
  18042. parameters: parameters
  18043. };
  18044. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18045. this.mergeVertices();
  18046. }
  18047. TextGeometry.prototype = Object.create( Geometry.prototype );
  18048. TextGeometry.prototype.constructor = TextGeometry;
  18049. // TextBufferGeometry
  18050. function TextBufferGeometry( text, parameters ) {
  18051. parameters = parameters || {};
  18052. var font = parameters.font;
  18053. if ( ! ( font && font.isFont ) ) {
  18054. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18055. return new Geometry();
  18056. }
  18057. var shapes = font.generateShapes( text, parameters.size );
  18058. // translate parameters to ExtrudeGeometry API
  18059. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18060. // defaults
  18061. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18062. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18063. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18064. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18065. this.type = 'TextBufferGeometry';
  18066. }
  18067. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18068. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18069. /**
  18070. * @author mrdoob / http://mrdoob.com/
  18071. * @author benaadams / https://twitter.com/ben_a_adams
  18072. * @author Mugen87 / https://github.com/Mugen87
  18073. */
  18074. // SphereGeometry
  18075. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18076. Geometry.call( this );
  18077. this.type = 'SphereGeometry';
  18078. this.parameters = {
  18079. radius: radius,
  18080. widthSegments: widthSegments,
  18081. heightSegments: heightSegments,
  18082. phiStart: phiStart,
  18083. phiLength: phiLength,
  18084. thetaStart: thetaStart,
  18085. thetaLength: thetaLength
  18086. };
  18087. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18088. this.mergeVertices();
  18089. }
  18090. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18091. SphereGeometry.prototype.constructor = SphereGeometry;
  18092. // SphereBufferGeometry
  18093. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18094. BufferGeometry.call( this );
  18095. this.type = 'SphereBufferGeometry';
  18096. this.parameters = {
  18097. radius: radius,
  18098. widthSegments: widthSegments,
  18099. heightSegments: heightSegments,
  18100. phiStart: phiStart,
  18101. phiLength: phiLength,
  18102. thetaStart: thetaStart,
  18103. thetaLength: thetaLength
  18104. };
  18105. radius = radius || 1;
  18106. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18107. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18108. phiStart = phiStart !== undefined ? phiStart : 0;
  18109. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18110. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18111. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18112. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18113. var ix, iy;
  18114. var index = 0;
  18115. var grid = [];
  18116. var vertex = new Vector3();
  18117. var normal = new Vector3();
  18118. // buffers
  18119. var indices = [];
  18120. var vertices = [];
  18121. var normals = [];
  18122. var uvs = [];
  18123. // generate vertices, normals and uvs
  18124. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18125. var verticesRow = [];
  18126. var v = iy / heightSegments;
  18127. // special case for the poles
  18128. var uOffset = 0;
  18129. if ( iy == 0 && thetaStart == 0 ) {
  18130. uOffset = 0.5 / widthSegments;
  18131. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18132. uOffset = - 0.5 / widthSegments;
  18133. }
  18134. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18135. var u = ix / widthSegments;
  18136. // vertex
  18137. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18138. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18139. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18140. vertices.push( vertex.x, vertex.y, vertex.z );
  18141. // normal
  18142. normal.copy( vertex ).normalize();
  18143. normals.push( normal.x, normal.y, normal.z );
  18144. // uv
  18145. uvs.push( u + uOffset, 1 - v );
  18146. verticesRow.push( index ++ );
  18147. }
  18148. grid.push( verticesRow );
  18149. }
  18150. // indices
  18151. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18152. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18153. var a = grid[ iy ][ ix + 1 ];
  18154. var b = grid[ iy ][ ix ];
  18155. var c = grid[ iy + 1 ][ ix ];
  18156. var d = grid[ iy + 1 ][ ix + 1 ];
  18157. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  18158. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  18159. }
  18160. }
  18161. // build geometry
  18162. this.setIndex( indices );
  18163. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18164. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18165. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18166. }
  18167. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18168. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18169. /**
  18170. * @author Kaleb Murphy
  18171. * @author Mugen87 / https://github.com/Mugen87
  18172. */
  18173. // RingGeometry
  18174. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18175. Geometry.call( this );
  18176. this.type = 'RingGeometry';
  18177. this.parameters = {
  18178. innerRadius: innerRadius,
  18179. outerRadius: outerRadius,
  18180. thetaSegments: thetaSegments,
  18181. phiSegments: phiSegments,
  18182. thetaStart: thetaStart,
  18183. thetaLength: thetaLength
  18184. };
  18185. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18186. this.mergeVertices();
  18187. }
  18188. RingGeometry.prototype = Object.create( Geometry.prototype );
  18189. RingGeometry.prototype.constructor = RingGeometry;
  18190. // RingBufferGeometry
  18191. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18192. BufferGeometry.call( this );
  18193. this.type = 'RingBufferGeometry';
  18194. this.parameters = {
  18195. innerRadius: innerRadius,
  18196. outerRadius: outerRadius,
  18197. thetaSegments: thetaSegments,
  18198. phiSegments: phiSegments,
  18199. thetaStart: thetaStart,
  18200. thetaLength: thetaLength
  18201. };
  18202. innerRadius = innerRadius || 0.5;
  18203. outerRadius = outerRadius || 1;
  18204. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18205. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18206. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18207. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18208. // buffers
  18209. var indices = [];
  18210. var vertices = [];
  18211. var normals = [];
  18212. var uvs = [];
  18213. // some helper variables
  18214. var segment;
  18215. var radius = innerRadius;
  18216. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18217. var vertex = new Vector3();
  18218. var uv = new Vector2();
  18219. var j, i;
  18220. // generate vertices, normals and uvs
  18221. for ( j = 0; j <= phiSegments; j ++ ) {
  18222. for ( i = 0; i <= thetaSegments; i ++ ) {
  18223. // values are generate from the inside of the ring to the outside
  18224. segment = thetaStart + i / thetaSegments * thetaLength;
  18225. // vertex
  18226. vertex.x = radius * Math.cos( segment );
  18227. vertex.y = radius * Math.sin( segment );
  18228. vertices.push( vertex.x, vertex.y, vertex.z );
  18229. // normal
  18230. normals.push( 0, 0, 1 );
  18231. // uv
  18232. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18233. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18234. uvs.push( uv.x, uv.y );
  18235. }
  18236. // increase the radius for next row of vertices
  18237. radius += radiusStep;
  18238. }
  18239. // indices
  18240. for ( j = 0; j < phiSegments; j ++ ) {
  18241. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18242. for ( i = 0; i < thetaSegments; i ++ ) {
  18243. segment = i + thetaSegmentLevel;
  18244. var a = segment;
  18245. var b = segment + thetaSegments + 1;
  18246. var c = segment + thetaSegments + 2;
  18247. var d = segment + 1;
  18248. // faces
  18249. indices.push( a, b, d );
  18250. indices.push( b, c, d );
  18251. }
  18252. }
  18253. // build geometry
  18254. this.setIndex( indices );
  18255. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18256. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18257. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18258. }
  18259. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18260. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18261. /**
  18262. * @author zz85 / https://github.com/zz85
  18263. * @author bhouston / http://clara.io
  18264. * @author Mugen87 / https://github.com/Mugen87
  18265. */
  18266. // LatheGeometry
  18267. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18268. Geometry.call( this );
  18269. this.type = 'LatheGeometry';
  18270. this.parameters = {
  18271. points: points,
  18272. segments: segments,
  18273. phiStart: phiStart,
  18274. phiLength: phiLength
  18275. };
  18276. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18277. this.mergeVertices();
  18278. }
  18279. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18280. LatheGeometry.prototype.constructor = LatheGeometry;
  18281. // LatheBufferGeometry
  18282. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18283. BufferGeometry.call( this );
  18284. this.type = 'LatheBufferGeometry';
  18285. this.parameters = {
  18286. points: points,
  18287. segments: segments,
  18288. phiStart: phiStart,
  18289. phiLength: phiLength
  18290. };
  18291. segments = Math.floor( segments ) || 12;
  18292. phiStart = phiStart || 0;
  18293. phiLength = phiLength || Math.PI * 2;
  18294. // clamp phiLength so it's in range of [ 0, 2PI ]
  18295. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18296. // buffers
  18297. var indices = [];
  18298. var vertices = [];
  18299. var uvs = [];
  18300. // helper variables
  18301. var base;
  18302. var inverseSegments = 1.0 / segments;
  18303. var vertex = new Vector3();
  18304. var uv = new Vector2();
  18305. var i, j;
  18306. // generate vertices and uvs
  18307. for ( i = 0; i <= segments; i ++ ) {
  18308. var phi = phiStart + i * inverseSegments * phiLength;
  18309. var sin = Math.sin( phi );
  18310. var cos = Math.cos( phi );
  18311. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18312. // vertex
  18313. vertex.x = points[ j ].x * sin;
  18314. vertex.y = points[ j ].y;
  18315. vertex.z = points[ j ].x * cos;
  18316. vertices.push( vertex.x, vertex.y, vertex.z );
  18317. // uv
  18318. uv.x = i / segments;
  18319. uv.y = j / ( points.length - 1 );
  18320. uvs.push( uv.x, uv.y );
  18321. }
  18322. }
  18323. // indices
  18324. for ( i = 0; i < segments; i ++ ) {
  18325. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18326. base = j + i * points.length;
  18327. var a = base;
  18328. var b = base + points.length;
  18329. var c = base + points.length + 1;
  18330. var d = base + 1;
  18331. // faces
  18332. indices.push( a, b, d );
  18333. indices.push( b, c, d );
  18334. }
  18335. }
  18336. // build geometry
  18337. this.setIndex( indices );
  18338. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18339. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18340. // generate normals
  18341. this.computeVertexNormals();
  18342. // if the geometry is closed, we need to average the normals along the seam.
  18343. // because the corresponding vertices are identical (but still have different UVs).
  18344. if ( phiLength === Math.PI * 2 ) {
  18345. var normals = this.attributes.normal.array;
  18346. var n1 = new Vector3();
  18347. var n2 = new Vector3();
  18348. var n = new Vector3();
  18349. // this is the buffer offset for the last line of vertices
  18350. base = segments * points.length * 3;
  18351. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18352. // select the normal of the vertex in the first line
  18353. n1.x = normals[ j + 0 ];
  18354. n1.y = normals[ j + 1 ];
  18355. n1.z = normals[ j + 2 ];
  18356. // select the normal of the vertex in the last line
  18357. n2.x = normals[ base + j + 0 ];
  18358. n2.y = normals[ base + j + 1 ];
  18359. n2.z = normals[ base + j + 2 ];
  18360. // average normals
  18361. n.addVectors( n1, n2 ).normalize();
  18362. // assign the new values to both normals
  18363. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18364. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18365. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18366. }
  18367. }
  18368. }
  18369. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18370. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18371. /**
  18372. * @author jonobr1 / http://jonobr1.com
  18373. * @author Mugen87 / https://github.com/Mugen87
  18374. */
  18375. // ShapeGeometry
  18376. function ShapeGeometry( shapes, curveSegments ) {
  18377. Geometry.call( this );
  18378. this.type = 'ShapeGeometry';
  18379. if ( typeof curveSegments === 'object' ) {
  18380. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18381. curveSegments = curveSegments.curveSegments;
  18382. }
  18383. this.parameters = {
  18384. shapes: shapes,
  18385. curveSegments: curveSegments
  18386. };
  18387. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18388. this.mergeVertices();
  18389. }
  18390. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18391. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18392. ShapeGeometry.prototype.toJSON = function () {
  18393. var data = Geometry.prototype.toJSON.call( this );
  18394. var shapes = this.parameters.shapes;
  18395. return toJSON$1( shapes, data );
  18396. };
  18397. // ShapeBufferGeometry
  18398. function ShapeBufferGeometry( shapes, curveSegments ) {
  18399. BufferGeometry.call( this );
  18400. this.type = 'ShapeBufferGeometry';
  18401. this.parameters = {
  18402. shapes: shapes,
  18403. curveSegments: curveSegments
  18404. };
  18405. curveSegments = curveSegments || 12;
  18406. // buffers
  18407. var indices = [];
  18408. var vertices = [];
  18409. var normals = [];
  18410. var uvs = [];
  18411. // helper variables
  18412. var groupStart = 0;
  18413. var groupCount = 0;
  18414. // allow single and array values for "shapes" parameter
  18415. if ( Array.isArray( shapes ) === false ) {
  18416. addShape( shapes );
  18417. } else {
  18418. for ( var i = 0; i < shapes.length; i ++ ) {
  18419. addShape( shapes[ i ] );
  18420. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18421. groupStart += groupCount;
  18422. groupCount = 0;
  18423. }
  18424. }
  18425. // build geometry
  18426. this.setIndex( indices );
  18427. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18428. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18429. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18430. // helper functions
  18431. function addShape( shape ) {
  18432. var i, l, shapeHole;
  18433. var indexOffset = vertices.length / 3;
  18434. var points = shape.extractPoints( curveSegments );
  18435. var shapeVertices = points.shape;
  18436. var shapeHoles = points.holes;
  18437. // check direction of vertices
  18438. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18439. shapeVertices = shapeVertices.reverse();
  18440. }
  18441. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18442. shapeHole = shapeHoles[ i ];
  18443. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18444. shapeHoles[ i ] = shapeHole.reverse();
  18445. }
  18446. }
  18447. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18448. // join vertices of inner and outer paths to a single array
  18449. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18450. shapeHole = shapeHoles[ i ];
  18451. shapeVertices = shapeVertices.concat( shapeHole );
  18452. }
  18453. // vertices, normals, uvs
  18454. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18455. var vertex = shapeVertices[ i ];
  18456. vertices.push( vertex.x, vertex.y, 0 );
  18457. normals.push( 0, 0, 1 );
  18458. uvs.push( vertex.x, vertex.y ); // world uvs
  18459. }
  18460. // incides
  18461. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18462. var face = faces[ i ];
  18463. var a = face[ 0 ] + indexOffset;
  18464. var b = face[ 1 ] + indexOffset;
  18465. var c = face[ 2 ] + indexOffset;
  18466. indices.push( a, b, c );
  18467. groupCount += 3;
  18468. }
  18469. }
  18470. }
  18471. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18472. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18473. ShapeBufferGeometry.prototype.toJSON = function () {
  18474. var data = BufferGeometry.prototype.toJSON.call( this );
  18475. var shapes = this.parameters.shapes;
  18476. return toJSON$1( shapes, data );
  18477. };
  18478. //
  18479. function toJSON$1( shapes, data ) {
  18480. data.shapes = [];
  18481. if ( Array.isArray( shapes ) ) {
  18482. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18483. var shape = shapes[ i ];
  18484. data.shapes.push( shape.uuid );
  18485. }
  18486. } else {
  18487. data.shapes.push( shapes.uuid );
  18488. }
  18489. return data;
  18490. }
  18491. /**
  18492. * @author WestLangley / http://github.com/WestLangley
  18493. * @author Mugen87 / https://github.com/Mugen87
  18494. */
  18495. function EdgesGeometry( geometry, thresholdAngle ) {
  18496. BufferGeometry.call( this );
  18497. this.type = 'EdgesGeometry';
  18498. this.parameters = {
  18499. thresholdAngle: thresholdAngle
  18500. };
  18501. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18502. // buffer
  18503. var vertices = [];
  18504. // helper variables
  18505. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18506. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18507. var key, keys = [ 'a', 'b', 'c' ];
  18508. // prepare source geometry
  18509. var geometry2;
  18510. if ( geometry.isBufferGeometry ) {
  18511. geometry2 = new Geometry();
  18512. geometry2.fromBufferGeometry( geometry );
  18513. } else {
  18514. geometry2 = geometry.clone();
  18515. }
  18516. geometry2.mergeVertices();
  18517. geometry2.computeFaceNormals();
  18518. var sourceVertices = geometry2.vertices;
  18519. var faces = geometry2.faces;
  18520. // now create a data structure where each entry represents an edge with its adjoining faces
  18521. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18522. var face = faces[ i ];
  18523. for ( var j = 0; j < 3; j ++ ) {
  18524. edge1 = face[ keys[ j ] ];
  18525. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18526. edge[ 0 ] = Math.min( edge1, edge2 );
  18527. edge[ 1 ] = Math.max( edge1, edge2 );
  18528. key = edge[ 0 ] + ',' + edge[ 1 ];
  18529. if ( edges[ key ] === undefined ) {
  18530. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18531. } else {
  18532. edges[ key ].face2 = i;
  18533. }
  18534. }
  18535. }
  18536. // generate vertices
  18537. for ( key in edges ) {
  18538. var e = edges[ key ];
  18539. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18540. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18541. var vertex = sourceVertices[ e.index1 ];
  18542. vertices.push( vertex.x, vertex.y, vertex.z );
  18543. vertex = sourceVertices[ e.index2 ];
  18544. vertices.push( vertex.x, vertex.y, vertex.z );
  18545. }
  18546. }
  18547. // build geometry
  18548. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18549. }
  18550. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18551. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18552. /**
  18553. * @author mrdoob / http://mrdoob.com/
  18554. * @author Mugen87 / https://github.com/Mugen87
  18555. */
  18556. // CylinderGeometry
  18557. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18558. Geometry.call( this );
  18559. this.type = 'CylinderGeometry';
  18560. this.parameters = {
  18561. radiusTop: radiusTop,
  18562. radiusBottom: radiusBottom,
  18563. height: height,
  18564. radialSegments: radialSegments,
  18565. heightSegments: heightSegments,
  18566. openEnded: openEnded,
  18567. thetaStart: thetaStart,
  18568. thetaLength: thetaLength
  18569. };
  18570. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18571. this.mergeVertices();
  18572. }
  18573. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18574. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18575. // CylinderBufferGeometry
  18576. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18577. BufferGeometry.call( this );
  18578. this.type = 'CylinderBufferGeometry';
  18579. this.parameters = {
  18580. radiusTop: radiusTop,
  18581. radiusBottom: radiusBottom,
  18582. height: height,
  18583. radialSegments: radialSegments,
  18584. heightSegments: heightSegments,
  18585. openEnded: openEnded,
  18586. thetaStart: thetaStart,
  18587. thetaLength: thetaLength
  18588. };
  18589. var scope = this;
  18590. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18591. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18592. height = height || 1;
  18593. radialSegments = Math.floor( radialSegments ) || 8;
  18594. heightSegments = Math.floor( heightSegments ) || 1;
  18595. openEnded = openEnded !== undefined ? openEnded : false;
  18596. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18597. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18598. // buffers
  18599. var indices = [];
  18600. var vertices = [];
  18601. var normals = [];
  18602. var uvs = [];
  18603. // helper variables
  18604. var index = 0;
  18605. var indexArray = [];
  18606. var halfHeight = height / 2;
  18607. var groupStart = 0;
  18608. // generate geometry
  18609. generateTorso();
  18610. if ( openEnded === false ) {
  18611. if ( radiusTop > 0 ) generateCap( true );
  18612. if ( radiusBottom > 0 ) generateCap( false );
  18613. }
  18614. // build geometry
  18615. this.setIndex( indices );
  18616. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18617. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18618. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18619. function generateTorso() {
  18620. var x, y;
  18621. var normal = new Vector3();
  18622. var vertex = new Vector3();
  18623. var groupCount = 0;
  18624. // this will be used to calculate the normal
  18625. var slope = ( radiusBottom - radiusTop ) / height;
  18626. // generate vertices, normals and uvs
  18627. for ( y = 0; y <= heightSegments; y ++ ) {
  18628. var indexRow = [];
  18629. var v = y / heightSegments;
  18630. // calculate the radius of the current row
  18631. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18632. for ( x = 0; x <= radialSegments; x ++ ) {
  18633. var u = x / radialSegments;
  18634. var theta = u * thetaLength + thetaStart;
  18635. var sinTheta = Math.sin( theta );
  18636. var cosTheta = Math.cos( theta );
  18637. // vertex
  18638. vertex.x = radius * sinTheta;
  18639. vertex.y = - v * height + halfHeight;
  18640. vertex.z = radius * cosTheta;
  18641. vertices.push( vertex.x, vertex.y, vertex.z );
  18642. // normal
  18643. normal.set( sinTheta, slope, cosTheta ).normalize();
  18644. normals.push( normal.x, normal.y, normal.z );
  18645. // uv
  18646. uvs.push( u, 1 - v );
  18647. // save index of vertex in respective row
  18648. indexRow.push( index ++ );
  18649. }
  18650. // now save vertices of the row in our index array
  18651. indexArray.push( indexRow );
  18652. }
  18653. // generate indices
  18654. for ( x = 0; x < radialSegments; x ++ ) {
  18655. for ( y = 0; y < heightSegments; y ++ ) {
  18656. // we use the index array to access the correct indices
  18657. var a = indexArray[ y ][ x ];
  18658. var b = indexArray[ y + 1 ][ x ];
  18659. var c = indexArray[ y + 1 ][ x + 1 ];
  18660. var d = indexArray[ y ][ x + 1 ];
  18661. // faces
  18662. indices.push( a, b, d );
  18663. indices.push( b, c, d );
  18664. // update group counter
  18665. groupCount += 6;
  18666. }
  18667. }
  18668. // add a group to the geometry. this will ensure multi material support
  18669. scope.addGroup( groupStart, groupCount, 0 );
  18670. // calculate new start value for groups
  18671. groupStart += groupCount;
  18672. }
  18673. function generateCap( top ) {
  18674. var x, centerIndexStart, centerIndexEnd;
  18675. var uv = new Vector2();
  18676. var vertex = new Vector3();
  18677. var groupCount = 0;
  18678. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18679. var sign = ( top === true ) ? 1 : - 1;
  18680. // save the index of the first center vertex
  18681. centerIndexStart = index;
  18682. // first we generate the center vertex data of the cap.
  18683. // because the geometry needs one set of uvs per face,
  18684. // we must generate a center vertex per face/segment
  18685. for ( x = 1; x <= radialSegments; x ++ ) {
  18686. // vertex
  18687. vertices.push( 0, halfHeight * sign, 0 );
  18688. // normal
  18689. normals.push( 0, sign, 0 );
  18690. // uv
  18691. uvs.push( 0.5, 0.5 );
  18692. // increase index
  18693. index ++;
  18694. }
  18695. // save the index of the last center vertex
  18696. centerIndexEnd = index;
  18697. // now we generate the surrounding vertices, normals and uvs
  18698. for ( x = 0; x <= radialSegments; x ++ ) {
  18699. var u = x / radialSegments;
  18700. var theta = u * thetaLength + thetaStart;
  18701. var cosTheta = Math.cos( theta );
  18702. var sinTheta = Math.sin( theta );
  18703. // vertex
  18704. vertex.x = radius * sinTheta;
  18705. vertex.y = halfHeight * sign;
  18706. vertex.z = radius * cosTheta;
  18707. vertices.push( vertex.x, vertex.y, vertex.z );
  18708. // normal
  18709. normals.push( 0, sign, 0 );
  18710. // uv
  18711. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18712. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18713. uvs.push( uv.x, uv.y );
  18714. // increase index
  18715. index ++;
  18716. }
  18717. // generate indices
  18718. for ( x = 0; x < radialSegments; x ++ ) {
  18719. var c = centerIndexStart + x;
  18720. var i = centerIndexEnd + x;
  18721. if ( top === true ) {
  18722. // face top
  18723. indices.push( i, i + 1, c );
  18724. } else {
  18725. // face bottom
  18726. indices.push( i + 1, i, c );
  18727. }
  18728. groupCount += 3;
  18729. }
  18730. // add a group to the geometry. this will ensure multi material support
  18731. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18732. // calculate new start value for groups
  18733. groupStart += groupCount;
  18734. }
  18735. }
  18736. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18737. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18738. /**
  18739. * @author abelnation / http://github.com/abelnation
  18740. */
  18741. // ConeGeometry
  18742. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18743. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18744. this.type = 'ConeGeometry';
  18745. this.parameters = {
  18746. radius: radius,
  18747. height: height,
  18748. radialSegments: radialSegments,
  18749. heightSegments: heightSegments,
  18750. openEnded: openEnded,
  18751. thetaStart: thetaStart,
  18752. thetaLength: thetaLength
  18753. };
  18754. }
  18755. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18756. ConeGeometry.prototype.constructor = ConeGeometry;
  18757. // ConeBufferGeometry
  18758. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18759. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18760. this.type = 'ConeBufferGeometry';
  18761. this.parameters = {
  18762. radius: radius,
  18763. height: height,
  18764. radialSegments: radialSegments,
  18765. heightSegments: heightSegments,
  18766. openEnded: openEnded,
  18767. thetaStart: thetaStart,
  18768. thetaLength: thetaLength
  18769. };
  18770. }
  18771. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18772. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18773. /**
  18774. * @author benaadams / https://twitter.com/ben_a_adams
  18775. * @author Mugen87 / https://github.com/Mugen87
  18776. * @author hughes
  18777. */
  18778. // CircleGeometry
  18779. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18780. Geometry.call( this );
  18781. this.type = 'CircleGeometry';
  18782. this.parameters = {
  18783. radius: radius,
  18784. segments: segments,
  18785. thetaStart: thetaStart,
  18786. thetaLength: thetaLength
  18787. };
  18788. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18789. this.mergeVertices();
  18790. }
  18791. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18792. CircleGeometry.prototype.constructor = CircleGeometry;
  18793. // CircleBufferGeometry
  18794. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18795. BufferGeometry.call( this );
  18796. this.type = 'CircleBufferGeometry';
  18797. this.parameters = {
  18798. radius: radius,
  18799. segments: segments,
  18800. thetaStart: thetaStart,
  18801. thetaLength: thetaLength
  18802. };
  18803. radius = radius || 1;
  18804. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18805. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18806. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18807. // buffers
  18808. var indices = [];
  18809. var vertices = [];
  18810. var normals = [];
  18811. var uvs = [];
  18812. // helper variables
  18813. var i, s;
  18814. var vertex = new Vector3();
  18815. var uv = new Vector2();
  18816. // center point
  18817. vertices.push( 0, 0, 0 );
  18818. normals.push( 0, 0, 1 );
  18819. uvs.push( 0.5, 0.5 );
  18820. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18821. var segment = thetaStart + s / segments * thetaLength;
  18822. // vertex
  18823. vertex.x = radius * Math.cos( segment );
  18824. vertex.y = radius * Math.sin( segment );
  18825. vertices.push( vertex.x, vertex.y, vertex.z );
  18826. // normal
  18827. normals.push( 0, 0, 1 );
  18828. // uvs
  18829. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18830. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18831. uvs.push( uv.x, uv.y );
  18832. }
  18833. // indices
  18834. for ( i = 1; i <= segments; i ++ ) {
  18835. indices.push( i, i + 1, 0 );
  18836. }
  18837. // build geometry
  18838. this.setIndex( indices );
  18839. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18840. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18841. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18842. }
  18843. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18844. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18845. var Geometries = /*#__PURE__*/Object.freeze({
  18846. WireframeGeometry: WireframeGeometry,
  18847. ParametricGeometry: ParametricGeometry,
  18848. ParametricBufferGeometry: ParametricBufferGeometry,
  18849. TetrahedronGeometry: TetrahedronGeometry,
  18850. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18851. OctahedronGeometry: OctahedronGeometry,
  18852. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18853. IcosahedronGeometry: IcosahedronGeometry,
  18854. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18855. DodecahedronGeometry: DodecahedronGeometry,
  18856. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18857. PolyhedronGeometry: PolyhedronGeometry,
  18858. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18859. TubeGeometry: TubeGeometry,
  18860. TubeBufferGeometry: TubeBufferGeometry,
  18861. TorusKnotGeometry: TorusKnotGeometry,
  18862. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18863. TorusGeometry: TorusGeometry,
  18864. TorusBufferGeometry: TorusBufferGeometry,
  18865. TextGeometry: TextGeometry,
  18866. TextBufferGeometry: TextBufferGeometry,
  18867. SphereGeometry: SphereGeometry,
  18868. SphereBufferGeometry: SphereBufferGeometry,
  18869. RingGeometry: RingGeometry,
  18870. RingBufferGeometry: RingBufferGeometry,
  18871. PlaneGeometry: PlaneGeometry,
  18872. PlaneBufferGeometry: PlaneBufferGeometry,
  18873. LatheGeometry: LatheGeometry,
  18874. LatheBufferGeometry: LatheBufferGeometry,
  18875. ShapeGeometry: ShapeGeometry,
  18876. ShapeBufferGeometry: ShapeBufferGeometry,
  18877. ExtrudeGeometry: ExtrudeGeometry,
  18878. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18879. EdgesGeometry: EdgesGeometry,
  18880. ConeGeometry: ConeGeometry,
  18881. ConeBufferGeometry: ConeBufferGeometry,
  18882. CylinderGeometry: CylinderGeometry,
  18883. CylinderBufferGeometry: CylinderBufferGeometry,
  18884. CircleGeometry: CircleGeometry,
  18885. CircleBufferGeometry: CircleBufferGeometry,
  18886. BoxGeometry: BoxGeometry,
  18887. BoxBufferGeometry: BoxBufferGeometry
  18888. });
  18889. /**
  18890. * @author mrdoob / http://mrdoob.com/
  18891. *
  18892. * parameters = {
  18893. * color: <THREE.Color>
  18894. * }
  18895. */
  18896. function ShadowMaterial( parameters ) {
  18897. Material.call( this );
  18898. this.type = 'ShadowMaterial';
  18899. this.color = new Color( 0x000000 );
  18900. this.transparent = true;
  18901. this.setValues( parameters );
  18902. }
  18903. ShadowMaterial.prototype = Object.create( Material.prototype );
  18904. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18905. ShadowMaterial.prototype.isShadowMaterial = true;
  18906. ShadowMaterial.prototype.copy = function ( source ) {
  18907. Material.prototype.copy.call( this, source );
  18908. this.color.copy( source.color );
  18909. return this;
  18910. };
  18911. /**
  18912. * @author mrdoob / http://mrdoob.com/
  18913. */
  18914. function RawShaderMaterial( parameters ) {
  18915. ShaderMaterial.call( this, parameters );
  18916. this.type = 'RawShaderMaterial';
  18917. }
  18918. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18919. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18920. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18921. /**
  18922. * @author WestLangley / http://github.com/WestLangley
  18923. *
  18924. * parameters = {
  18925. * color: <hex>,
  18926. * roughness: <float>,
  18927. * metalness: <float>,
  18928. * opacity: <float>,
  18929. *
  18930. * map: new THREE.Texture( <Image> ),
  18931. *
  18932. * lightMap: new THREE.Texture( <Image> ),
  18933. * lightMapIntensity: <float>
  18934. *
  18935. * aoMap: new THREE.Texture( <Image> ),
  18936. * aoMapIntensity: <float>
  18937. *
  18938. * emissive: <hex>,
  18939. * emissiveIntensity: <float>
  18940. * emissiveMap: new THREE.Texture( <Image> ),
  18941. *
  18942. * bumpMap: new THREE.Texture( <Image> ),
  18943. * bumpScale: <float>,
  18944. *
  18945. * normalMap: new THREE.Texture( <Image> ),
  18946. * normalMapType: THREE.TangentSpaceNormalMap,
  18947. * normalScale: <Vector2>,
  18948. *
  18949. * displacementMap: new THREE.Texture( <Image> ),
  18950. * displacementScale: <float>,
  18951. * displacementBias: <float>,
  18952. *
  18953. * roughnessMap: new THREE.Texture( <Image> ),
  18954. *
  18955. * metalnessMap: new THREE.Texture( <Image> ),
  18956. *
  18957. * alphaMap: new THREE.Texture( <Image> ),
  18958. *
  18959. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18960. * envMapIntensity: <float>
  18961. *
  18962. * refractionRatio: <float>,
  18963. *
  18964. * wireframe: <boolean>,
  18965. * wireframeLinewidth: <float>,
  18966. *
  18967. * skinning: <bool>,
  18968. * morphTargets: <bool>,
  18969. * morphNormals: <bool>
  18970. * }
  18971. */
  18972. function MeshStandardMaterial( parameters ) {
  18973. Material.call( this );
  18974. this.defines = { 'STANDARD': '' };
  18975. this.type = 'MeshStandardMaterial';
  18976. this.color = new Color( 0xffffff ); // diffuse
  18977. this.roughness = 0.5;
  18978. this.metalness = 0.5;
  18979. this.map = null;
  18980. this.lightMap = null;
  18981. this.lightMapIntensity = 1.0;
  18982. this.aoMap = null;
  18983. this.aoMapIntensity = 1.0;
  18984. this.emissive = new Color( 0x000000 );
  18985. this.emissiveIntensity = 1.0;
  18986. this.emissiveMap = null;
  18987. this.bumpMap = null;
  18988. this.bumpScale = 1;
  18989. this.normalMap = null;
  18990. this.normalMapType = TangentSpaceNormalMap;
  18991. this.normalScale = new Vector2( 1, 1 );
  18992. this.displacementMap = null;
  18993. this.displacementScale = 1;
  18994. this.displacementBias = 0;
  18995. this.roughnessMap = null;
  18996. this.metalnessMap = null;
  18997. this.alphaMap = null;
  18998. this.envMap = null;
  18999. this.envMapIntensity = 1.0;
  19000. this.refractionRatio = 0.98;
  19001. this.wireframe = false;
  19002. this.wireframeLinewidth = 1;
  19003. this.wireframeLinecap = 'round';
  19004. this.wireframeLinejoin = 'round';
  19005. this.skinning = false;
  19006. this.morphTargets = false;
  19007. this.morphNormals = false;
  19008. this.setValues( parameters );
  19009. }
  19010. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19011. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19012. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19013. MeshStandardMaterial.prototype.copy = function ( source ) {
  19014. Material.prototype.copy.call( this, source );
  19015. this.defines = { 'STANDARD': '' };
  19016. this.color.copy( source.color );
  19017. this.roughness = source.roughness;
  19018. this.metalness = source.metalness;
  19019. this.map = source.map;
  19020. this.lightMap = source.lightMap;
  19021. this.lightMapIntensity = source.lightMapIntensity;
  19022. this.aoMap = source.aoMap;
  19023. this.aoMapIntensity = source.aoMapIntensity;
  19024. this.emissive.copy( source.emissive );
  19025. this.emissiveMap = source.emissiveMap;
  19026. this.emissiveIntensity = source.emissiveIntensity;
  19027. this.bumpMap = source.bumpMap;
  19028. this.bumpScale = source.bumpScale;
  19029. this.normalMap = source.normalMap;
  19030. this.normalMapType = source.normalMapType;
  19031. this.normalScale.copy( source.normalScale );
  19032. this.displacementMap = source.displacementMap;
  19033. this.displacementScale = source.displacementScale;
  19034. this.displacementBias = source.displacementBias;
  19035. this.roughnessMap = source.roughnessMap;
  19036. this.metalnessMap = source.metalnessMap;
  19037. this.alphaMap = source.alphaMap;
  19038. this.envMap = source.envMap;
  19039. this.envMapIntensity = source.envMapIntensity;
  19040. this.refractionRatio = source.refractionRatio;
  19041. this.wireframe = source.wireframe;
  19042. this.wireframeLinewidth = source.wireframeLinewidth;
  19043. this.wireframeLinecap = source.wireframeLinecap;
  19044. this.wireframeLinejoin = source.wireframeLinejoin;
  19045. this.skinning = source.skinning;
  19046. this.morphTargets = source.morphTargets;
  19047. this.morphNormals = source.morphNormals;
  19048. return this;
  19049. };
  19050. /**
  19051. * @author WestLangley / http://github.com/WestLangley
  19052. *
  19053. * parameters = {
  19054. * reflectivity: <float>
  19055. * clearcoat: <float>
  19056. * clearcoatRoughness: <float>
  19057. *
  19058. * sheen: <Color>
  19059. *
  19060. * clearcoatNormalScale: <Vector2>,
  19061. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19062. * }
  19063. */
  19064. function MeshPhysicalMaterial( parameters ) {
  19065. MeshStandardMaterial.call( this );
  19066. this.defines = {
  19067. 'STANDARD': '',
  19068. 'PHYSICAL': ''
  19069. };
  19070. this.type = 'MeshPhysicalMaterial';
  19071. this.reflectivity = 0.5; // maps to F0 = 0.04
  19072. this.clearcoat = 0.0;
  19073. this.clearcoatRoughness = 0.0;
  19074. this.sheen = null; // null will disable sheen bsdf
  19075. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19076. this.clearcoatNormalMap = null;
  19077. this.transparency = 0.0;
  19078. this.setValues( parameters );
  19079. }
  19080. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19081. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19082. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19083. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19084. MeshStandardMaterial.prototype.copy.call( this, source );
  19085. this.defines = {
  19086. 'STANDARD': '',
  19087. 'PHYSICAL': ''
  19088. };
  19089. this.reflectivity = source.reflectivity;
  19090. this.clearcoat = source.clearcoat;
  19091. this.clearcoatRoughness = source.clearcoatRoughness;
  19092. if ( source.sheen ) this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19093. else this.sheen = null;
  19094. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19095. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19096. this.transparency = source.transparency;
  19097. return this;
  19098. };
  19099. /**
  19100. * @author mrdoob / http://mrdoob.com/
  19101. * @author alteredq / http://alteredqualia.com/
  19102. *
  19103. * parameters = {
  19104. * color: <hex>,
  19105. * specular: <hex>,
  19106. * shininess: <float>,
  19107. * opacity: <float>,
  19108. *
  19109. * map: new THREE.Texture( <Image> ),
  19110. *
  19111. * lightMap: new THREE.Texture( <Image> ),
  19112. * lightMapIntensity: <float>
  19113. *
  19114. * aoMap: new THREE.Texture( <Image> ),
  19115. * aoMapIntensity: <float>
  19116. *
  19117. * emissive: <hex>,
  19118. * emissiveIntensity: <float>
  19119. * emissiveMap: new THREE.Texture( <Image> ),
  19120. *
  19121. * bumpMap: new THREE.Texture( <Image> ),
  19122. * bumpScale: <float>,
  19123. *
  19124. * normalMap: new THREE.Texture( <Image> ),
  19125. * normalMapType: THREE.TangentSpaceNormalMap,
  19126. * normalScale: <Vector2>,
  19127. *
  19128. * displacementMap: new THREE.Texture( <Image> ),
  19129. * displacementScale: <float>,
  19130. * displacementBias: <float>,
  19131. *
  19132. * specularMap: new THREE.Texture( <Image> ),
  19133. *
  19134. * alphaMap: new THREE.Texture( <Image> ),
  19135. *
  19136. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19137. * combine: THREE.Multiply,
  19138. * reflectivity: <float>,
  19139. * refractionRatio: <float>,
  19140. *
  19141. * wireframe: <boolean>,
  19142. * wireframeLinewidth: <float>,
  19143. *
  19144. * skinning: <bool>,
  19145. * morphTargets: <bool>,
  19146. * morphNormals: <bool>
  19147. * }
  19148. */
  19149. function MeshPhongMaterial( parameters ) {
  19150. Material.call( this );
  19151. this.type = 'MeshPhongMaterial';
  19152. this.color = new Color( 0xffffff ); // diffuse
  19153. this.specular = new Color( 0x111111 );
  19154. this.shininess = 30;
  19155. this.map = null;
  19156. this.lightMap = null;
  19157. this.lightMapIntensity = 1.0;
  19158. this.aoMap = null;
  19159. this.aoMapIntensity = 1.0;
  19160. this.emissive = new Color( 0x000000 );
  19161. this.emissiveIntensity = 1.0;
  19162. this.emissiveMap = null;
  19163. this.bumpMap = null;
  19164. this.bumpScale = 1;
  19165. this.normalMap = null;
  19166. this.normalMapType = TangentSpaceNormalMap;
  19167. this.normalScale = new Vector2( 1, 1 );
  19168. this.displacementMap = null;
  19169. this.displacementScale = 1;
  19170. this.displacementBias = 0;
  19171. this.specularMap = null;
  19172. this.alphaMap = null;
  19173. this.envMap = null;
  19174. this.combine = MultiplyOperation;
  19175. this.reflectivity = 1;
  19176. this.refractionRatio = 0.98;
  19177. this.wireframe = false;
  19178. this.wireframeLinewidth = 1;
  19179. this.wireframeLinecap = 'round';
  19180. this.wireframeLinejoin = 'round';
  19181. this.skinning = false;
  19182. this.morphTargets = false;
  19183. this.morphNormals = false;
  19184. this.setValues( parameters );
  19185. }
  19186. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19187. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19188. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19189. MeshPhongMaterial.prototype.copy = function ( source ) {
  19190. Material.prototype.copy.call( this, source );
  19191. this.color.copy( source.color );
  19192. this.specular.copy( source.specular );
  19193. this.shininess = source.shininess;
  19194. this.map = source.map;
  19195. this.lightMap = source.lightMap;
  19196. this.lightMapIntensity = source.lightMapIntensity;
  19197. this.aoMap = source.aoMap;
  19198. this.aoMapIntensity = source.aoMapIntensity;
  19199. this.emissive.copy( source.emissive );
  19200. this.emissiveMap = source.emissiveMap;
  19201. this.emissiveIntensity = source.emissiveIntensity;
  19202. this.bumpMap = source.bumpMap;
  19203. this.bumpScale = source.bumpScale;
  19204. this.normalMap = source.normalMap;
  19205. this.normalMapType = source.normalMapType;
  19206. this.normalScale.copy( source.normalScale );
  19207. this.displacementMap = source.displacementMap;
  19208. this.displacementScale = source.displacementScale;
  19209. this.displacementBias = source.displacementBias;
  19210. this.specularMap = source.specularMap;
  19211. this.alphaMap = source.alphaMap;
  19212. this.envMap = source.envMap;
  19213. this.combine = source.combine;
  19214. this.reflectivity = source.reflectivity;
  19215. this.refractionRatio = source.refractionRatio;
  19216. this.wireframe = source.wireframe;
  19217. this.wireframeLinewidth = source.wireframeLinewidth;
  19218. this.wireframeLinecap = source.wireframeLinecap;
  19219. this.wireframeLinejoin = source.wireframeLinejoin;
  19220. this.skinning = source.skinning;
  19221. this.morphTargets = source.morphTargets;
  19222. this.morphNormals = source.morphNormals;
  19223. return this;
  19224. };
  19225. /**
  19226. * @author takahirox / http://github.com/takahirox
  19227. *
  19228. * parameters = {
  19229. * gradientMap: new THREE.Texture( <Image> )
  19230. * }
  19231. */
  19232. function MeshToonMaterial( parameters ) {
  19233. MeshPhongMaterial.call( this );
  19234. this.defines = { 'TOON': '' };
  19235. this.type = 'MeshToonMaterial';
  19236. this.gradientMap = null;
  19237. this.setValues( parameters );
  19238. }
  19239. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19240. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19241. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19242. MeshToonMaterial.prototype.copy = function ( source ) {
  19243. MeshPhongMaterial.prototype.copy.call( this, source );
  19244. this.gradientMap = source.gradientMap;
  19245. return this;
  19246. };
  19247. /**
  19248. * @author mrdoob / http://mrdoob.com/
  19249. * @author WestLangley / http://github.com/WestLangley
  19250. *
  19251. * parameters = {
  19252. * opacity: <float>,
  19253. *
  19254. * bumpMap: new THREE.Texture( <Image> ),
  19255. * bumpScale: <float>,
  19256. *
  19257. * normalMap: new THREE.Texture( <Image> ),
  19258. * normalMapType: THREE.TangentSpaceNormalMap,
  19259. * normalScale: <Vector2>,
  19260. *
  19261. * displacementMap: new THREE.Texture( <Image> ),
  19262. * displacementScale: <float>,
  19263. * displacementBias: <float>,
  19264. *
  19265. * wireframe: <boolean>,
  19266. * wireframeLinewidth: <float>
  19267. *
  19268. * skinning: <bool>,
  19269. * morphTargets: <bool>,
  19270. * morphNormals: <bool>
  19271. * }
  19272. */
  19273. function MeshNormalMaterial( parameters ) {
  19274. Material.call( this );
  19275. this.type = 'MeshNormalMaterial';
  19276. this.bumpMap = null;
  19277. this.bumpScale = 1;
  19278. this.normalMap = null;
  19279. this.normalMapType = TangentSpaceNormalMap;
  19280. this.normalScale = new Vector2( 1, 1 );
  19281. this.displacementMap = null;
  19282. this.displacementScale = 1;
  19283. this.displacementBias = 0;
  19284. this.wireframe = false;
  19285. this.wireframeLinewidth = 1;
  19286. this.fog = false;
  19287. this.lights = false;
  19288. this.skinning = false;
  19289. this.morphTargets = false;
  19290. this.morphNormals = false;
  19291. this.setValues( parameters );
  19292. }
  19293. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19294. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19295. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19296. MeshNormalMaterial.prototype.copy = function ( source ) {
  19297. Material.prototype.copy.call( this, source );
  19298. this.bumpMap = source.bumpMap;
  19299. this.bumpScale = source.bumpScale;
  19300. this.normalMap = source.normalMap;
  19301. this.normalMapType = source.normalMapType;
  19302. this.normalScale.copy( source.normalScale );
  19303. this.displacementMap = source.displacementMap;
  19304. this.displacementScale = source.displacementScale;
  19305. this.displacementBias = source.displacementBias;
  19306. this.wireframe = source.wireframe;
  19307. this.wireframeLinewidth = source.wireframeLinewidth;
  19308. this.skinning = source.skinning;
  19309. this.morphTargets = source.morphTargets;
  19310. this.morphNormals = source.morphNormals;
  19311. return this;
  19312. };
  19313. /**
  19314. * @author mrdoob / http://mrdoob.com/
  19315. * @author alteredq / http://alteredqualia.com/
  19316. *
  19317. * parameters = {
  19318. * color: <hex>,
  19319. * opacity: <float>,
  19320. *
  19321. * map: new THREE.Texture( <Image> ),
  19322. *
  19323. * lightMap: new THREE.Texture( <Image> ),
  19324. * lightMapIntensity: <float>
  19325. *
  19326. * aoMap: new THREE.Texture( <Image> ),
  19327. * aoMapIntensity: <float>
  19328. *
  19329. * emissive: <hex>,
  19330. * emissiveIntensity: <float>
  19331. * emissiveMap: new THREE.Texture( <Image> ),
  19332. *
  19333. * specularMap: new THREE.Texture( <Image> ),
  19334. *
  19335. * alphaMap: new THREE.Texture( <Image> ),
  19336. *
  19337. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19338. * combine: THREE.Multiply,
  19339. * reflectivity: <float>,
  19340. * refractionRatio: <float>,
  19341. *
  19342. * wireframe: <boolean>,
  19343. * wireframeLinewidth: <float>,
  19344. *
  19345. * skinning: <bool>,
  19346. * morphTargets: <bool>,
  19347. * morphNormals: <bool>
  19348. * }
  19349. */
  19350. function MeshLambertMaterial( parameters ) {
  19351. Material.call( this );
  19352. this.type = 'MeshLambertMaterial';
  19353. this.color = new Color( 0xffffff ); // diffuse
  19354. this.map = null;
  19355. this.lightMap = null;
  19356. this.lightMapIntensity = 1.0;
  19357. this.aoMap = null;
  19358. this.aoMapIntensity = 1.0;
  19359. this.emissive = new Color( 0x000000 );
  19360. this.emissiveIntensity = 1.0;
  19361. this.emissiveMap = null;
  19362. this.specularMap = null;
  19363. this.alphaMap = null;
  19364. this.envMap = null;
  19365. this.combine = MultiplyOperation;
  19366. this.reflectivity = 1;
  19367. this.refractionRatio = 0.98;
  19368. this.wireframe = false;
  19369. this.wireframeLinewidth = 1;
  19370. this.wireframeLinecap = 'round';
  19371. this.wireframeLinejoin = 'round';
  19372. this.skinning = false;
  19373. this.morphTargets = false;
  19374. this.morphNormals = false;
  19375. this.setValues( parameters );
  19376. }
  19377. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19378. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19379. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19380. MeshLambertMaterial.prototype.copy = function ( source ) {
  19381. Material.prototype.copy.call( this, source );
  19382. this.color.copy( source.color );
  19383. this.map = source.map;
  19384. this.lightMap = source.lightMap;
  19385. this.lightMapIntensity = source.lightMapIntensity;
  19386. this.aoMap = source.aoMap;
  19387. this.aoMapIntensity = source.aoMapIntensity;
  19388. this.emissive.copy( source.emissive );
  19389. this.emissiveMap = source.emissiveMap;
  19390. this.emissiveIntensity = source.emissiveIntensity;
  19391. this.specularMap = source.specularMap;
  19392. this.alphaMap = source.alphaMap;
  19393. this.envMap = source.envMap;
  19394. this.combine = source.combine;
  19395. this.reflectivity = source.reflectivity;
  19396. this.refractionRatio = source.refractionRatio;
  19397. this.wireframe = source.wireframe;
  19398. this.wireframeLinewidth = source.wireframeLinewidth;
  19399. this.wireframeLinecap = source.wireframeLinecap;
  19400. this.wireframeLinejoin = source.wireframeLinejoin;
  19401. this.skinning = source.skinning;
  19402. this.morphTargets = source.morphTargets;
  19403. this.morphNormals = source.morphNormals;
  19404. return this;
  19405. };
  19406. /**
  19407. * @author WestLangley / http://github.com/WestLangley
  19408. *
  19409. * parameters = {
  19410. * color: <hex>,
  19411. * opacity: <float>,
  19412. *
  19413. * matcap: new THREE.Texture( <Image> ),
  19414. *
  19415. * map: new THREE.Texture( <Image> ),
  19416. *
  19417. * bumpMap: new THREE.Texture( <Image> ),
  19418. * bumpScale: <float>,
  19419. *
  19420. * normalMap: new THREE.Texture( <Image> ),
  19421. * normalMapType: THREE.TangentSpaceNormalMap,
  19422. * normalScale: <Vector2>,
  19423. *
  19424. * displacementMap: new THREE.Texture( <Image> ),
  19425. * displacementScale: <float>,
  19426. * displacementBias: <float>,
  19427. *
  19428. * alphaMap: new THREE.Texture( <Image> ),
  19429. *
  19430. * skinning: <bool>,
  19431. * morphTargets: <bool>,
  19432. * morphNormals: <bool>
  19433. * }
  19434. */
  19435. function MeshMatcapMaterial( parameters ) {
  19436. Material.call( this );
  19437. this.defines = { 'MATCAP': '' };
  19438. this.type = 'MeshMatcapMaterial';
  19439. this.color = new Color( 0xffffff ); // diffuse
  19440. this.matcap = null;
  19441. this.map = null;
  19442. this.bumpMap = null;
  19443. this.bumpScale = 1;
  19444. this.normalMap = null;
  19445. this.normalMapType = TangentSpaceNormalMap;
  19446. this.normalScale = new Vector2( 1, 1 );
  19447. this.displacementMap = null;
  19448. this.displacementScale = 1;
  19449. this.displacementBias = 0;
  19450. this.alphaMap = null;
  19451. this.skinning = false;
  19452. this.morphTargets = false;
  19453. this.morphNormals = false;
  19454. this.lights = false;
  19455. this.setValues( parameters );
  19456. }
  19457. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19458. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19459. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19460. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19461. Material.prototype.copy.call( this, source );
  19462. this.defines = { 'MATCAP': '' };
  19463. this.color.copy( source.color );
  19464. this.matcap = source.matcap;
  19465. this.map = source.map;
  19466. this.bumpMap = source.bumpMap;
  19467. this.bumpScale = source.bumpScale;
  19468. this.normalMap = source.normalMap;
  19469. this.normalMapType = source.normalMapType;
  19470. this.normalScale.copy( source.normalScale );
  19471. this.displacementMap = source.displacementMap;
  19472. this.displacementScale = source.displacementScale;
  19473. this.displacementBias = source.displacementBias;
  19474. this.alphaMap = source.alphaMap;
  19475. this.skinning = source.skinning;
  19476. this.morphTargets = source.morphTargets;
  19477. this.morphNormals = source.morphNormals;
  19478. return this;
  19479. };
  19480. /**
  19481. * @author alteredq / http://alteredqualia.com/
  19482. *
  19483. * parameters = {
  19484. * color: <hex>,
  19485. * opacity: <float>,
  19486. *
  19487. * linewidth: <float>,
  19488. *
  19489. * scale: <float>,
  19490. * dashSize: <float>,
  19491. * gapSize: <float>
  19492. * }
  19493. */
  19494. function LineDashedMaterial( parameters ) {
  19495. LineBasicMaterial.call( this );
  19496. this.type = 'LineDashedMaterial';
  19497. this.scale = 1;
  19498. this.dashSize = 3;
  19499. this.gapSize = 1;
  19500. this.setValues( parameters );
  19501. }
  19502. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19503. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19504. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19505. LineDashedMaterial.prototype.copy = function ( source ) {
  19506. LineBasicMaterial.prototype.copy.call( this, source );
  19507. this.scale = source.scale;
  19508. this.dashSize = source.dashSize;
  19509. this.gapSize = source.gapSize;
  19510. return this;
  19511. };
  19512. var Materials = /*#__PURE__*/Object.freeze({
  19513. ShadowMaterial: ShadowMaterial,
  19514. SpriteMaterial: SpriteMaterial,
  19515. RawShaderMaterial: RawShaderMaterial,
  19516. ShaderMaterial: ShaderMaterial,
  19517. PointsMaterial: PointsMaterial,
  19518. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19519. MeshStandardMaterial: MeshStandardMaterial,
  19520. MeshPhongMaterial: MeshPhongMaterial,
  19521. MeshToonMaterial: MeshToonMaterial,
  19522. MeshNormalMaterial: MeshNormalMaterial,
  19523. MeshLambertMaterial: MeshLambertMaterial,
  19524. MeshDepthMaterial: MeshDepthMaterial,
  19525. MeshDistanceMaterial: MeshDistanceMaterial,
  19526. MeshBasicMaterial: MeshBasicMaterial,
  19527. MeshMatcapMaterial: MeshMatcapMaterial,
  19528. LineDashedMaterial: LineDashedMaterial,
  19529. LineBasicMaterial: LineBasicMaterial,
  19530. Material: Material
  19531. });
  19532. /**
  19533. * @author tschw
  19534. * @author Ben Houston / http://clara.io/
  19535. * @author David Sarno / http://lighthaus.us/
  19536. */
  19537. var AnimationUtils = {
  19538. // same as Array.prototype.slice, but also works on typed arrays
  19539. arraySlice: function ( array, from, to ) {
  19540. if ( AnimationUtils.isTypedArray( array ) ) {
  19541. // in ios9 array.subarray(from, undefined) will return empty array
  19542. // but array.subarray(from) or array.subarray(from, len) is correct
  19543. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19544. }
  19545. return array.slice( from, to );
  19546. },
  19547. // converts an array to a specific type
  19548. convertArray: function ( array, type, forceClone ) {
  19549. if ( ! array || // let 'undefined' and 'null' pass
  19550. ! forceClone && array.constructor === type ) return array;
  19551. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19552. return new type( array ); // create typed array
  19553. }
  19554. return Array.prototype.slice.call( array ); // create Array
  19555. },
  19556. isTypedArray: function ( object ) {
  19557. return ArrayBuffer.isView( object ) &&
  19558. ! ( object instanceof DataView );
  19559. },
  19560. // returns an array by which times and values can be sorted
  19561. getKeyframeOrder: function ( times ) {
  19562. function compareTime( i, j ) {
  19563. return times[ i ] - times[ j ];
  19564. }
  19565. var n = times.length;
  19566. var result = new Array( n );
  19567. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19568. result.sort( compareTime );
  19569. return result;
  19570. },
  19571. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19572. sortedArray: function ( values, stride, order ) {
  19573. var nValues = values.length;
  19574. var result = new values.constructor( nValues );
  19575. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19576. var srcOffset = order[ i ] * stride;
  19577. for ( var j = 0; j !== stride; ++ j ) {
  19578. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19579. }
  19580. }
  19581. return result;
  19582. },
  19583. // function for parsing AOS keyframe formats
  19584. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19585. var i = 1, key = jsonKeys[ 0 ];
  19586. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19587. key = jsonKeys[ i ++ ];
  19588. }
  19589. if ( key === undefined ) return; // no data
  19590. var value = key[ valuePropertyName ];
  19591. if ( value === undefined ) return; // no data
  19592. if ( Array.isArray( value ) ) {
  19593. do {
  19594. value = key[ valuePropertyName ];
  19595. if ( value !== undefined ) {
  19596. times.push( key.time );
  19597. values.push.apply( values, value ); // push all elements
  19598. }
  19599. key = jsonKeys[ i ++ ];
  19600. } while ( key !== undefined );
  19601. } else if ( value.toArray !== undefined ) {
  19602. // ...assume THREE.Math-ish
  19603. do {
  19604. value = key[ valuePropertyName ];
  19605. if ( value !== undefined ) {
  19606. times.push( key.time );
  19607. value.toArray( values, values.length );
  19608. }
  19609. key = jsonKeys[ i ++ ];
  19610. } while ( key !== undefined );
  19611. } else {
  19612. // otherwise push as-is
  19613. do {
  19614. value = key[ valuePropertyName ];
  19615. if ( value !== undefined ) {
  19616. times.push( key.time );
  19617. values.push( value );
  19618. }
  19619. key = jsonKeys[ i ++ ];
  19620. } while ( key !== undefined );
  19621. }
  19622. }
  19623. };
  19624. /**
  19625. * Abstract base class of interpolants over parametric samples.
  19626. *
  19627. * The parameter domain is one dimensional, typically the time or a path
  19628. * along a curve defined by the data.
  19629. *
  19630. * The sample values can have any dimensionality and derived classes may
  19631. * apply special interpretations to the data.
  19632. *
  19633. * This class provides the interval seek in a Template Method, deferring
  19634. * the actual interpolation to derived classes.
  19635. *
  19636. * Time complexity is O(1) for linear access crossing at most two points
  19637. * and O(log N) for random access, where N is the number of positions.
  19638. *
  19639. * References:
  19640. *
  19641. * http://www.oodesign.com/template-method-pattern.html
  19642. *
  19643. * @author tschw
  19644. */
  19645. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19646. this.parameterPositions = parameterPositions;
  19647. this._cachedIndex = 0;
  19648. this.resultBuffer = resultBuffer !== undefined ?
  19649. resultBuffer : new sampleValues.constructor( sampleSize );
  19650. this.sampleValues = sampleValues;
  19651. this.valueSize = sampleSize;
  19652. }
  19653. Object.assign( Interpolant.prototype, {
  19654. evaluate: function ( t ) {
  19655. var pp = this.parameterPositions,
  19656. i1 = this._cachedIndex,
  19657. t1 = pp[ i1 ],
  19658. t0 = pp[ i1 - 1 ];
  19659. validate_interval: {
  19660. seek: {
  19661. var right;
  19662. linear_scan: {
  19663. //- See http://jsperf.com/comparison-to-undefined/3
  19664. //- slower code:
  19665. //-
  19666. //- if ( t >= t1 || t1 === undefined ) {
  19667. forward_scan: if ( ! ( t < t1 ) ) {
  19668. for ( var giveUpAt = i1 + 2; ; ) {
  19669. if ( t1 === undefined ) {
  19670. if ( t < t0 ) break forward_scan;
  19671. // after end
  19672. i1 = pp.length;
  19673. this._cachedIndex = i1;
  19674. return this.afterEnd_( i1 - 1, t, t0 );
  19675. }
  19676. if ( i1 === giveUpAt ) break; // this loop
  19677. t0 = t1;
  19678. t1 = pp[ ++ i1 ];
  19679. if ( t < t1 ) {
  19680. // we have arrived at the sought interval
  19681. break seek;
  19682. }
  19683. }
  19684. // prepare binary search on the right side of the index
  19685. right = pp.length;
  19686. break linear_scan;
  19687. }
  19688. //- slower code:
  19689. //- if ( t < t0 || t0 === undefined ) {
  19690. if ( ! ( t >= t0 ) ) {
  19691. // looping?
  19692. var t1global = pp[ 1 ];
  19693. if ( t < t1global ) {
  19694. i1 = 2; // + 1, using the scan for the details
  19695. t0 = t1global;
  19696. }
  19697. // linear reverse scan
  19698. for ( var giveUpAt = i1 - 2; ; ) {
  19699. if ( t0 === undefined ) {
  19700. // before start
  19701. this._cachedIndex = 0;
  19702. return this.beforeStart_( 0, t, t1 );
  19703. }
  19704. if ( i1 === giveUpAt ) break; // this loop
  19705. t1 = t0;
  19706. t0 = pp[ -- i1 - 1 ];
  19707. if ( t >= t0 ) {
  19708. // we have arrived at the sought interval
  19709. break seek;
  19710. }
  19711. }
  19712. // prepare binary search on the left side of the index
  19713. right = i1;
  19714. i1 = 0;
  19715. break linear_scan;
  19716. }
  19717. // the interval is valid
  19718. break validate_interval;
  19719. } // linear scan
  19720. // binary search
  19721. while ( i1 < right ) {
  19722. var mid = ( i1 + right ) >>> 1;
  19723. if ( t < pp[ mid ] ) {
  19724. right = mid;
  19725. } else {
  19726. i1 = mid + 1;
  19727. }
  19728. }
  19729. t1 = pp[ i1 ];
  19730. t0 = pp[ i1 - 1 ];
  19731. // check boundary cases, again
  19732. if ( t0 === undefined ) {
  19733. this._cachedIndex = 0;
  19734. return this.beforeStart_( 0, t, t1 );
  19735. }
  19736. if ( t1 === undefined ) {
  19737. i1 = pp.length;
  19738. this._cachedIndex = i1;
  19739. return this.afterEnd_( i1 - 1, t0, t );
  19740. }
  19741. } // seek
  19742. this._cachedIndex = i1;
  19743. this.intervalChanged_( i1, t0, t1 );
  19744. } // validate_interval
  19745. return this.interpolate_( i1, t0, t, t1 );
  19746. },
  19747. settings: null, // optional, subclass-specific settings structure
  19748. // Note: The indirection allows central control of many interpolants.
  19749. // --- Protected interface
  19750. DefaultSettings_: {},
  19751. getSettings_: function () {
  19752. return this.settings || this.DefaultSettings_;
  19753. },
  19754. copySampleValue_: function ( index ) {
  19755. // copies a sample value to the result buffer
  19756. var result = this.resultBuffer,
  19757. values = this.sampleValues,
  19758. stride = this.valueSize,
  19759. offset = index * stride;
  19760. for ( var i = 0; i !== stride; ++ i ) {
  19761. result[ i ] = values[ offset + i ];
  19762. }
  19763. return result;
  19764. },
  19765. // Template methods for derived classes:
  19766. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19767. throw new Error( 'call to abstract method' );
  19768. // implementations shall return this.resultBuffer
  19769. },
  19770. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19771. // empty
  19772. }
  19773. } );
  19774. //!\ DECLARE ALIAS AFTER assign prototype !
  19775. Object.assign( Interpolant.prototype, {
  19776. //( 0, t, t0 ), returns this.resultBuffer
  19777. beforeStart_: Interpolant.prototype.copySampleValue_,
  19778. //( N-1, tN-1, t ), returns this.resultBuffer
  19779. afterEnd_: Interpolant.prototype.copySampleValue_,
  19780. } );
  19781. /**
  19782. * Fast and simple cubic spline interpolant.
  19783. *
  19784. * It was derived from a Hermitian construction setting the first derivative
  19785. * at each sample position to the linear slope between neighboring positions
  19786. * over their parameter interval.
  19787. *
  19788. * @author tschw
  19789. */
  19790. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19791. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19792. this._weightPrev = - 0;
  19793. this._offsetPrev = - 0;
  19794. this._weightNext = - 0;
  19795. this._offsetNext = - 0;
  19796. }
  19797. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19798. constructor: CubicInterpolant,
  19799. DefaultSettings_: {
  19800. endingStart: ZeroCurvatureEnding,
  19801. endingEnd: ZeroCurvatureEnding
  19802. },
  19803. intervalChanged_: function ( i1, t0, t1 ) {
  19804. var pp = this.parameterPositions,
  19805. iPrev = i1 - 2,
  19806. iNext = i1 + 1,
  19807. tPrev = pp[ iPrev ],
  19808. tNext = pp[ iNext ];
  19809. if ( tPrev === undefined ) {
  19810. switch ( this.getSettings_().endingStart ) {
  19811. case ZeroSlopeEnding:
  19812. // f'(t0) = 0
  19813. iPrev = i1;
  19814. tPrev = 2 * t0 - t1;
  19815. break;
  19816. case WrapAroundEnding:
  19817. // use the other end of the curve
  19818. iPrev = pp.length - 2;
  19819. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19820. break;
  19821. default: // ZeroCurvatureEnding
  19822. // f''(t0) = 0 a.k.a. Natural Spline
  19823. iPrev = i1;
  19824. tPrev = t1;
  19825. }
  19826. }
  19827. if ( tNext === undefined ) {
  19828. switch ( this.getSettings_().endingEnd ) {
  19829. case ZeroSlopeEnding:
  19830. // f'(tN) = 0
  19831. iNext = i1;
  19832. tNext = 2 * t1 - t0;
  19833. break;
  19834. case WrapAroundEnding:
  19835. // use the other end of the curve
  19836. iNext = 1;
  19837. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19838. break;
  19839. default: // ZeroCurvatureEnding
  19840. // f''(tN) = 0, a.k.a. Natural Spline
  19841. iNext = i1 - 1;
  19842. tNext = t0;
  19843. }
  19844. }
  19845. var halfDt = ( t1 - t0 ) * 0.5,
  19846. stride = this.valueSize;
  19847. this._weightPrev = halfDt / ( t0 - tPrev );
  19848. this._weightNext = halfDt / ( tNext - t1 );
  19849. this._offsetPrev = iPrev * stride;
  19850. this._offsetNext = iNext * stride;
  19851. },
  19852. interpolate_: function ( i1, t0, t, t1 ) {
  19853. var result = this.resultBuffer,
  19854. values = this.sampleValues,
  19855. stride = this.valueSize,
  19856. o1 = i1 * stride, o0 = o1 - stride,
  19857. oP = this._offsetPrev, oN = this._offsetNext,
  19858. wP = this._weightPrev, wN = this._weightNext,
  19859. p = ( t - t0 ) / ( t1 - t0 ),
  19860. pp = p * p,
  19861. ppp = pp * p;
  19862. // evaluate polynomials
  19863. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19864. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19865. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19866. var sN = wN * ppp - wN * pp;
  19867. // combine data linearly
  19868. for ( var i = 0; i !== stride; ++ i ) {
  19869. result[ i ] =
  19870. sP * values[ oP + i ] +
  19871. s0 * values[ o0 + i ] +
  19872. s1 * values[ o1 + i ] +
  19873. sN * values[ oN + i ];
  19874. }
  19875. return result;
  19876. }
  19877. } );
  19878. /**
  19879. * @author tschw
  19880. */
  19881. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19882. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19883. }
  19884. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19885. constructor: LinearInterpolant,
  19886. interpolate_: function ( i1, t0, t, t1 ) {
  19887. var result = this.resultBuffer,
  19888. values = this.sampleValues,
  19889. stride = this.valueSize,
  19890. offset1 = i1 * stride,
  19891. offset0 = offset1 - stride,
  19892. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19893. weight0 = 1 - weight1;
  19894. for ( var i = 0; i !== stride; ++ i ) {
  19895. result[ i ] =
  19896. values[ offset0 + i ] * weight0 +
  19897. values[ offset1 + i ] * weight1;
  19898. }
  19899. return result;
  19900. }
  19901. } );
  19902. /**
  19903. *
  19904. * Interpolant that evaluates to the sample value at the position preceeding
  19905. * the parameter.
  19906. *
  19907. * @author tschw
  19908. */
  19909. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19910. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19911. }
  19912. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19913. constructor: DiscreteInterpolant,
  19914. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19915. return this.copySampleValue_( i1 - 1 );
  19916. }
  19917. } );
  19918. /**
  19919. *
  19920. * A timed sequence of keyframes for a specific property.
  19921. *
  19922. *
  19923. * @author Ben Houston / http://clara.io/
  19924. * @author David Sarno / http://lighthaus.us/
  19925. * @author tschw
  19926. */
  19927. function KeyframeTrack( name, times, values, interpolation ) {
  19928. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19929. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19930. this.name = name;
  19931. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19932. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19933. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19934. }
  19935. // Static methods
  19936. Object.assign( KeyframeTrack, {
  19937. // Serialization (in static context, because of constructor invocation
  19938. // and automatic invocation of .toJSON):
  19939. toJSON: function ( track ) {
  19940. var trackType = track.constructor;
  19941. var json;
  19942. // derived classes can define a static toJSON method
  19943. if ( trackType.toJSON !== undefined ) {
  19944. json = trackType.toJSON( track );
  19945. } else {
  19946. // by default, we assume the data can be serialized as-is
  19947. json = {
  19948. 'name': track.name,
  19949. 'times': AnimationUtils.convertArray( track.times, Array ),
  19950. 'values': AnimationUtils.convertArray( track.values, Array )
  19951. };
  19952. var interpolation = track.getInterpolation();
  19953. if ( interpolation !== track.DefaultInterpolation ) {
  19954. json.interpolation = interpolation;
  19955. }
  19956. }
  19957. json.type = track.ValueTypeName; // mandatory
  19958. return json;
  19959. }
  19960. } );
  19961. Object.assign( KeyframeTrack.prototype, {
  19962. constructor: KeyframeTrack,
  19963. TimeBufferType: Float32Array,
  19964. ValueBufferType: Float32Array,
  19965. DefaultInterpolation: InterpolateLinear,
  19966. InterpolantFactoryMethodDiscrete: function ( result ) {
  19967. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  19968. },
  19969. InterpolantFactoryMethodLinear: function ( result ) {
  19970. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  19971. },
  19972. InterpolantFactoryMethodSmooth: function ( result ) {
  19973. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  19974. },
  19975. setInterpolation: function ( interpolation ) {
  19976. var factoryMethod;
  19977. switch ( interpolation ) {
  19978. case InterpolateDiscrete:
  19979. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  19980. break;
  19981. case InterpolateLinear:
  19982. factoryMethod = this.InterpolantFactoryMethodLinear;
  19983. break;
  19984. case InterpolateSmooth:
  19985. factoryMethod = this.InterpolantFactoryMethodSmooth;
  19986. break;
  19987. }
  19988. if ( factoryMethod === undefined ) {
  19989. var message = "unsupported interpolation for " +
  19990. this.ValueTypeName + " keyframe track named " + this.name;
  19991. if ( this.createInterpolant === undefined ) {
  19992. // fall back to default, unless the default itself is messed up
  19993. if ( interpolation !== this.DefaultInterpolation ) {
  19994. this.setInterpolation( this.DefaultInterpolation );
  19995. } else {
  19996. throw new Error( message ); // fatal, in this case
  19997. }
  19998. }
  19999. console.warn( 'THREE.KeyframeTrack:', message );
  20000. return this;
  20001. }
  20002. this.createInterpolant = factoryMethod;
  20003. return this;
  20004. },
  20005. getInterpolation: function () {
  20006. switch ( this.createInterpolant ) {
  20007. case this.InterpolantFactoryMethodDiscrete:
  20008. return InterpolateDiscrete;
  20009. case this.InterpolantFactoryMethodLinear:
  20010. return InterpolateLinear;
  20011. case this.InterpolantFactoryMethodSmooth:
  20012. return InterpolateSmooth;
  20013. }
  20014. },
  20015. getValueSize: function () {
  20016. return this.values.length / this.times.length;
  20017. },
  20018. // move all keyframes either forwards or backwards in time
  20019. shift: function ( timeOffset ) {
  20020. if ( timeOffset !== 0.0 ) {
  20021. var times = this.times;
  20022. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20023. times[ i ] += timeOffset;
  20024. }
  20025. }
  20026. return this;
  20027. },
  20028. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20029. scale: function ( timeScale ) {
  20030. if ( timeScale !== 1.0 ) {
  20031. var times = this.times;
  20032. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20033. times[ i ] *= timeScale;
  20034. }
  20035. }
  20036. return this;
  20037. },
  20038. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20039. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20040. trim: function ( startTime, endTime ) {
  20041. var times = this.times,
  20042. nKeys = times.length,
  20043. from = 0,
  20044. to = nKeys - 1;
  20045. while ( from !== nKeys && times[ from ] < startTime ) {
  20046. ++ from;
  20047. }
  20048. while ( to !== - 1 && times[ to ] > endTime ) {
  20049. -- to;
  20050. }
  20051. ++ to; // inclusive -> exclusive bound
  20052. if ( from !== 0 || to !== nKeys ) {
  20053. // empty tracks are forbidden, so keep at least one keyframe
  20054. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  20055. var stride = this.getValueSize();
  20056. this.times = AnimationUtils.arraySlice( times, from, to );
  20057. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20058. }
  20059. return this;
  20060. },
  20061. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20062. validate: function () {
  20063. var valid = true;
  20064. var valueSize = this.getValueSize();
  20065. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20066. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20067. valid = false;
  20068. }
  20069. var times = this.times,
  20070. values = this.values,
  20071. nKeys = times.length;
  20072. if ( nKeys === 0 ) {
  20073. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20074. valid = false;
  20075. }
  20076. var prevTime = null;
  20077. for ( var i = 0; i !== nKeys; i ++ ) {
  20078. var currTime = times[ i ];
  20079. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20080. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20081. valid = false;
  20082. break;
  20083. }
  20084. if ( prevTime !== null && prevTime > currTime ) {
  20085. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20086. valid = false;
  20087. break;
  20088. }
  20089. prevTime = currTime;
  20090. }
  20091. if ( values !== undefined ) {
  20092. if ( AnimationUtils.isTypedArray( values ) ) {
  20093. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20094. var value = values[ i ];
  20095. if ( isNaN( value ) ) {
  20096. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20097. valid = false;
  20098. break;
  20099. }
  20100. }
  20101. }
  20102. }
  20103. return valid;
  20104. },
  20105. // removes equivalent sequential keys as common in morph target sequences
  20106. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20107. optimize: function () {
  20108. var times = this.times,
  20109. values = this.values,
  20110. stride = this.getValueSize(),
  20111. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20112. writeIndex = 1,
  20113. lastIndex = times.length - 1;
  20114. for ( var i = 1; i < lastIndex; ++ i ) {
  20115. var keep = false;
  20116. var time = times[ i ];
  20117. var timeNext = times[ i + 1 ];
  20118. // remove adjacent keyframes scheduled at the same time
  20119. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20120. if ( ! smoothInterpolation ) {
  20121. // remove unnecessary keyframes same as their neighbors
  20122. var offset = i * stride,
  20123. offsetP = offset - stride,
  20124. offsetN = offset + stride;
  20125. for ( var j = 0; j !== stride; ++ j ) {
  20126. var value = values[ offset + j ];
  20127. if ( value !== values[ offsetP + j ] ||
  20128. value !== values[ offsetN + j ] ) {
  20129. keep = true;
  20130. break;
  20131. }
  20132. }
  20133. } else {
  20134. keep = true;
  20135. }
  20136. }
  20137. // in-place compaction
  20138. if ( keep ) {
  20139. if ( i !== writeIndex ) {
  20140. times[ writeIndex ] = times[ i ];
  20141. var readOffset = i * stride,
  20142. writeOffset = writeIndex * stride;
  20143. for ( var j = 0; j !== stride; ++ j ) {
  20144. values[ writeOffset + j ] = values[ readOffset + j ];
  20145. }
  20146. }
  20147. ++ writeIndex;
  20148. }
  20149. }
  20150. // flush last keyframe (compaction looks ahead)
  20151. if ( lastIndex > 0 ) {
  20152. times[ writeIndex ] = times[ lastIndex ];
  20153. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20154. values[ writeOffset + j ] = values[ readOffset + j ];
  20155. }
  20156. ++ writeIndex;
  20157. }
  20158. if ( writeIndex !== times.length ) {
  20159. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20160. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20161. }
  20162. return this;
  20163. },
  20164. clone: function () {
  20165. var times = AnimationUtils.arraySlice( this.times, 0 );
  20166. var values = AnimationUtils.arraySlice( this.values, 0 );
  20167. var TypedKeyframeTrack = this.constructor;
  20168. var track = new TypedKeyframeTrack( this.name, times, values );
  20169. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20170. track.createInterpolant = this.createInterpolant;
  20171. return track;
  20172. }
  20173. } );
  20174. /**
  20175. *
  20176. * A Track of Boolean keyframe values.
  20177. *
  20178. *
  20179. * @author Ben Houston / http://clara.io/
  20180. * @author David Sarno / http://lighthaus.us/
  20181. * @author tschw
  20182. */
  20183. function BooleanKeyframeTrack( name, times, values ) {
  20184. KeyframeTrack.call( this, name, times, values );
  20185. }
  20186. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20187. constructor: BooleanKeyframeTrack,
  20188. ValueTypeName: 'bool',
  20189. ValueBufferType: Array,
  20190. DefaultInterpolation: InterpolateDiscrete,
  20191. InterpolantFactoryMethodLinear: undefined,
  20192. InterpolantFactoryMethodSmooth: undefined
  20193. // Note: Actually this track could have a optimized / compressed
  20194. // representation of a single value and a custom interpolant that
  20195. // computes "firstValue ^ isOdd( index )".
  20196. } );
  20197. /**
  20198. *
  20199. * A Track of keyframe values that represent color.
  20200. *
  20201. *
  20202. * @author Ben Houston / http://clara.io/
  20203. * @author David Sarno / http://lighthaus.us/
  20204. * @author tschw
  20205. */
  20206. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20207. KeyframeTrack.call( this, name, times, values, interpolation );
  20208. }
  20209. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20210. constructor: ColorKeyframeTrack,
  20211. ValueTypeName: 'color'
  20212. // ValueBufferType is inherited
  20213. // DefaultInterpolation is inherited
  20214. // Note: Very basic implementation and nothing special yet.
  20215. // However, this is the place for color space parameterization.
  20216. } );
  20217. /**
  20218. *
  20219. * A Track of numeric keyframe values.
  20220. *
  20221. * @author Ben Houston / http://clara.io/
  20222. * @author David Sarno / http://lighthaus.us/
  20223. * @author tschw
  20224. */
  20225. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20226. KeyframeTrack.call( this, name, times, values, interpolation );
  20227. }
  20228. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20229. constructor: NumberKeyframeTrack,
  20230. ValueTypeName: 'number'
  20231. // ValueBufferType is inherited
  20232. // DefaultInterpolation is inherited
  20233. } );
  20234. /**
  20235. * Spherical linear unit quaternion interpolant.
  20236. *
  20237. * @author tschw
  20238. */
  20239. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20240. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20241. }
  20242. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20243. constructor: QuaternionLinearInterpolant,
  20244. interpolate_: function ( i1, t0, t, t1 ) {
  20245. var result = this.resultBuffer,
  20246. values = this.sampleValues,
  20247. stride = this.valueSize,
  20248. offset = i1 * stride,
  20249. alpha = ( t - t0 ) / ( t1 - t0 );
  20250. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20251. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20252. }
  20253. return result;
  20254. }
  20255. } );
  20256. /**
  20257. *
  20258. * A Track of quaternion keyframe values.
  20259. *
  20260. * @author Ben Houston / http://clara.io/
  20261. * @author David Sarno / http://lighthaus.us/
  20262. * @author tschw
  20263. */
  20264. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20265. KeyframeTrack.call( this, name, times, values, interpolation );
  20266. }
  20267. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20268. constructor: QuaternionKeyframeTrack,
  20269. ValueTypeName: 'quaternion',
  20270. // ValueBufferType is inherited
  20271. DefaultInterpolation: InterpolateLinear,
  20272. InterpolantFactoryMethodLinear: function ( result ) {
  20273. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20274. },
  20275. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20276. } );
  20277. /**
  20278. *
  20279. * A Track that interpolates Strings
  20280. *
  20281. *
  20282. * @author Ben Houston / http://clara.io/
  20283. * @author David Sarno / http://lighthaus.us/
  20284. * @author tschw
  20285. */
  20286. function StringKeyframeTrack( name, times, values, interpolation ) {
  20287. KeyframeTrack.call( this, name, times, values, interpolation );
  20288. }
  20289. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20290. constructor: StringKeyframeTrack,
  20291. ValueTypeName: 'string',
  20292. ValueBufferType: Array,
  20293. DefaultInterpolation: InterpolateDiscrete,
  20294. InterpolantFactoryMethodLinear: undefined,
  20295. InterpolantFactoryMethodSmooth: undefined
  20296. } );
  20297. /**
  20298. *
  20299. * A Track of vectored keyframe values.
  20300. *
  20301. *
  20302. * @author Ben Houston / http://clara.io/
  20303. * @author David Sarno / http://lighthaus.us/
  20304. * @author tschw
  20305. */
  20306. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20307. KeyframeTrack.call( this, name, times, values, interpolation );
  20308. }
  20309. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20310. constructor: VectorKeyframeTrack,
  20311. ValueTypeName: 'vector'
  20312. // ValueBufferType is inherited
  20313. // DefaultInterpolation is inherited
  20314. } );
  20315. /**
  20316. *
  20317. * Reusable set of Tracks that represent an animation.
  20318. *
  20319. * @author Ben Houston / http://clara.io/
  20320. * @author David Sarno / http://lighthaus.us/
  20321. */
  20322. function AnimationClip( name, duration, tracks ) {
  20323. this.name = name;
  20324. this.tracks = tracks;
  20325. this.duration = ( duration !== undefined ) ? duration : - 1;
  20326. this.uuid = _Math.generateUUID();
  20327. // this means it should figure out its duration by scanning the tracks
  20328. if ( this.duration < 0 ) {
  20329. this.resetDuration();
  20330. }
  20331. }
  20332. function getTrackTypeForValueTypeName( typeName ) {
  20333. switch ( typeName.toLowerCase() ) {
  20334. case 'scalar':
  20335. case 'double':
  20336. case 'float':
  20337. case 'number':
  20338. case 'integer':
  20339. return NumberKeyframeTrack;
  20340. case 'vector':
  20341. case 'vector2':
  20342. case 'vector3':
  20343. case 'vector4':
  20344. return VectorKeyframeTrack;
  20345. case 'color':
  20346. return ColorKeyframeTrack;
  20347. case 'quaternion':
  20348. return QuaternionKeyframeTrack;
  20349. case 'bool':
  20350. case 'boolean':
  20351. return BooleanKeyframeTrack;
  20352. case 'string':
  20353. return StringKeyframeTrack;
  20354. }
  20355. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20356. }
  20357. function parseKeyframeTrack( json ) {
  20358. if ( json.type === undefined ) {
  20359. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20360. }
  20361. var trackType = getTrackTypeForValueTypeName( json.type );
  20362. if ( json.times === undefined ) {
  20363. var times = [], values = [];
  20364. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20365. json.times = times;
  20366. json.values = values;
  20367. }
  20368. // derived classes can define a static parse method
  20369. if ( trackType.parse !== undefined ) {
  20370. return trackType.parse( json );
  20371. } else {
  20372. // by default, we assume a constructor compatible with the base
  20373. return new trackType( json.name, json.times, json.values, json.interpolation );
  20374. }
  20375. }
  20376. Object.assign( AnimationClip, {
  20377. parse: function ( json ) {
  20378. var tracks = [],
  20379. jsonTracks = json.tracks,
  20380. frameTime = 1.0 / ( json.fps || 1.0 );
  20381. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20382. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20383. }
  20384. return new AnimationClip( json.name, json.duration, tracks );
  20385. },
  20386. toJSON: function ( clip ) {
  20387. var tracks = [],
  20388. clipTracks = clip.tracks;
  20389. var json = {
  20390. 'name': clip.name,
  20391. 'duration': clip.duration,
  20392. 'tracks': tracks,
  20393. 'uuid': clip.uuid
  20394. };
  20395. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20396. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20397. }
  20398. return json;
  20399. },
  20400. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20401. var numMorphTargets = morphTargetSequence.length;
  20402. var tracks = [];
  20403. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20404. var times = [];
  20405. var values = [];
  20406. times.push(
  20407. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20408. i,
  20409. ( i + 1 ) % numMorphTargets );
  20410. values.push( 0, 1, 0 );
  20411. var order = AnimationUtils.getKeyframeOrder( times );
  20412. times = AnimationUtils.sortedArray( times, 1, order );
  20413. values = AnimationUtils.sortedArray( values, 1, order );
  20414. // if there is a key at the first frame, duplicate it as the
  20415. // last frame as well for perfect loop.
  20416. if ( ! noLoop && times[ 0 ] === 0 ) {
  20417. times.push( numMorphTargets );
  20418. values.push( values[ 0 ] );
  20419. }
  20420. tracks.push(
  20421. new NumberKeyframeTrack(
  20422. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20423. times, values
  20424. ).scale( 1.0 / fps ) );
  20425. }
  20426. return new AnimationClip( name, - 1, tracks );
  20427. },
  20428. findByName: function ( objectOrClipArray, name ) {
  20429. var clipArray = objectOrClipArray;
  20430. if ( ! Array.isArray( objectOrClipArray ) ) {
  20431. var o = objectOrClipArray;
  20432. clipArray = o.geometry && o.geometry.animations || o.animations;
  20433. }
  20434. for ( var i = 0; i < clipArray.length; i ++ ) {
  20435. if ( clipArray[ i ].name === name ) {
  20436. return clipArray[ i ];
  20437. }
  20438. }
  20439. return null;
  20440. },
  20441. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20442. var animationToMorphTargets = {};
  20443. // tested with https://regex101.com/ on trick sequences
  20444. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20445. var pattern = /^([\w-]*?)([\d]+)$/;
  20446. // sort morph target names into animation groups based
  20447. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20448. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20449. var morphTarget = morphTargets[ i ];
  20450. var parts = morphTarget.name.match( pattern );
  20451. if ( parts && parts.length > 1 ) {
  20452. var name = parts[ 1 ];
  20453. var animationMorphTargets = animationToMorphTargets[ name ];
  20454. if ( ! animationMorphTargets ) {
  20455. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20456. }
  20457. animationMorphTargets.push( morphTarget );
  20458. }
  20459. }
  20460. var clips = [];
  20461. for ( var name in animationToMorphTargets ) {
  20462. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20463. }
  20464. return clips;
  20465. },
  20466. // parse the animation.hierarchy format
  20467. parseAnimation: function ( animation, bones ) {
  20468. if ( ! animation ) {
  20469. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20470. return null;
  20471. }
  20472. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20473. // only return track if there are actually keys.
  20474. if ( animationKeys.length !== 0 ) {
  20475. var times = [];
  20476. var values = [];
  20477. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20478. // empty keys are filtered out, so check again
  20479. if ( times.length !== 0 ) {
  20480. destTracks.push( new trackType( trackName, times, values ) );
  20481. }
  20482. }
  20483. };
  20484. var tracks = [];
  20485. var clipName = animation.name || 'default';
  20486. // automatic length determination in AnimationClip.
  20487. var duration = animation.length || - 1;
  20488. var fps = animation.fps || 30;
  20489. var hierarchyTracks = animation.hierarchy || [];
  20490. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20491. var animationKeys = hierarchyTracks[ h ].keys;
  20492. // skip empty tracks
  20493. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20494. // process morph targets
  20495. if ( animationKeys[ 0 ].morphTargets ) {
  20496. // figure out all morph targets used in this track
  20497. var morphTargetNames = {};
  20498. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20499. if ( animationKeys[ k ].morphTargets ) {
  20500. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20501. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20502. }
  20503. }
  20504. }
  20505. // create a track for each morph target with all zero
  20506. // morphTargetInfluences except for the keys in which
  20507. // the morphTarget is named.
  20508. for ( var morphTargetName in morphTargetNames ) {
  20509. var times = [];
  20510. var values = [];
  20511. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20512. var animationKey = animationKeys[ k ];
  20513. times.push( animationKey.time );
  20514. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20515. }
  20516. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20517. }
  20518. duration = morphTargetNames.length * ( fps || 1.0 );
  20519. } else {
  20520. // ...assume skeletal animation
  20521. var boneName = '.bones[' + bones[ h ].name + ']';
  20522. addNonemptyTrack(
  20523. VectorKeyframeTrack, boneName + '.position',
  20524. animationKeys, 'pos', tracks );
  20525. addNonemptyTrack(
  20526. QuaternionKeyframeTrack, boneName + '.quaternion',
  20527. animationKeys, 'rot', tracks );
  20528. addNonemptyTrack(
  20529. VectorKeyframeTrack, boneName + '.scale',
  20530. animationKeys, 'scl', tracks );
  20531. }
  20532. }
  20533. if ( tracks.length === 0 ) {
  20534. return null;
  20535. }
  20536. var clip = new AnimationClip( clipName, duration, tracks );
  20537. return clip;
  20538. }
  20539. } );
  20540. Object.assign( AnimationClip.prototype, {
  20541. resetDuration: function () {
  20542. var tracks = this.tracks, duration = 0;
  20543. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20544. var track = this.tracks[ i ];
  20545. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20546. }
  20547. this.duration = duration;
  20548. return this;
  20549. },
  20550. trim: function () {
  20551. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20552. this.tracks[ i ].trim( 0, this.duration );
  20553. }
  20554. return this;
  20555. },
  20556. validate: function () {
  20557. var valid = true;
  20558. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20559. valid = valid && this.tracks[ i ].validate();
  20560. }
  20561. return valid;
  20562. },
  20563. optimize: function () {
  20564. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20565. this.tracks[ i ].optimize();
  20566. }
  20567. return this;
  20568. },
  20569. clone: function () {
  20570. var tracks = [];
  20571. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20572. tracks.push( this.tracks[ i ].clone() );
  20573. }
  20574. return new AnimationClip( this.name, this.duration, tracks );
  20575. }
  20576. } );
  20577. /**
  20578. * @author mrdoob / http://mrdoob.com/
  20579. */
  20580. var Cache = {
  20581. enabled: false,
  20582. files: {},
  20583. add: function ( key, file ) {
  20584. if ( this.enabled === false ) return;
  20585. // console.log( 'THREE.Cache', 'Adding key:', key );
  20586. this.files[ key ] = file;
  20587. },
  20588. get: function ( key ) {
  20589. if ( this.enabled === false ) return;
  20590. // console.log( 'THREE.Cache', 'Checking key:', key );
  20591. return this.files[ key ];
  20592. },
  20593. remove: function ( key ) {
  20594. delete this.files[ key ];
  20595. },
  20596. clear: function () {
  20597. this.files = {};
  20598. }
  20599. };
  20600. /**
  20601. * @author mrdoob / http://mrdoob.com/
  20602. */
  20603. function LoadingManager( onLoad, onProgress, onError ) {
  20604. var scope = this;
  20605. var isLoading = false;
  20606. var itemsLoaded = 0;
  20607. var itemsTotal = 0;
  20608. var urlModifier = undefined;
  20609. // Refer to #5689 for the reason why we don't set .onStart
  20610. // in the constructor
  20611. this.onStart = undefined;
  20612. this.onLoad = onLoad;
  20613. this.onProgress = onProgress;
  20614. this.onError = onError;
  20615. this.itemStart = function ( url ) {
  20616. itemsTotal ++;
  20617. if ( isLoading === false ) {
  20618. if ( scope.onStart !== undefined ) {
  20619. scope.onStart( url, itemsLoaded, itemsTotal );
  20620. }
  20621. }
  20622. isLoading = true;
  20623. };
  20624. this.itemEnd = function ( url ) {
  20625. itemsLoaded ++;
  20626. if ( scope.onProgress !== undefined ) {
  20627. scope.onProgress( url, itemsLoaded, itemsTotal );
  20628. }
  20629. if ( itemsLoaded === itemsTotal ) {
  20630. isLoading = false;
  20631. if ( scope.onLoad !== undefined ) {
  20632. scope.onLoad();
  20633. }
  20634. }
  20635. };
  20636. this.itemError = function ( url ) {
  20637. if ( scope.onError !== undefined ) {
  20638. scope.onError( url );
  20639. }
  20640. };
  20641. this.resolveURL = function ( url ) {
  20642. if ( urlModifier ) {
  20643. return urlModifier( url );
  20644. }
  20645. return url;
  20646. };
  20647. this.setURLModifier = function ( transform ) {
  20648. urlModifier = transform;
  20649. return this;
  20650. };
  20651. }
  20652. var DefaultLoadingManager = new LoadingManager();
  20653. /**
  20654. * @author alteredq / http://alteredqualia.com/
  20655. */
  20656. function Loader( manager ) {
  20657. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20658. this.crossOrigin = 'anonymous';
  20659. this.path = '';
  20660. this.resourcePath = '';
  20661. }
  20662. Object.assign( Loader.prototype, {
  20663. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  20664. parse: function ( /* data */ ) {},
  20665. setCrossOrigin: function ( crossOrigin ) {
  20666. this.crossOrigin = crossOrigin;
  20667. return this;
  20668. },
  20669. setPath: function ( path ) {
  20670. this.path = path;
  20671. return this;
  20672. },
  20673. setResourcePath: function ( resourcePath ) {
  20674. this.resourcePath = resourcePath;
  20675. return this;
  20676. }
  20677. } );
  20678. //
  20679. Loader.Handlers = {
  20680. handlers: [],
  20681. add: function ( regex, loader ) {
  20682. this.handlers.push( regex, loader );
  20683. },
  20684. get: function ( file ) {
  20685. var handlers = this.handlers;
  20686. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  20687. var regex = handlers[ i ];
  20688. var loader = handlers[ i + 1 ];
  20689. if ( regex.test( file ) ) {
  20690. return loader;
  20691. }
  20692. }
  20693. return null;
  20694. }
  20695. };
  20696. /**
  20697. * @author mrdoob / http://mrdoob.com/
  20698. */
  20699. var loading = {};
  20700. function FileLoader( manager ) {
  20701. Loader.call( this, manager );
  20702. }
  20703. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20704. constructor: FileLoader,
  20705. load: function ( url, onLoad, onProgress, onError ) {
  20706. if ( url === undefined ) url = '';
  20707. if ( this.path !== undefined ) url = this.path + url;
  20708. url = this.manager.resolveURL( url );
  20709. var scope = this;
  20710. var cached = Cache.get( url );
  20711. if ( cached !== undefined ) {
  20712. scope.manager.itemStart( url );
  20713. setTimeout( function () {
  20714. if ( onLoad ) onLoad( cached );
  20715. scope.manager.itemEnd( url );
  20716. }, 0 );
  20717. return cached;
  20718. }
  20719. // Check if request is duplicate
  20720. if ( loading[ url ] !== undefined ) {
  20721. loading[ url ].push( {
  20722. onLoad: onLoad,
  20723. onProgress: onProgress,
  20724. onError: onError
  20725. } );
  20726. return;
  20727. }
  20728. // Check for data: URI
  20729. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20730. var dataUriRegexResult = url.match( dataUriRegex );
  20731. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20732. if ( dataUriRegexResult ) {
  20733. var mimeType = dataUriRegexResult[ 1 ];
  20734. var isBase64 = !! dataUriRegexResult[ 2 ];
  20735. var data = dataUriRegexResult[ 3 ];
  20736. data = decodeURIComponent( data );
  20737. if ( isBase64 ) data = atob( data );
  20738. try {
  20739. var response;
  20740. var responseType = ( this.responseType || '' ).toLowerCase();
  20741. switch ( responseType ) {
  20742. case 'arraybuffer':
  20743. case 'blob':
  20744. var view = new Uint8Array( data.length );
  20745. for ( var i = 0; i < data.length; i ++ ) {
  20746. view[ i ] = data.charCodeAt( i );
  20747. }
  20748. if ( responseType === 'blob' ) {
  20749. response = new Blob( [ view.buffer ], { type: mimeType } );
  20750. } else {
  20751. response = view.buffer;
  20752. }
  20753. break;
  20754. case 'document':
  20755. var parser = new DOMParser();
  20756. response = parser.parseFromString( data, mimeType );
  20757. break;
  20758. case 'json':
  20759. response = JSON.parse( data );
  20760. break;
  20761. default: // 'text' or other
  20762. response = data;
  20763. break;
  20764. }
  20765. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20766. setTimeout( function () {
  20767. if ( onLoad ) onLoad( response );
  20768. scope.manager.itemEnd( url );
  20769. }, 0 );
  20770. } catch ( error ) {
  20771. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20772. setTimeout( function () {
  20773. if ( onError ) onError( error );
  20774. scope.manager.itemError( url );
  20775. scope.manager.itemEnd( url );
  20776. }, 0 );
  20777. }
  20778. } else {
  20779. // Initialise array for duplicate requests
  20780. loading[ url ] = [];
  20781. loading[ url ].push( {
  20782. onLoad: onLoad,
  20783. onProgress: onProgress,
  20784. onError: onError
  20785. } );
  20786. var request = new XMLHttpRequest();
  20787. request.open( 'GET', url, true );
  20788. request.addEventListener( 'load', function ( event ) {
  20789. var response = this.response;
  20790. Cache.add( url, response );
  20791. var callbacks = loading[ url ];
  20792. delete loading[ url ];
  20793. if ( this.status === 200 || this.status === 0 ) {
  20794. // Some browsers return HTTP Status 0 when using non-http protocol
  20795. // e.g. 'file://' or 'data://'. Handle as success.
  20796. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20797. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20798. var callback = callbacks[ i ];
  20799. if ( callback.onLoad ) callback.onLoad( response );
  20800. }
  20801. scope.manager.itemEnd( url );
  20802. } else {
  20803. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20804. var callback = callbacks[ i ];
  20805. if ( callback.onError ) callback.onError( event );
  20806. }
  20807. scope.manager.itemError( url );
  20808. scope.manager.itemEnd( url );
  20809. }
  20810. }, false );
  20811. request.addEventListener( 'progress', function ( event ) {
  20812. var callbacks = loading[ url ];
  20813. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20814. var callback = callbacks[ i ];
  20815. if ( callback.onProgress ) callback.onProgress( event );
  20816. }
  20817. }, false );
  20818. request.addEventListener( 'error', function ( event ) {
  20819. var callbacks = loading[ url ];
  20820. delete loading[ url ];
  20821. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20822. var callback = callbacks[ i ];
  20823. if ( callback.onError ) callback.onError( event );
  20824. }
  20825. scope.manager.itemError( url );
  20826. scope.manager.itemEnd( url );
  20827. }, false );
  20828. request.addEventListener( 'abort', function ( event ) {
  20829. var callbacks = loading[ url ];
  20830. delete loading[ url ];
  20831. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20832. var callback = callbacks[ i ];
  20833. if ( callback.onError ) callback.onError( event );
  20834. }
  20835. scope.manager.itemError( url );
  20836. scope.manager.itemEnd( url );
  20837. }, false );
  20838. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20839. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20840. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20841. for ( var header in this.requestHeader ) {
  20842. request.setRequestHeader( header, this.requestHeader[ header ] );
  20843. }
  20844. request.send( null );
  20845. }
  20846. scope.manager.itemStart( url );
  20847. return request;
  20848. },
  20849. setResponseType: function ( value ) {
  20850. this.responseType = value;
  20851. return this;
  20852. },
  20853. setWithCredentials: function ( value ) {
  20854. this.withCredentials = value;
  20855. return this;
  20856. },
  20857. setMimeType: function ( value ) {
  20858. this.mimeType = value;
  20859. return this;
  20860. },
  20861. setRequestHeader: function ( value ) {
  20862. this.requestHeader = value;
  20863. return this;
  20864. }
  20865. } );
  20866. /**
  20867. * @author bhouston / http://clara.io/
  20868. */
  20869. function AnimationLoader( manager ) {
  20870. Loader.call( this, manager );
  20871. }
  20872. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20873. constructor: AnimationLoader,
  20874. load: function ( url, onLoad, onProgress, onError ) {
  20875. var scope = this;
  20876. var loader = new FileLoader( scope.manager );
  20877. loader.setPath( scope.path );
  20878. loader.load( url, function ( text ) {
  20879. onLoad( scope.parse( JSON.parse( text ) ) );
  20880. }, onProgress, onError );
  20881. },
  20882. parse: function ( json ) {
  20883. var animations = [];
  20884. for ( var i = 0; i < json.length; i ++ ) {
  20885. var clip = AnimationClip.parse( json[ i ] );
  20886. animations.push( clip );
  20887. }
  20888. return animations;
  20889. }
  20890. } );
  20891. /**
  20892. * @author mrdoob / http://mrdoob.com/
  20893. *
  20894. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20895. */
  20896. function CompressedTextureLoader( manager ) {
  20897. Loader.call( this, manager );
  20898. // override in sub classes
  20899. this._parser = null;
  20900. }
  20901. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20902. constructor: CompressedTextureLoader,
  20903. load: function ( url, onLoad, onProgress, onError ) {
  20904. var scope = this;
  20905. var images = [];
  20906. var texture = new CompressedTexture();
  20907. texture.image = images;
  20908. var loader = new FileLoader( this.manager );
  20909. loader.setPath( this.path );
  20910. loader.setResponseType( 'arraybuffer' );
  20911. function loadTexture( i ) {
  20912. loader.load( url[ i ], function ( buffer ) {
  20913. var texDatas = scope._parser( buffer, true );
  20914. images[ i ] = {
  20915. width: texDatas.width,
  20916. height: texDatas.height,
  20917. format: texDatas.format,
  20918. mipmaps: texDatas.mipmaps
  20919. };
  20920. loaded += 1;
  20921. if ( loaded === 6 ) {
  20922. if ( texDatas.mipmapCount === 1 )
  20923. texture.minFilter = LinearFilter;
  20924. texture.format = texDatas.format;
  20925. texture.needsUpdate = true;
  20926. if ( onLoad ) onLoad( texture );
  20927. }
  20928. }, onProgress, onError );
  20929. }
  20930. if ( Array.isArray( url ) ) {
  20931. var loaded = 0;
  20932. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20933. loadTexture( i );
  20934. }
  20935. } else {
  20936. // compressed cubemap texture stored in a single DDS file
  20937. loader.load( url, function ( buffer ) {
  20938. var texDatas = scope._parser( buffer, true );
  20939. if ( texDatas.isCubemap ) {
  20940. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20941. for ( var f = 0; f < faces; f ++ ) {
  20942. images[ f ] = { mipmaps: [] };
  20943. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20944. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20945. images[ f ].format = texDatas.format;
  20946. images[ f ].width = texDatas.width;
  20947. images[ f ].height = texDatas.height;
  20948. }
  20949. }
  20950. } else {
  20951. texture.image.width = texDatas.width;
  20952. texture.image.height = texDatas.height;
  20953. texture.mipmaps = texDatas.mipmaps;
  20954. }
  20955. if ( texDatas.mipmapCount === 1 ) {
  20956. texture.minFilter = LinearFilter;
  20957. }
  20958. texture.format = texDatas.format;
  20959. texture.needsUpdate = true;
  20960. if ( onLoad ) onLoad( texture );
  20961. }, onProgress, onError );
  20962. }
  20963. return texture;
  20964. }
  20965. } );
  20966. /**
  20967. * @author Nikos M. / https://github.com/foo123/
  20968. *
  20969. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20970. */
  20971. function DataTextureLoader( manager ) {
  20972. Loader.call( this, manager );
  20973. // override in sub classes
  20974. this._parser = null;
  20975. }
  20976. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  20977. constructor: DataTextureLoader,
  20978. load: function ( url, onLoad, onProgress, onError ) {
  20979. var scope = this;
  20980. var texture = new DataTexture();
  20981. var loader = new FileLoader( this.manager );
  20982. loader.setResponseType( 'arraybuffer' );
  20983. loader.setPath( this.path );
  20984. loader.load( url, function ( buffer ) {
  20985. var texData = scope._parser( buffer );
  20986. if ( ! texData ) return;
  20987. if ( texData.image !== undefined ) {
  20988. texture.image = texData.image;
  20989. } else if ( texData.data !== undefined ) {
  20990. texture.image.width = texData.width;
  20991. texture.image.height = texData.height;
  20992. texture.image.data = texData.data;
  20993. }
  20994. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  20995. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  20996. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  20997. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  20998. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  20999. if ( texData.format !== undefined ) {
  21000. texture.format = texData.format;
  21001. }
  21002. if ( texData.type !== undefined ) {
  21003. texture.type = texData.type;
  21004. }
  21005. if ( texData.mipmaps !== undefined ) {
  21006. texture.mipmaps = texData.mipmaps;
  21007. }
  21008. if ( texData.mipmapCount === 1 ) {
  21009. texture.minFilter = LinearFilter;
  21010. }
  21011. texture.needsUpdate = true;
  21012. if ( onLoad ) onLoad( texture, texData );
  21013. }, onProgress, onError );
  21014. return texture;
  21015. }
  21016. } );
  21017. /**
  21018. * @author mrdoob / http://mrdoob.com/
  21019. */
  21020. function ImageLoader( manager ) {
  21021. Loader.call( this, manager );
  21022. }
  21023. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21024. constructor: ImageLoader,
  21025. load: function ( url, onLoad, onProgress, onError ) {
  21026. if ( this.path !== undefined ) url = this.path + url;
  21027. url = this.manager.resolveURL( url );
  21028. var scope = this;
  21029. var cached = Cache.get( url );
  21030. if ( cached !== undefined ) {
  21031. scope.manager.itemStart( url );
  21032. setTimeout( function () {
  21033. if ( onLoad ) onLoad( cached );
  21034. scope.manager.itemEnd( url );
  21035. }, 0 );
  21036. return cached;
  21037. }
  21038. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21039. function onImageLoad() {
  21040. image.removeEventListener( 'load', onImageLoad, false );
  21041. image.removeEventListener( 'error', onImageError, false );
  21042. Cache.add( url, this );
  21043. if ( onLoad ) onLoad( this );
  21044. scope.manager.itemEnd( url );
  21045. }
  21046. function onImageError( event ) {
  21047. image.removeEventListener( 'load', onImageLoad, false );
  21048. image.removeEventListener( 'error', onImageError, false );
  21049. if ( onError ) onError( event );
  21050. scope.manager.itemError( url );
  21051. scope.manager.itemEnd( url );
  21052. }
  21053. image.addEventListener( 'load', onImageLoad, false );
  21054. image.addEventListener( 'error', onImageError, false );
  21055. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21056. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  21057. }
  21058. scope.manager.itemStart( url );
  21059. image.src = url;
  21060. return image;
  21061. }
  21062. } );
  21063. /**
  21064. * @author mrdoob / http://mrdoob.com/
  21065. */
  21066. function CubeTextureLoader( manager ) {
  21067. Loader.call( this, manager );
  21068. }
  21069. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21070. constructor: CubeTextureLoader,
  21071. load: function ( urls, onLoad, onProgress, onError ) {
  21072. var texture = new CubeTexture();
  21073. var loader = new ImageLoader( this.manager );
  21074. loader.setCrossOrigin( this.crossOrigin );
  21075. loader.setPath( this.path );
  21076. var loaded = 0;
  21077. function loadTexture( i ) {
  21078. loader.load( urls[ i ], function ( image ) {
  21079. texture.images[ i ] = image;
  21080. loaded ++;
  21081. if ( loaded === 6 ) {
  21082. texture.needsUpdate = true;
  21083. if ( onLoad ) onLoad( texture );
  21084. }
  21085. }, undefined, onError );
  21086. }
  21087. for ( var i = 0; i < urls.length; ++ i ) {
  21088. loadTexture( i );
  21089. }
  21090. return texture;
  21091. }
  21092. } );
  21093. /**
  21094. * @author mrdoob / http://mrdoob.com/
  21095. */
  21096. function TextureLoader( manager ) {
  21097. Loader.call( this, manager );
  21098. }
  21099. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21100. constructor: TextureLoader,
  21101. load: function ( url, onLoad, onProgress, onError ) {
  21102. var texture = new Texture();
  21103. var loader = new ImageLoader( this.manager );
  21104. loader.setCrossOrigin( this.crossOrigin );
  21105. loader.setPath( this.path );
  21106. loader.load( url, function ( image ) {
  21107. texture.image = image;
  21108. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21109. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21110. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21111. texture.needsUpdate = true;
  21112. if ( onLoad !== undefined ) {
  21113. onLoad( texture );
  21114. }
  21115. }, onProgress, onError );
  21116. return texture;
  21117. }
  21118. } );
  21119. /**
  21120. * @author zz85 / http://www.lab4games.net/zz85/blog
  21121. * Extensible curve object
  21122. *
  21123. * Some common of curve methods:
  21124. * .getPoint( t, optionalTarget ), .getTangent( t )
  21125. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21126. * .getPoints(), .getSpacedPoints()
  21127. * .getLength()
  21128. * .updateArcLengths()
  21129. *
  21130. * This following curves inherit from THREE.Curve:
  21131. *
  21132. * -- 2D curves --
  21133. * THREE.ArcCurve
  21134. * THREE.CubicBezierCurve
  21135. * THREE.EllipseCurve
  21136. * THREE.LineCurve
  21137. * THREE.QuadraticBezierCurve
  21138. * THREE.SplineCurve
  21139. *
  21140. * -- 3D curves --
  21141. * THREE.CatmullRomCurve3
  21142. * THREE.CubicBezierCurve3
  21143. * THREE.LineCurve3
  21144. * THREE.QuadraticBezierCurve3
  21145. *
  21146. * A series of curves can be represented as a THREE.CurvePath.
  21147. *
  21148. **/
  21149. /**************************************************************
  21150. * Abstract Curve base class
  21151. **************************************************************/
  21152. function Curve() {
  21153. this.type = 'Curve';
  21154. this.arcLengthDivisions = 200;
  21155. }
  21156. Object.assign( Curve.prototype, {
  21157. // Virtual base class method to overwrite and implement in subclasses
  21158. // - t [0 .. 1]
  21159. getPoint: function ( /* t, optionalTarget */ ) {
  21160. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21161. return null;
  21162. },
  21163. // Get point at relative position in curve according to arc length
  21164. // - u [0 .. 1]
  21165. getPointAt: function ( u, optionalTarget ) {
  21166. var t = this.getUtoTmapping( u );
  21167. return this.getPoint( t, optionalTarget );
  21168. },
  21169. // Get sequence of points using getPoint( t )
  21170. getPoints: function ( divisions ) {
  21171. if ( divisions === undefined ) divisions = 5;
  21172. var points = [];
  21173. for ( var d = 0; d <= divisions; d ++ ) {
  21174. points.push( this.getPoint( d / divisions ) );
  21175. }
  21176. return points;
  21177. },
  21178. // Get sequence of points using getPointAt( u )
  21179. getSpacedPoints: function ( divisions ) {
  21180. if ( divisions === undefined ) divisions = 5;
  21181. var points = [];
  21182. for ( var d = 0; d <= divisions; d ++ ) {
  21183. points.push( this.getPointAt( d / divisions ) );
  21184. }
  21185. return points;
  21186. },
  21187. // Get total curve arc length
  21188. getLength: function () {
  21189. var lengths = this.getLengths();
  21190. return lengths[ lengths.length - 1 ];
  21191. },
  21192. // Get list of cumulative segment lengths
  21193. getLengths: function ( divisions ) {
  21194. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  21195. if ( this.cacheArcLengths &&
  21196. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21197. ! this.needsUpdate ) {
  21198. return this.cacheArcLengths;
  21199. }
  21200. this.needsUpdate = false;
  21201. var cache = [];
  21202. var current, last = this.getPoint( 0 );
  21203. var p, sum = 0;
  21204. cache.push( 0 );
  21205. for ( p = 1; p <= divisions; p ++ ) {
  21206. current = this.getPoint( p / divisions );
  21207. sum += current.distanceTo( last );
  21208. cache.push( sum );
  21209. last = current;
  21210. }
  21211. this.cacheArcLengths = cache;
  21212. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21213. },
  21214. updateArcLengths: function () {
  21215. this.needsUpdate = true;
  21216. this.getLengths();
  21217. },
  21218. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21219. getUtoTmapping: function ( u, distance ) {
  21220. var arcLengths = this.getLengths();
  21221. var i = 0, il = arcLengths.length;
  21222. var targetArcLength; // The targeted u distance value to get
  21223. if ( distance ) {
  21224. targetArcLength = distance;
  21225. } else {
  21226. targetArcLength = u * arcLengths[ il - 1 ];
  21227. }
  21228. // binary search for the index with largest value smaller than target u distance
  21229. var low = 0, high = il - 1, comparison;
  21230. while ( low <= high ) {
  21231. 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
  21232. comparison = arcLengths[ i ] - targetArcLength;
  21233. if ( comparison < 0 ) {
  21234. low = i + 1;
  21235. } else if ( comparison > 0 ) {
  21236. high = i - 1;
  21237. } else {
  21238. high = i;
  21239. break;
  21240. // DONE
  21241. }
  21242. }
  21243. i = high;
  21244. if ( arcLengths[ i ] === targetArcLength ) {
  21245. return i / ( il - 1 );
  21246. }
  21247. // we could get finer grain at lengths, or use simple interpolation between two points
  21248. var lengthBefore = arcLengths[ i ];
  21249. var lengthAfter = arcLengths[ i + 1 ];
  21250. var segmentLength = lengthAfter - lengthBefore;
  21251. // determine where we are between the 'before' and 'after' points
  21252. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21253. // add that fractional amount to t
  21254. var t = ( i + segmentFraction ) / ( il - 1 );
  21255. return t;
  21256. },
  21257. // Returns a unit vector tangent at t
  21258. // In case any sub curve does not implement its tangent derivation,
  21259. // 2 points a small delta apart will be used to find its gradient
  21260. // which seems to give a reasonable approximation
  21261. getTangent: function ( t ) {
  21262. var delta = 0.0001;
  21263. var t1 = t - delta;
  21264. var t2 = t + delta;
  21265. // Capping in case of danger
  21266. if ( t1 < 0 ) t1 = 0;
  21267. if ( t2 > 1 ) t2 = 1;
  21268. var pt1 = this.getPoint( t1 );
  21269. var pt2 = this.getPoint( t2 );
  21270. var vec = pt2.clone().sub( pt1 );
  21271. return vec.normalize();
  21272. },
  21273. getTangentAt: function ( u ) {
  21274. var t = this.getUtoTmapping( u );
  21275. return this.getTangent( t );
  21276. },
  21277. computeFrenetFrames: function ( segments, closed ) {
  21278. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21279. var normal = new Vector3();
  21280. var tangents = [];
  21281. var normals = [];
  21282. var binormals = [];
  21283. var vec = new Vector3();
  21284. var mat = new Matrix4();
  21285. var i, u, theta;
  21286. // compute the tangent vectors for each segment on the curve
  21287. for ( i = 0; i <= segments; i ++ ) {
  21288. u = i / segments;
  21289. tangents[ i ] = this.getTangentAt( u );
  21290. tangents[ i ].normalize();
  21291. }
  21292. // select an initial normal vector perpendicular to the first tangent vector,
  21293. // and in the direction of the minimum tangent xyz component
  21294. normals[ 0 ] = new Vector3();
  21295. binormals[ 0 ] = new Vector3();
  21296. var min = Number.MAX_VALUE;
  21297. var tx = Math.abs( tangents[ 0 ].x );
  21298. var ty = Math.abs( tangents[ 0 ].y );
  21299. var tz = Math.abs( tangents[ 0 ].z );
  21300. if ( tx <= min ) {
  21301. min = tx;
  21302. normal.set( 1, 0, 0 );
  21303. }
  21304. if ( ty <= min ) {
  21305. min = ty;
  21306. normal.set( 0, 1, 0 );
  21307. }
  21308. if ( tz <= min ) {
  21309. normal.set( 0, 0, 1 );
  21310. }
  21311. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21312. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21313. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21314. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21315. for ( i = 1; i <= segments; i ++ ) {
  21316. normals[ i ] = normals[ i - 1 ].clone();
  21317. binormals[ i ] = binormals[ i - 1 ].clone();
  21318. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21319. if ( vec.length() > Number.EPSILON ) {
  21320. vec.normalize();
  21321. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21322. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21323. }
  21324. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21325. }
  21326. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21327. if ( closed === true ) {
  21328. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21329. theta /= segments;
  21330. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21331. theta = - theta;
  21332. }
  21333. for ( i = 1; i <= segments; i ++ ) {
  21334. // twist a little...
  21335. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21336. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21337. }
  21338. }
  21339. return {
  21340. tangents: tangents,
  21341. normals: normals,
  21342. binormals: binormals
  21343. };
  21344. },
  21345. clone: function () {
  21346. return new this.constructor().copy( this );
  21347. },
  21348. copy: function ( source ) {
  21349. this.arcLengthDivisions = source.arcLengthDivisions;
  21350. return this;
  21351. },
  21352. toJSON: function () {
  21353. var data = {
  21354. metadata: {
  21355. version: 4.5,
  21356. type: 'Curve',
  21357. generator: 'Curve.toJSON'
  21358. }
  21359. };
  21360. data.arcLengthDivisions = this.arcLengthDivisions;
  21361. data.type = this.type;
  21362. return data;
  21363. },
  21364. fromJSON: function ( json ) {
  21365. this.arcLengthDivisions = json.arcLengthDivisions;
  21366. return this;
  21367. }
  21368. } );
  21369. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21370. Curve.call( this );
  21371. this.type = 'EllipseCurve';
  21372. this.aX = aX || 0;
  21373. this.aY = aY || 0;
  21374. this.xRadius = xRadius || 1;
  21375. this.yRadius = yRadius || 1;
  21376. this.aStartAngle = aStartAngle || 0;
  21377. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21378. this.aClockwise = aClockwise || false;
  21379. this.aRotation = aRotation || 0;
  21380. }
  21381. EllipseCurve.prototype = Object.create( Curve.prototype );
  21382. EllipseCurve.prototype.constructor = EllipseCurve;
  21383. EllipseCurve.prototype.isEllipseCurve = true;
  21384. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21385. var point = optionalTarget || new Vector2();
  21386. var twoPi = Math.PI * 2;
  21387. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21388. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21389. // ensures that deltaAngle is 0 .. 2 PI
  21390. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  21391. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  21392. if ( deltaAngle < Number.EPSILON ) {
  21393. if ( samePoints ) {
  21394. deltaAngle = 0;
  21395. } else {
  21396. deltaAngle = twoPi;
  21397. }
  21398. }
  21399. if ( this.aClockwise === true && ! samePoints ) {
  21400. if ( deltaAngle === twoPi ) {
  21401. deltaAngle = - twoPi;
  21402. } else {
  21403. deltaAngle = deltaAngle - twoPi;
  21404. }
  21405. }
  21406. var angle = this.aStartAngle + t * deltaAngle;
  21407. var x = this.aX + this.xRadius * Math.cos( angle );
  21408. var y = this.aY + this.yRadius * Math.sin( angle );
  21409. if ( this.aRotation !== 0 ) {
  21410. var cos = Math.cos( this.aRotation );
  21411. var sin = Math.sin( this.aRotation );
  21412. var tx = x - this.aX;
  21413. var ty = y - this.aY;
  21414. // Rotate the point about the center of the ellipse.
  21415. x = tx * cos - ty * sin + this.aX;
  21416. y = tx * sin + ty * cos + this.aY;
  21417. }
  21418. return point.set( x, y );
  21419. };
  21420. EllipseCurve.prototype.copy = function ( source ) {
  21421. Curve.prototype.copy.call( this, source );
  21422. this.aX = source.aX;
  21423. this.aY = source.aY;
  21424. this.xRadius = source.xRadius;
  21425. this.yRadius = source.yRadius;
  21426. this.aStartAngle = source.aStartAngle;
  21427. this.aEndAngle = source.aEndAngle;
  21428. this.aClockwise = source.aClockwise;
  21429. this.aRotation = source.aRotation;
  21430. return this;
  21431. };
  21432. EllipseCurve.prototype.toJSON = function () {
  21433. var data = Curve.prototype.toJSON.call( this );
  21434. data.aX = this.aX;
  21435. data.aY = this.aY;
  21436. data.xRadius = this.xRadius;
  21437. data.yRadius = this.yRadius;
  21438. data.aStartAngle = this.aStartAngle;
  21439. data.aEndAngle = this.aEndAngle;
  21440. data.aClockwise = this.aClockwise;
  21441. data.aRotation = this.aRotation;
  21442. return data;
  21443. };
  21444. EllipseCurve.prototype.fromJSON = function ( json ) {
  21445. Curve.prototype.fromJSON.call( this, json );
  21446. this.aX = json.aX;
  21447. this.aY = json.aY;
  21448. this.xRadius = json.xRadius;
  21449. this.yRadius = json.yRadius;
  21450. this.aStartAngle = json.aStartAngle;
  21451. this.aEndAngle = json.aEndAngle;
  21452. this.aClockwise = json.aClockwise;
  21453. this.aRotation = json.aRotation;
  21454. return this;
  21455. };
  21456. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21457. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21458. this.type = 'ArcCurve';
  21459. }
  21460. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21461. ArcCurve.prototype.constructor = ArcCurve;
  21462. ArcCurve.prototype.isArcCurve = true;
  21463. /**
  21464. * @author zz85 https://github.com/zz85
  21465. *
  21466. * Centripetal CatmullRom Curve - which is useful for avoiding
  21467. * cusps and self-intersections in non-uniform catmull rom curves.
  21468. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21469. *
  21470. * curve.type accepts centripetal(default), chordal and catmullrom
  21471. * curve.tension is used for catmullrom which defaults to 0.5
  21472. */
  21473. /*
  21474. Based on an optimized c++ solution in
  21475. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21476. - http://ideone.com/NoEbVM
  21477. This CubicPoly class could be used for reusing some variables and calculations,
  21478. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21479. which can be placed in CurveUtils.
  21480. */
  21481. function CubicPoly() {
  21482. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21483. /*
  21484. * Compute coefficients for a cubic polynomial
  21485. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21486. * such that
  21487. * p(0) = x0, p(1) = x1
  21488. * and
  21489. * p'(0) = t0, p'(1) = t1.
  21490. */
  21491. function init( x0, x1, t0, t1 ) {
  21492. c0 = x0;
  21493. c1 = t0;
  21494. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21495. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21496. }
  21497. return {
  21498. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21499. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21500. },
  21501. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21502. // compute tangents when parameterized in [t1,t2]
  21503. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21504. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21505. // rescale tangents for parametrization in [0,1]
  21506. t1 *= dt1;
  21507. t2 *= dt1;
  21508. init( x1, x2, t1, t2 );
  21509. },
  21510. calc: function ( t ) {
  21511. var t2 = t * t;
  21512. var t3 = t2 * t;
  21513. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21514. }
  21515. };
  21516. }
  21517. //
  21518. var tmp = new Vector3();
  21519. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21520. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21521. Curve.call( this );
  21522. this.type = 'CatmullRomCurve3';
  21523. this.points = points || [];
  21524. this.closed = closed || false;
  21525. this.curveType = curveType || 'centripetal';
  21526. this.tension = tension || 0.5;
  21527. }
  21528. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21529. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21530. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21531. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21532. var point = optionalTarget || new Vector3();
  21533. var points = this.points;
  21534. var l = points.length;
  21535. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21536. var intPoint = Math.floor( p );
  21537. var weight = p - intPoint;
  21538. if ( this.closed ) {
  21539. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21540. } else if ( weight === 0 && intPoint === l - 1 ) {
  21541. intPoint = l - 2;
  21542. weight = 1;
  21543. }
  21544. var p0, p1, p2, p3; // 4 points
  21545. if ( this.closed || intPoint > 0 ) {
  21546. p0 = points[ ( intPoint - 1 ) % l ];
  21547. } else {
  21548. // extrapolate first point
  21549. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21550. p0 = tmp;
  21551. }
  21552. p1 = points[ intPoint % l ];
  21553. p2 = points[ ( intPoint + 1 ) % l ];
  21554. if ( this.closed || intPoint + 2 < l ) {
  21555. p3 = points[ ( intPoint + 2 ) % l ];
  21556. } else {
  21557. // extrapolate last point
  21558. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21559. p3 = tmp;
  21560. }
  21561. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21562. // init Centripetal / Chordal Catmull-Rom
  21563. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21564. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21565. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21566. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21567. // safety check for repeated points
  21568. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21569. if ( dt0 < 1e-4 ) dt0 = dt1;
  21570. if ( dt2 < 1e-4 ) dt2 = dt1;
  21571. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21572. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21573. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21574. } else if ( this.curveType === 'catmullrom' ) {
  21575. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21576. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21577. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21578. }
  21579. point.set(
  21580. px.calc( weight ),
  21581. py.calc( weight ),
  21582. pz.calc( weight )
  21583. );
  21584. return point;
  21585. };
  21586. CatmullRomCurve3.prototype.copy = function ( source ) {
  21587. Curve.prototype.copy.call( this, source );
  21588. this.points = [];
  21589. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21590. var point = source.points[ i ];
  21591. this.points.push( point.clone() );
  21592. }
  21593. this.closed = source.closed;
  21594. this.curveType = source.curveType;
  21595. this.tension = source.tension;
  21596. return this;
  21597. };
  21598. CatmullRomCurve3.prototype.toJSON = function () {
  21599. var data = Curve.prototype.toJSON.call( this );
  21600. data.points = [];
  21601. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21602. var point = this.points[ i ];
  21603. data.points.push( point.toArray() );
  21604. }
  21605. data.closed = this.closed;
  21606. data.curveType = this.curveType;
  21607. data.tension = this.tension;
  21608. return data;
  21609. };
  21610. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21611. Curve.prototype.fromJSON.call( this, json );
  21612. this.points = [];
  21613. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21614. var point = json.points[ i ];
  21615. this.points.push( new Vector3().fromArray( point ) );
  21616. }
  21617. this.closed = json.closed;
  21618. this.curveType = json.curveType;
  21619. this.tension = json.tension;
  21620. return this;
  21621. };
  21622. /**
  21623. * @author zz85 / http://www.lab4games.net/zz85/blog
  21624. *
  21625. * Bezier Curves formulas obtained from
  21626. * http://en.wikipedia.org/wiki/Bézier_curve
  21627. */
  21628. function CatmullRom( t, p0, p1, p2, p3 ) {
  21629. var v0 = ( p2 - p0 ) * 0.5;
  21630. var v1 = ( p3 - p1 ) * 0.5;
  21631. var t2 = t * t;
  21632. var t3 = t * t2;
  21633. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21634. }
  21635. //
  21636. function QuadraticBezierP0( t, p ) {
  21637. var k = 1 - t;
  21638. return k * k * p;
  21639. }
  21640. function QuadraticBezierP1( t, p ) {
  21641. return 2 * ( 1 - t ) * t * p;
  21642. }
  21643. function QuadraticBezierP2( t, p ) {
  21644. return t * t * p;
  21645. }
  21646. function QuadraticBezier( t, p0, p1, p2 ) {
  21647. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21648. QuadraticBezierP2( t, p2 );
  21649. }
  21650. //
  21651. function CubicBezierP0( t, p ) {
  21652. var k = 1 - t;
  21653. return k * k * k * p;
  21654. }
  21655. function CubicBezierP1( t, p ) {
  21656. var k = 1 - t;
  21657. return 3 * k * k * t * p;
  21658. }
  21659. function CubicBezierP2( t, p ) {
  21660. return 3 * ( 1 - t ) * t * t * p;
  21661. }
  21662. function CubicBezierP3( t, p ) {
  21663. return t * t * t * p;
  21664. }
  21665. function CubicBezier( t, p0, p1, p2, p3 ) {
  21666. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21667. CubicBezierP3( t, p3 );
  21668. }
  21669. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21670. Curve.call( this );
  21671. this.type = 'CubicBezierCurve';
  21672. this.v0 = v0 || new Vector2();
  21673. this.v1 = v1 || new Vector2();
  21674. this.v2 = v2 || new Vector2();
  21675. this.v3 = v3 || new Vector2();
  21676. }
  21677. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21678. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21679. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21680. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21681. var point = optionalTarget || new Vector2();
  21682. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21683. point.set(
  21684. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21685. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21686. );
  21687. return point;
  21688. };
  21689. CubicBezierCurve.prototype.copy = function ( source ) {
  21690. Curve.prototype.copy.call( this, source );
  21691. this.v0.copy( source.v0 );
  21692. this.v1.copy( source.v1 );
  21693. this.v2.copy( source.v2 );
  21694. this.v3.copy( source.v3 );
  21695. return this;
  21696. };
  21697. CubicBezierCurve.prototype.toJSON = function () {
  21698. var data = Curve.prototype.toJSON.call( this );
  21699. data.v0 = this.v0.toArray();
  21700. data.v1 = this.v1.toArray();
  21701. data.v2 = this.v2.toArray();
  21702. data.v3 = this.v3.toArray();
  21703. return data;
  21704. };
  21705. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21706. Curve.prototype.fromJSON.call( this, json );
  21707. this.v0.fromArray( json.v0 );
  21708. this.v1.fromArray( json.v1 );
  21709. this.v2.fromArray( json.v2 );
  21710. this.v3.fromArray( json.v3 );
  21711. return this;
  21712. };
  21713. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21714. Curve.call( this );
  21715. this.type = 'CubicBezierCurve3';
  21716. this.v0 = v0 || new Vector3();
  21717. this.v1 = v1 || new Vector3();
  21718. this.v2 = v2 || new Vector3();
  21719. this.v3 = v3 || new Vector3();
  21720. }
  21721. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21722. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21723. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21724. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21725. var point = optionalTarget || new Vector3();
  21726. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21727. point.set(
  21728. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21729. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21730. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21731. );
  21732. return point;
  21733. };
  21734. CubicBezierCurve3.prototype.copy = function ( source ) {
  21735. Curve.prototype.copy.call( this, source );
  21736. this.v0.copy( source.v0 );
  21737. this.v1.copy( source.v1 );
  21738. this.v2.copy( source.v2 );
  21739. this.v3.copy( source.v3 );
  21740. return this;
  21741. };
  21742. CubicBezierCurve3.prototype.toJSON = function () {
  21743. var data = Curve.prototype.toJSON.call( this );
  21744. data.v0 = this.v0.toArray();
  21745. data.v1 = this.v1.toArray();
  21746. data.v2 = this.v2.toArray();
  21747. data.v3 = this.v3.toArray();
  21748. return data;
  21749. };
  21750. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21751. Curve.prototype.fromJSON.call( this, json );
  21752. this.v0.fromArray( json.v0 );
  21753. this.v1.fromArray( json.v1 );
  21754. this.v2.fromArray( json.v2 );
  21755. this.v3.fromArray( json.v3 );
  21756. return this;
  21757. };
  21758. function LineCurve( v1, v2 ) {
  21759. Curve.call( this );
  21760. this.type = 'LineCurve';
  21761. this.v1 = v1 || new Vector2();
  21762. this.v2 = v2 || new Vector2();
  21763. }
  21764. LineCurve.prototype = Object.create( Curve.prototype );
  21765. LineCurve.prototype.constructor = LineCurve;
  21766. LineCurve.prototype.isLineCurve = true;
  21767. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21768. var point = optionalTarget || new Vector2();
  21769. if ( t === 1 ) {
  21770. point.copy( this.v2 );
  21771. } else {
  21772. point.copy( this.v2 ).sub( this.v1 );
  21773. point.multiplyScalar( t ).add( this.v1 );
  21774. }
  21775. return point;
  21776. };
  21777. // Line curve is linear, so we can overwrite default getPointAt
  21778. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21779. return this.getPoint( u, optionalTarget );
  21780. };
  21781. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21782. var tangent = this.v2.clone().sub( this.v1 );
  21783. return tangent.normalize();
  21784. };
  21785. LineCurve.prototype.copy = function ( source ) {
  21786. Curve.prototype.copy.call( this, source );
  21787. this.v1.copy( source.v1 );
  21788. this.v2.copy( source.v2 );
  21789. return this;
  21790. };
  21791. LineCurve.prototype.toJSON = function () {
  21792. var data = Curve.prototype.toJSON.call( this );
  21793. data.v1 = this.v1.toArray();
  21794. data.v2 = this.v2.toArray();
  21795. return data;
  21796. };
  21797. LineCurve.prototype.fromJSON = function ( json ) {
  21798. Curve.prototype.fromJSON.call( this, json );
  21799. this.v1.fromArray( json.v1 );
  21800. this.v2.fromArray( json.v2 );
  21801. return this;
  21802. };
  21803. function LineCurve3( v1, v2 ) {
  21804. Curve.call( this );
  21805. this.type = 'LineCurve3';
  21806. this.v1 = v1 || new Vector3();
  21807. this.v2 = v2 || new Vector3();
  21808. }
  21809. LineCurve3.prototype = Object.create( Curve.prototype );
  21810. LineCurve3.prototype.constructor = LineCurve3;
  21811. LineCurve3.prototype.isLineCurve3 = true;
  21812. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21813. var point = optionalTarget || new Vector3();
  21814. if ( t === 1 ) {
  21815. point.copy( this.v2 );
  21816. } else {
  21817. point.copy( this.v2 ).sub( this.v1 );
  21818. point.multiplyScalar( t ).add( this.v1 );
  21819. }
  21820. return point;
  21821. };
  21822. // Line curve is linear, so we can overwrite default getPointAt
  21823. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21824. return this.getPoint( u, optionalTarget );
  21825. };
  21826. LineCurve3.prototype.copy = function ( source ) {
  21827. Curve.prototype.copy.call( this, source );
  21828. this.v1.copy( source.v1 );
  21829. this.v2.copy( source.v2 );
  21830. return this;
  21831. };
  21832. LineCurve3.prototype.toJSON = function () {
  21833. var data = Curve.prototype.toJSON.call( this );
  21834. data.v1 = this.v1.toArray();
  21835. data.v2 = this.v2.toArray();
  21836. return data;
  21837. };
  21838. LineCurve3.prototype.fromJSON = function ( json ) {
  21839. Curve.prototype.fromJSON.call( this, json );
  21840. this.v1.fromArray( json.v1 );
  21841. this.v2.fromArray( json.v2 );
  21842. return this;
  21843. };
  21844. function QuadraticBezierCurve( v0, v1, v2 ) {
  21845. Curve.call( this );
  21846. this.type = 'QuadraticBezierCurve';
  21847. this.v0 = v0 || new Vector2();
  21848. this.v1 = v1 || new Vector2();
  21849. this.v2 = v2 || new Vector2();
  21850. }
  21851. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21852. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21853. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21854. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21855. var point = optionalTarget || new Vector2();
  21856. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21857. point.set(
  21858. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21859. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21860. );
  21861. return point;
  21862. };
  21863. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21864. Curve.prototype.copy.call( this, source );
  21865. this.v0.copy( source.v0 );
  21866. this.v1.copy( source.v1 );
  21867. this.v2.copy( source.v2 );
  21868. return this;
  21869. };
  21870. QuadraticBezierCurve.prototype.toJSON = function () {
  21871. var data = Curve.prototype.toJSON.call( this );
  21872. data.v0 = this.v0.toArray();
  21873. data.v1 = this.v1.toArray();
  21874. data.v2 = this.v2.toArray();
  21875. return data;
  21876. };
  21877. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21878. Curve.prototype.fromJSON.call( this, json );
  21879. this.v0.fromArray( json.v0 );
  21880. this.v1.fromArray( json.v1 );
  21881. this.v2.fromArray( json.v2 );
  21882. return this;
  21883. };
  21884. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21885. Curve.call( this );
  21886. this.type = 'QuadraticBezierCurve3';
  21887. this.v0 = v0 || new Vector3();
  21888. this.v1 = v1 || new Vector3();
  21889. this.v2 = v2 || new Vector3();
  21890. }
  21891. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21892. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21893. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21894. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21895. var point = optionalTarget || new Vector3();
  21896. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21897. point.set(
  21898. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21899. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21900. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21901. );
  21902. return point;
  21903. };
  21904. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21905. Curve.prototype.copy.call( this, source );
  21906. this.v0.copy( source.v0 );
  21907. this.v1.copy( source.v1 );
  21908. this.v2.copy( source.v2 );
  21909. return this;
  21910. };
  21911. QuadraticBezierCurve3.prototype.toJSON = function () {
  21912. var data = Curve.prototype.toJSON.call( this );
  21913. data.v0 = this.v0.toArray();
  21914. data.v1 = this.v1.toArray();
  21915. data.v2 = this.v2.toArray();
  21916. return data;
  21917. };
  21918. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21919. Curve.prototype.fromJSON.call( this, json );
  21920. this.v0.fromArray( json.v0 );
  21921. this.v1.fromArray( json.v1 );
  21922. this.v2.fromArray( json.v2 );
  21923. return this;
  21924. };
  21925. function SplineCurve( points /* array of Vector2 */ ) {
  21926. Curve.call( this );
  21927. this.type = 'SplineCurve';
  21928. this.points = points || [];
  21929. }
  21930. SplineCurve.prototype = Object.create( Curve.prototype );
  21931. SplineCurve.prototype.constructor = SplineCurve;
  21932. SplineCurve.prototype.isSplineCurve = true;
  21933. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21934. var point = optionalTarget || new Vector2();
  21935. var points = this.points;
  21936. var p = ( points.length - 1 ) * t;
  21937. var intPoint = Math.floor( p );
  21938. var weight = p - intPoint;
  21939. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  21940. var p1 = points[ intPoint ];
  21941. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  21942. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  21943. point.set(
  21944. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  21945. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  21946. );
  21947. return point;
  21948. };
  21949. SplineCurve.prototype.copy = function ( source ) {
  21950. Curve.prototype.copy.call( this, source );
  21951. this.points = [];
  21952. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21953. var point = source.points[ i ];
  21954. this.points.push( point.clone() );
  21955. }
  21956. return this;
  21957. };
  21958. SplineCurve.prototype.toJSON = function () {
  21959. var data = Curve.prototype.toJSON.call( this );
  21960. data.points = [];
  21961. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21962. var point = this.points[ i ];
  21963. data.points.push( point.toArray() );
  21964. }
  21965. return data;
  21966. };
  21967. SplineCurve.prototype.fromJSON = function ( json ) {
  21968. Curve.prototype.fromJSON.call( this, json );
  21969. this.points = [];
  21970. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21971. var point = json.points[ i ];
  21972. this.points.push( new Vector2().fromArray( point ) );
  21973. }
  21974. return this;
  21975. };
  21976. var Curves = /*#__PURE__*/Object.freeze({
  21977. ArcCurve: ArcCurve,
  21978. CatmullRomCurve3: CatmullRomCurve3,
  21979. CubicBezierCurve: CubicBezierCurve,
  21980. CubicBezierCurve3: CubicBezierCurve3,
  21981. EllipseCurve: EllipseCurve,
  21982. LineCurve: LineCurve,
  21983. LineCurve3: LineCurve3,
  21984. QuadraticBezierCurve: QuadraticBezierCurve,
  21985. QuadraticBezierCurve3: QuadraticBezierCurve3,
  21986. SplineCurve: SplineCurve
  21987. });
  21988. /**
  21989. * @author zz85 / http://www.lab4games.net/zz85/blog
  21990. *
  21991. **/
  21992. /**************************************************************
  21993. * Curved Path - a curve path is simply a array of connected
  21994. * curves, but retains the api of a curve
  21995. **************************************************************/
  21996. function CurvePath() {
  21997. Curve.call( this );
  21998. this.type = 'CurvePath';
  21999. this.curves = [];
  22000. this.autoClose = false; // Automatically closes the path
  22001. }
  22002. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22003. constructor: CurvePath,
  22004. add: function ( curve ) {
  22005. this.curves.push( curve );
  22006. },
  22007. closePath: function () {
  22008. // Add a line curve if start and end of lines are not connected
  22009. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22010. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22011. if ( ! startPoint.equals( endPoint ) ) {
  22012. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22013. }
  22014. },
  22015. // To get accurate point with reference to
  22016. // entire path distance at time t,
  22017. // following has to be done:
  22018. // 1. Length of each sub path have to be known
  22019. // 2. Locate and identify type of curve
  22020. // 3. Get t for the curve
  22021. // 4. Return curve.getPointAt(t')
  22022. getPoint: function ( t ) {
  22023. var d = t * this.getLength();
  22024. var curveLengths = this.getCurveLengths();
  22025. var i = 0;
  22026. // To think about boundaries points.
  22027. while ( i < curveLengths.length ) {
  22028. if ( curveLengths[ i ] >= d ) {
  22029. var diff = curveLengths[ i ] - d;
  22030. var curve = this.curves[ i ];
  22031. var segmentLength = curve.getLength();
  22032. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22033. return curve.getPointAt( u );
  22034. }
  22035. i ++;
  22036. }
  22037. return null;
  22038. // loop where sum != 0, sum > d , sum+1 <d
  22039. },
  22040. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22041. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22042. // getPoint() depends on getLength
  22043. getLength: function () {
  22044. var lens = this.getCurveLengths();
  22045. return lens[ lens.length - 1 ];
  22046. },
  22047. // cacheLengths must be recalculated.
  22048. updateArcLengths: function () {
  22049. this.needsUpdate = true;
  22050. this.cacheLengths = null;
  22051. this.getCurveLengths();
  22052. },
  22053. // Compute lengths and cache them
  22054. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22055. getCurveLengths: function () {
  22056. // We use cache values if curves and cache array are same length
  22057. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22058. return this.cacheLengths;
  22059. }
  22060. // Get length of sub-curve
  22061. // Push sums into cached array
  22062. var lengths = [], sums = 0;
  22063. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22064. sums += this.curves[ i ].getLength();
  22065. lengths.push( sums );
  22066. }
  22067. this.cacheLengths = lengths;
  22068. return lengths;
  22069. },
  22070. getSpacedPoints: function ( divisions ) {
  22071. if ( divisions === undefined ) divisions = 40;
  22072. var points = [];
  22073. for ( var i = 0; i <= divisions; i ++ ) {
  22074. points.push( this.getPoint( i / divisions ) );
  22075. }
  22076. if ( this.autoClose ) {
  22077. points.push( points[ 0 ] );
  22078. }
  22079. return points;
  22080. },
  22081. getPoints: function ( divisions ) {
  22082. divisions = divisions || 12;
  22083. var points = [], last;
  22084. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22085. var curve = curves[ i ];
  22086. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22087. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22088. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22089. : divisions;
  22090. var pts = curve.getPoints( resolution );
  22091. for ( var j = 0; j < pts.length; j ++ ) {
  22092. var point = pts[ j ];
  22093. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  22094. points.push( point );
  22095. last = point;
  22096. }
  22097. }
  22098. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22099. points.push( points[ 0 ] );
  22100. }
  22101. return points;
  22102. },
  22103. copy: function ( source ) {
  22104. Curve.prototype.copy.call( this, source );
  22105. this.curves = [];
  22106. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22107. var curve = source.curves[ i ];
  22108. this.curves.push( curve.clone() );
  22109. }
  22110. this.autoClose = source.autoClose;
  22111. return this;
  22112. },
  22113. toJSON: function () {
  22114. var data = Curve.prototype.toJSON.call( this );
  22115. data.autoClose = this.autoClose;
  22116. data.curves = [];
  22117. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22118. var curve = this.curves[ i ];
  22119. data.curves.push( curve.toJSON() );
  22120. }
  22121. return data;
  22122. },
  22123. fromJSON: function ( json ) {
  22124. Curve.prototype.fromJSON.call( this, json );
  22125. this.autoClose = json.autoClose;
  22126. this.curves = [];
  22127. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22128. var curve = json.curves[ i ];
  22129. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22130. }
  22131. return this;
  22132. }
  22133. } );
  22134. /**
  22135. * @author zz85 / http://www.lab4games.net/zz85/blog
  22136. * Creates free form 2d path using series of points, lines or curves.
  22137. **/
  22138. function Path( points ) {
  22139. CurvePath.call( this );
  22140. this.type = 'Path';
  22141. this.currentPoint = new Vector2();
  22142. if ( points ) {
  22143. this.setFromPoints( points );
  22144. }
  22145. }
  22146. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22147. constructor: Path,
  22148. setFromPoints: function ( points ) {
  22149. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22150. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22151. this.lineTo( points[ i ].x, points[ i ].y );
  22152. }
  22153. },
  22154. moveTo: function ( x, y ) {
  22155. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22156. },
  22157. lineTo: function ( x, y ) {
  22158. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22159. this.curves.push( curve );
  22160. this.currentPoint.set( x, y );
  22161. },
  22162. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22163. var curve = new QuadraticBezierCurve(
  22164. this.currentPoint.clone(),
  22165. new Vector2( aCPx, aCPy ),
  22166. new Vector2( aX, aY )
  22167. );
  22168. this.curves.push( curve );
  22169. this.currentPoint.set( aX, aY );
  22170. },
  22171. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22172. var curve = new CubicBezierCurve(
  22173. this.currentPoint.clone(),
  22174. new Vector2( aCP1x, aCP1y ),
  22175. new Vector2( aCP2x, aCP2y ),
  22176. new Vector2( aX, aY )
  22177. );
  22178. this.curves.push( curve );
  22179. this.currentPoint.set( aX, aY );
  22180. },
  22181. splineThru: function ( pts /*Array of Vector*/ ) {
  22182. var npts = [ this.currentPoint.clone() ].concat( pts );
  22183. var curve = new SplineCurve( npts );
  22184. this.curves.push( curve );
  22185. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22186. },
  22187. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22188. var x0 = this.currentPoint.x;
  22189. var y0 = this.currentPoint.y;
  22190. this.absarc( aX + x0, aY + y0, aRadius,
  22191. aStartAngle, aEndAngle, aClockwise );
  22192. },
  22193. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22194. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22195. },
  22196. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22197. var x0 = this.currentPoint.x;
  22198. var y0 = this.currentPoint.y;
  22199. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22200. },
  22201. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22202. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22203. if ( this.curves.length > 0 ) {
  22204. // if a previous curve is present, attempt to join
  22205. var firstPoint = curve.getPoint( 0 );
  22206. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22207. this.lineTo( firstPoint.x, firstPoint.y );
  22208. }
  22209. }
  22210. this.curves.push( curve );
  22211. var lastPoint = curve.getPoint( 1 );
  22212. this.currentPoint.copy( lastPoint );
  22213. },
  22214. copy: function ( source ) {
  22215. CurvePath.prototype.copy.call( this, source );
  22216. this.currentPoint.copy( source.currentPoint );
  22217. return this;
  22218. },
  22219. toJSON: function () {
  22220. var data = CurvePath.prototype.toJSON.call( this );
  22221. data.currentPoint = this.currentPoint.toArray();
  22222. return data;
  22223. },
  22224. fromJSON: function ( json ) {
  22225. CurvePath.prototype.fromJSON.call( this, json );
  22226. this.currentPoint.fromArray( json.currentPoint );
  22227. return this;
  22228. }
  22229. } );
  22230. /**
  22231. * @author zz85 / http://www.lab4games.net/zz85/blog
  22232. * Defines a 2d shape plane using paths.
  22233. **/
  22234. // STEP 1 Create a path.
  22235. // STEP 2 Turn path into shape.
  22236. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22237. // STEP 3a - Extract points from each shape, turn to vertices
  22238. // STEP 3b - Triangulate each shape, add faces.
  22239. function Shape( points ) {
  22240. Path.call( this, points );
  22241. this.uuid = _Math.generateUUID();
  22242. this.type = 'Shape';
  22243. this.holes = [];
  22244. }
  22245. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22246. constructor: Shape,
  22247. getPointsHoles: function ( divisions ) {
  22248. var holesPts = [];
  22249. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22250. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22251. }
  22252. return holesPts;
  22253. },
  22254. // get points of shape and holes (keypoints based on segments parameter)
  22255. extractPoints: function ( divisions ) {
  22256. return {
  22257. shape: this.getPoints( divisions ),
  22258. holes: this.getPointsHoles( divisions )
  22259. };
  22260. },
  22261. copy: function ( source ) {
  22262. Path.prototype.copy.call( this, source );
  22263. this.holes = [];
  22264. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22265. var hole = source.holes[ i ];
  22266. this.holes.push( hole.clone() );
  22267. }
  22268. return this;
  22269. },
  22270. toJSON: function () {
  22271. var data = Path.prototype.toJSON.call( this );
  22272. data.uuid = this.uuid;
  22273. data.holes = [];
  22274. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22275. var hole = this.holes[ i ];
  22276. data.holes.push( hole.toJSON() );
  22277. }
  22278. return data;
  22279. },
  22280. fromJSON: function ( json ) {
  22281. Path.prototype.fromJSON.call( this, json );
  22282. this.uuid = json.uuid;
  22283. this.holes = [];
  22284. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22285. var hole = json.holes[ i ];
  22286. this.holes.push( new Path().fromJSON( hole ) );
  22287. }
  22288. return this;
  22289. }
  22290. } );
  22291. /**
  22292. * @author mrdoob / http://mrdoob.com/
  22293. * @author alteredq / http://alteredqualia.com/
  22294. */
  22295. function Light( color, intensity ) {
  22296. Object3D.call( this );
  22297. this.type = 'Light';
  22298. this.color = new Color( color );
  22299. this.intensity = intensity !== undefined ? intensity : 1;
  22300. this.receiveShadow = undefined;
  22301. }
  22302. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22303. constructor: Light,
  22304. isLight: true,
  22305. copy: function ( source ) {
  22306. Object3D.prototype.copy.call( this, source );
  22307. this.color.copy( source.color );
  22308. this.intensity = source.intensity;
  22309. return this;
  22310. },
  22311. toJSON: function ( meta ) {
  22312. var data = Object3D.prototype.toJSON.call( this, meta );
  22313. data.object.color = this.color.getHex();
  22314. data.object.intensity = this.intensity;
  22315. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  22316. if ( this.distance !== undefined ) data.object.distance = this.distance;
  22317. if ( this.angle !== undefined ) data.object.angle = this.angle;
  22318. if ( this.decay !== undefined ) data.object.decay = this.decay;
  22319. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  22320. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  22321. return data;
  22322. }
  22323. } );
  22324. /**
  22325. * @author alteredq / http://alteredqualia.com/
  22326. */
  22327. function HemisphereLight( skyColor, groundColor, intensity ) {
  22328. Light.call( this, skyColor, intensity );
  22329. this.type = 'HemisphereLight';
  22330. this.castShadow = undefined;
  22331. this.position.copy( Object3D.DefaultUp );
  22332. this.updateMatrix();
  22333. this.groundColor = new Color( groundColor );
  22334. }
  22335. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22336. constructor: HemisphereLight,
  22337. isHemisphereLight: true,
  22338. copy: function ( source ) {
  22339. Light.prototype.copy.call( this, source );
  22340. this.groundColor.copy( source.groundColor );
  22341. return this;
  22342. }
  22343. } );
  22344. /**
  22345. * @author mrdoob / http://mrdoob.com/
  22346. */
  22347. function LightShadow( camera ) {
  22348. this.camera = camera;
  22349. this.bias = 0;
  22350. this.radius = 1;
  22351. this.mapSize = new Vector2( 512, 512 );
  22352. this.map = null;
  22353. this.matrix = new Matrix4();
  22354. this._frustum = new Frustum();
  22355. this._frameExtents = new Vector2( 1, 1 );
  22356. this._viewportCount = 1;
  22357. this._viewports = [
  22358. new Vector4( 0, 0, 1, 1 )
  22359. ];
  22360. }
  22361. Object.assign( LightShadow.prototype, {
  22362. _projScreenMatrix: new Matrix4(),
  22363. _lightPositionWorld: new Vector3(),
  22364. _lookTarget: new Vector3(),
  22365. getViewportCount: function () {
  22366. return this._viewportCount;
  22367. },
  22368. getFrustum: function () {
  22369. return this._frustum;
  22370. },
  22371. updateMatrices: function ( light ) {
  22372. var shadowCamera = this.camera,
  22373. shadowMatrix = this.matrix,
  22374. projScreenMatrix = this._projScreenMatrix,
  22375. lookTarget = this._lookTarget,
  22376. lightPositionWorld = this._lightPositionWorld;
  22377. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22378. shadowCamera.position.copy( lightPositionWorld );
  22379. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22380. shadowCamera.lookAt( lookTarget );
  22381. shadowCamera.updateMatrixWorld();
  22382. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22383. this._frustum.setFromMatrix( projScreenMatrix );
  22384. shadowMatrix.set(
  22385. 0.5, 0.0, 0.0, 0.5,
  22386. 0.0, 0.5, 0.0, 0.5,
  22387. 0.0, 0.0, 0.5, 0.5,
  22388. 0.0, 0.0, 0.0, 1.0
  22389. );
  22390. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22391. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22392. },
  22393. getViewport: function ( viewportIndex ) {
  22394. return this._viewports[ viewportIndex ];
  22395. },
  22396. getFrameExtents: function () {
  22397. return this._frameExtents;
  22398. },
  22399. copy: function ( source ) {
  22400. this.camera = source.camera.clone();
  22401. this.bias = source.bias;
  22402. this.radius = source.radius;
  22403. this.mapSize.copy( source.mapSize );
  22404. return this;
  22405. },
  22406. clone: function () {
  22407. return new this.constructor().copy( this );
  22408. },
  22409. toJSON: function () {
  22410. var object = {};
  22411. if ( this.bias !== 0 ) object.bias = this.bias;
  22412. if ( this.radius !== 1 ) object.radius = this.radius;
  22413. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  22414. object.camera = this.camera.toJSON( false ).object;
  22415. delete object.camera.matrix;
  22416. return object;
  22417. }
  22418. } );
  22419. /**
  22420. * @author mrdoob / http://mrdoob.com/
  22421. */
  22422. function SpotLightShadow() {
  22423. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22424. }
  22425. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22426. constructor: SpotLightShadow,
  22427. isSpotLightShadow: true,
  22428. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22429. var camera = this.camera;
  22430. var fov = _Math.RAD2DEG * 2 * light.angle;
  22431. var aspect = this.mapSize.width / this.mapSize.height;
  22432. var far = light.distance || camera.far;
  22433. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22434. camera.fov = fov;
  22435. camera.aspect = aspect;
  22436. camera.far = far;
  22437. camera.updateProjectionMatrix();
  22438. }
  22439. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22440. }
  22441. } );
  22442. /**
  22443. * @author alteredq / http://alteredqualia.com/
  22444. */
  22445. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22446. Light.call( this, color, intensity );
  22447. this.type = 'SpotLight';
  22448. this.position.copy( Object3D.DefaultUp );
  22449. this.updateMatrix();
  22450. this.target = new Object3D();
  22451. Object.defineProperty( this, 'power', {
  22452. get: function () {
  22453. // intensity = power per solid angle.
  22454. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22455. return this.intensity * Math.PI;
  22456. },
  22457. set: function ( power ) {
  22458. // intensity = power per solid angle.
  22459. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22460. this.intensity = power / Math.PI;
  22461. }
  22462. } );
  22463. this.distance = ( distance !== undefined ) ? distance : 0;
  22464. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22465. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22466. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22467. this.shadow = new SpotLightShadow();
  22468. }
  22469. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22470. constructor: SpotLight,
  22471. isSpotLight: true,
  22472. copy: function ( source ) {
  22473. Light.prototype.copy.call( this, source );
  22474. this.distance = source.distance;
  22475. this.angle = source.angle;
  22476. this.penumbra = source.penumbra;
  22477. this.decay = source.decay;
  22478. this.target = source.target.clone();
  22479. this.shadow = source.shadow.clone();
  22480. return this;
  22481. }
  22482. } );
  22483. function PointLightShadow() {
  22484. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22485. this._frameExtents = new Vector2( 4, 2 );
  22486. this._viewportCount = 6;
  22487. this._viewports = [
  22488. // These viewports map a cube-map onto a 2D texture with the
  22489. // following orientation:
  22490. //
  22491. // xzXZ
  22492. // y Y
  22493. //
  22494. // X - Positive x direction
  22495. // x - Negative x direction
  22496. // Y - Positive y direction
  22497. // y - Negative y direction
  22498. // Z - Positive z direction
  22499. // z - Negative z direction
  22500. // positive X
  22501. new Vector4( 2, 1, 1, 1 ),
  22502. // negative X
  22503. new Vector4( 0, 1, 1, 1 ),
  22504. // positive Z
  22505. new Vector4( 3, 1, 1, 1 ),
  22506. // negative Z
  22507. new Vector4( 1, 1, 1, 1 ),
  22508. // positive Y
  22509. new Vector4( 3, 0, 1, 1 ),
  22510. // negative Y
  22511. new Vector4( 1, 0, 1, 1 )
  22512. ];
  22513. this._cubeDirections = [
  22514. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  22515. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  22516. ];
  22517. this._cubeUps = [
  22518. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  22519. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  22520. ];
  22521. }
  22522. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22523. constructor: PointLightShadow,
  22524. isPointLightShadow: true,
  22525. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22526. var camera = this.camera,
  22527. shadowMatrix = this.matrix,
  22528. lightPositionWorld = this._lightPositionWorld,
  22529. lookTarget = this._lookTarget,
  22530. projScreenMatrix = this._projScreenMatrix;
  22531. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22532. camera.position.copy( lightPositionWorld );
  22533. lookTarget.copy( camera.position );
  22534. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  22535. camera.up.copy( this._cubeUps[ viewportIndex ] );
  22536. camera.lookAt( lookTarget );
  22537. camera.updateMatrixWorld();
  22538. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  22539. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22540. this._frustum.setFromMatrix( projScreenMatrix );
  22541. }
  22542. } );
  22543. /**
  22544. * @author mrdoob / http://mrdoob.com/
  22545. */
  22546. function PointLight( color, intensity, distance, decay ) {
  22547. Light.call( this, color, intensity );
  22548. this.type = 'PointLight';
  22549. Object.defineProperty( this, 'power', {
  22550. get: function () {
  22551. // intensity = power per solid angle.
  22552. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22553. return this.intensity * 4 * Math.PI;
  22554. },
  22555. set: function ( power ) {
  22556. // intensity = power per solid angle.
  22557. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22558. this.intensity = power / ( 4 * Math.PI );
  22559. }
  22560. } );
  22561. this.distance = ( distance !== undefined ) ? distance : 0;
  22562. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22563. this.shadow = new PointLightShadow();
  22564. }
  22565. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22566. constructor: PointLight,
  22567. isPointLight: true,
  22568. copy: function ( source ) {
  22569. Light.prototype.copy.call( this, source );
  22570. this.distance = source.distance;
  22571. this.decay = source.decay;
  22572. this.shadow = source.shadow.clone();
  22573. return this;
  22574. }
  22575. } );
  22576. /**
  22577. * @author alteredq / http://alteredqualia.com/
  22578. * @author arose / http://github.com/arose
  22579. */
  22580. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22581. Camera.call( this );
  22582. this.type = 'OrthographicCamera';
  22583. this.zoom = 1;
  22584. this.view = null;
  22585. this.left = ( left !== undefined ) ? left : - 1;
  22586. this.right = ( right !== undefined ) ? right : 1;
  22587. this.top = ( top !== undefined ) ? top : 1;
  22588. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22589. this.near = ( near !== undefined ) ? near : 0.1;
  22590. this.far = ( far !== undefined ) ? far : 2000;
  22591. this.updateProjectionMatrix();
  22592. }
  22593. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22594. constructor: OrthographicCamera,
  22595. isOrthographicCamera: true,
  22596. copy: function ( source, recursive ) {
  22597. Camera.prototype.copy.call( this, source, recursive );
  22598. this.left = source.left;
  22599. this.right = source.right;
  22600. this.top = source.top;
  22601. this.bottom = source.bottom;
  22602. this.near = source.near;
  22603. this.far = source.far;
  22604. this.zoom = source.zoom;
  22605. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22606. return this;
  22607. },
  22608. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22609. if ( this.view === null ) {
  22610. this.view = {
  22611. enabled: true,
  22612. fullWidth: 1,
  22613. fullHeight: 1,
  22614. offsetX: 0,
  22615. offsetY: 0,
  22616. width: 1,
  22617. height: 1
  22618. };
  22619. }
  22620. this.view.enabled = true;
  22621. this.view.fullWidth = fullWidth;
  22622. this.view.fullHeight = fullHeight;
  22623. this.view.offsetX = x;
  22624. this.view.offsetY = y;
  22625. this.view.width = width;
  22626. this.view.height = height;
  22627. this.updateProjectionMatrix();
  22628. },
  22629. clearViewOffset: function () {
  22630. if ( this.view !== null ) {
  22631. this.view.enabled = false;
  22632. }
  22633. this.updateProjectionMatrix();
  22634. },
  22635. updateProjectionMatrix: function () {
  22636. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22637. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22638. var cx = ( this.right + this.left ) / 2;
  22639. var cy = ( this.top + this.bottom ) / 2;
  22640. var left = cx - dx;
  22641. var right = cx + dx;
  22642. var top = cy + dy;
  22643. var bottom = cy - dy;
  22644. if ( this.view !== null && this.view.enabled ) {
  22645. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22646. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22647. var scaleW = ( this.right - this.left ) / this.view.width;
  22648. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22649. left += scaleW * ( this.view.offsetX / zoomW );
  22650. right = left + scaleW * ( this.view.width / zoomW );
  22651. top -= scaleH * ( this.view.offsetY / zoomH );
  22652. bottom = top - scaleH * ( this.view.height / zoomH );
  22653. }
  22654. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22655. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22656. },
  22657. toJSON: function ( meta ) {
  22658. var data = Object3D.prototype.toJSON.call( this, meta );
  22659. data.object.zoom = this.zoom;
  22660. data.object.left = this.left;
  22661. data.object.right = this.right;
  22662. data.object.top = this.top;
  22663. data.object.bottom = this.bottom;
  22664. data.object.near = this.near;
  22665. data.object.far = this.far;
  22666. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22667. return data;
  22668. }
  22669. } );
  22670. /**
  22671. * @author mrdoob / http://mrdoob.com/
  22672. */
  22673. function DirectionalLightShadow() {
  22674. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22675. }
  22676. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22677. constructor: DirectionalLightShadow,
  22678. isDirectionalLightShadow: true,
  22679. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22680. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22681. }
  22682. } );
  22683. /**
  22684. * @author mrdoob / http://mrdoob.com/
  22685. * @author alteredq / http://alteredqualia.com/
  22686. */
  22687. function DirectionalLight( color, intensity ) {
  22688. Light.call( this, color, intensity );
  22689. this.type = 'DirectionalLight';
  22690. this.position.copy( Object3D.DefaultUp );
  22691. this.updateMatrix();
  22692. this.target = new Object3D();
  22693. this.shadow = new DirectionalLightShadow();
  22694. }
  22695. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22696. constructor: DirectionalLight,
  22697. isDirectionalLight: true,
  22698. copy: function ( source ) {
  22699. Light.prototype.copy.call( this, source );
  22700. this.target = source.target.clone();
  22701. this.shadow = source.shadow.clone();
  22702. return this;
  22703. }
  22704. } );
  22705. /**
  22706. * @author mrdoob / http://mrdoob.com/
  22707. */
  22708. function AmbientLight( color, intensity ) {
  22709. Light.call( this, color, intensity );
  22710. this.type = 'AmbientLight';
  22711. this.castShadow = undefined;
  22712. }
  22713. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22714. constructor: AmbientLight,
  22715. isAmbientLight: true
  22716. } );
  22717. /**
  22718. * @author abelnation / http://github.com/abelnation
  22719. */
  22720. function RectAreaLight( color, intensity, width, height ) {
  22721. Light.call( this, color, intensity );
  22722. this.type = 'RectAreaLight';
  22723. this.width = ( width !== undefined ) ? width : 10;
  22724. this.height = ( height !== undefined ) ? height : 10;
  22725. }
  22726. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22727. constructor: RectAreaLight,
  22728. isRectAreaLight: true,
  22729. copy: function ( source ) {
  22730. Light.prototype.copy.call( this, source );
  22731. this.width = source.width;
  22732. this.height = source.height;
  22733. return this;
  22734. },
  22735. toJSON: function ( meta ) {
  22736. var data = Light.prototype.toJSON.call( this, meta );
  22737. data.object.width = this.width;
  22738. data.object.height = this.height;
  22739. return data;
  22740. }
  22741. } );
  22742. /**
  22743. * @author mrdoob / http://mrdoob.com/
  22744. */
  22745. function MaterialLoader( manager ) {
  22746. Loader.call( this, manager );
  22747. this.textures = {};
  22748. }
  22749. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22750. constructor: MaterialLoader,
  22751. load: function ( url, onLoad, onProgress, onError ) {
  22752. var scope = this;
  22753. var loader = new FileLoader( scope.manager );
  22754. loader.setPath( scope.path );
  22755. loader.load( url, function ( text ) {
  22756. onLoad( scope.parse( JSON.parse( text ) ) );
  22757. }, onProgress, onError );
  22758. },
  22759. parse: function ( json ) {
  22760. var textures = this.textures;
  22761. function getTexture( name ) {
  22762. if ( textures[ name ] === undefined ) {
  22763. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22764. }
  22765. return textures[ name ];
  22766. }
  22767. var material = new Materials[ json.type ]();
  22768. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22769. if ( json.name !== undefined ) material.name = json.name;
  22770. if ( json.color !== undefined ) material.color.setHex( json.color );
  22771. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22772. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22773. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22774. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22775. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22776. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  22777. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  22778. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22779. if ( json.fog !== undefined ) material.fog = json.fog;
  22780. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22781. if ( json.blending !== undefined ) material.blending = json.blending;
  22782. if ( json.combine !== undefined ) material.combine = json.combine;
  22783. if ( json.side !== undefined ) material.side = json.side;
  22784. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22785. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22786. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22787. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22788. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22789. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22790. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22791. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22792. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22793. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22794. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22795. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22796. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22797. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22798. if ( json.scale !== undefined ) material.scale = json.scale;
  22799. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22800. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22801. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22802. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22803. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22804. if ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;
  22805. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22806. if ( json.visible !== undefined ) material.visible = json.visible;
  22807. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  22808. if ( json.userData !== undefined ) material.userData = json.userData;
  22809. // Shader Material
  22810. if ( json.uniforms !== undefined ) {
  22811. for ( var name in json.uniforms ) {
  22812. var uniform = json.uniforms[ name ];
  22813. material.uniforms[ name ] = {};
  22814. switch ( uniform.type ) {
  22815. case 't':
  22816. material.uniforms[ name ].value = getTexture( uniform.value );
  22817. break;
  22818. case 'c':
  22819. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22820. break;
  22821. case 'v2':
  22822. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22823. break;
  22824. case 'v3':
  22825. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22826. break;
  22827. case 'v4':
  22828. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22829. break;
  22830. case 'm3':
  22831. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  22832. case 'm4':
  22833. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22834. break;
  22835. default:
  22836. material.uniforms[ name ].value = uniform.value;
  22837. }
  22838. }
  22839. }
  22840. if ( json.defines !== undefined ) material.defines = json.defines;
  22841. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22842. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22843. if ( json.extensions !== undefined ) {
  22844. for ( var key in json.extensions ) {
  22845. material.extensions[ key ] = json.extensions[ key ];
  22846. }
  22847. }
  22848. // Deprecated
  22849. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22850. // for PointsMaterial
  22851. if ( json.size !== undefined ) material.size = json.size;
  22852. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22853. // maps
  22854. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22855. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  22856. if ( json.alphaMap !== undefined ) {
  22857. material.alphaMap = getTexture( json.alphaMap );
  22858. material.transparent = true;
  22859. }
  22860. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22861. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22862. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22863. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22864. if ( json.normalScale !== undefined ) {
  22865. var normalScale = json.normalScale;
  22866. if ( Array.isArray( normalScale ) === false ) {
  22867. // Blender exporter used to export a scalar. See #7459
  22868. normalScale = [ normalScale, normalScale ];
  22869. }
  22870. material.normalScale = new Vector2().fromArray( normalScale );
  22871. }
  22872. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22873. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22874. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22875. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22876. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22877. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22878. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22879. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22880. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22881. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22882. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22883. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  22884. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22885. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22886. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22887. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22888. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22889. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  22890. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  22891. return material;
  22892. },
  22893. setTextures: function ( value ) {
  22894. this.textures = value;
  22895. return this;
  22896. }
  22897. } );
  22898. /**
  22899. * @author Don McCurdy / https://www.donmccurdy.com
  22900. */
  22901. var LoaderUtils = {
  22902. decodeText: function ( array ) {
  22903. if ( typeof TextDecoder !== 'undefined' ) {
  22904. return new TextDecoder().decode( array );
  22905. }
  22906. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22907. // throws a "maximum call stack size exceeded" error for large arrays.
  22908. var s = '';
  22909. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22910. // Implicitly assumes little-endian.
  22911. s += String.fromCharCode( array[ i ] );
  22912. }
  22913. try {
  22914. // merges multi-byte utf-8 characters.
  22915. return decodeURIComponent( escape( s ) );
  22916. } catch ( e ) { // see #16358
  22917. return s;
  22918. }
  22919. },
  22920. extractUrlBase: function ( url ) {
  22921. var index = url.lastIndexOf( '/' );
  22922. if ( index === - 1 ) return './';
  22923. return url.substr( 0, index + 1 );
  22924. }
  22925. };
  22926. /**
  22927. * @author benaadams / https://twitter.com/ben_a_adams
  22928. */
  22929. function InstancedBufferGeometry() {
  22930. BufferGeometry.call( this );
  22931. this.type = 'InstancedBufferGeometry';
  22932. this.maxInstancedCount = undefined;
  22933. }
  22934. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  22935. constructor: InstancedBufferGeometry,
  22936. isInstancedBufferGeometry: true,
  22937. copy: function ( source ) {
  22938. BufferGeometry.prototype.copy.call( this, source );
  22939. this.maxInstancedCount = source.maxInstancedCount;
  22940. return this;
  22941. },
  22942. clone: function () {
  22943. return new this.constructor().copy( this );
  22944. },
  22945. toJSON: function () {
  22946. var data = BufferGeometry.prototype.toJSON.call( this );
  22947. data.maxInstancedCount = this.maxInstancedCount;
  22948. data.isInstancedBufferGeometry = true;
  22949. return data;
  22950. }
  22951. } );
  22952. /**
  22953. * @author benaadams / https://twitter.com/ben_a_adams
  22954. */
  22955. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  22956. if ( typeof ( normalized ) === 'number' ) {
  22957. meshPerAttribute = normalized;
  22958. normalized = false;
  22959. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  22960. }
  22961. BufferAttribute.call( this, array, itemSize, normalized );
  22962. this.meshPerAttribute = meshPerAttribute || 1;
  22963. }
  22964. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  22965. constructor: InstancedBufferAttribute,
  22966. isInstancedBufferAttribute: true,
  22967. copy: function ( source ) {
  22968. BufferAttribute.prototype.copy.call( this, source );
  22969. this.meshPerAttribute = source.meshPerAttribute;
  22970. return this;
  22971. },
  22972. toJSON: function () {
  22973. var data = BufferAttribute.prototype.toJSON.call( this );
  22974. data.meshPerAttribute = this.meshPerAttribute;
  22975. data.isInstancedBufferAttribute = true;
  22976. return data;
  22977. }
  22978. } );
  22979. /**
  22980. * @author mrdoob / http://mrdoob.com/
  22981. */
  22982. function BufferGeometryLoader( manager ) {
  22983. Loader.call( this, manager );
  22984. }
  22985. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22986. constructor: BufferGeometryLoader,
  22987. load: function ( url, onLoad, onProgress, onError ) {
  22988. var scope = this;
  22989. var loader = new FileLoader( scope.manager );
  22990. loader.setPath( scope.path );
  22991. loader.load( url, function ( text ) {
  22992. onLoad( scope.parse( JSON.parse( text ) ) );
  22993. }, onProgress, onError );
  22994. },
  22995. parse: function ( json ) {
  22996. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  22997. var index = json.data.index;
  22998. if ( index !== undefined ) {
  22999. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23000. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23001. }
  23002. var attributes = json.data.attributes;
  23003. for ( var key in attributes ) {
  23004. var attribute = attributes[ key ];
  23005. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23006. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23007. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23008. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23009. geometry.addAttribute( key, bufferAttribute );
  23010. }
  23011. var morphAttributes = json.data.morphAttributes;
  23012. if ( morphAttributes ) {
  23013. for ( var key in morphAttributes ) {
  23014. var attributeArray = morphAttributes[ key ];
  23015. var array = [];
  23016. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23017. var attribute = attributeArray[ i ];
  23018. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23019. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23020. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  23021. array.push( bufferAttribute );
  23022. }
  23023. geometry.morphAttributes[ key ] = array;
  23024. }
  23025. }
  23026. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23027. if ( groups !== undefined ) {
  23028. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23029. var group = groups[ i ];
  23030. geometry.addGroup( group.start, group.count, group.materialIndex );
  23031. }
  23032. }
  23033. var boundingSphere = json.data.boundingSphere;
  23034. if ( boundingSphere !== undefined ) {
  23035. var center = new Vector3();
  23036. if ( boundingSphere.center !== undefined ) {
  23037. center.fromArray( boundingSphere.center );
  23038. }
  23039. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23040. }
  23041. if ( json.name ) geometry.name = json.name;
  23042. if ( json.userData ) geometry.userData = json.userData;
  23043. return geometry;
  23044. }
  23045. } );
  23046. var TYPED_ARRAYS = {
  23047. Int8Array: Int8Array,
  23048. Uint8Array: Uint8Array,
  23049. // Workaround for IE11 pre KB2929437. See #11440
  23050. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23051. Int16Array: Int16Array,
  23052. Uint16Array: Uint16Array,
  23053. Int32Array: Int32Array,
  23054. Uint32Array: Uint32Array,
  23055. Float32Array: Float32Array,
  23056. Float64Array: Float64Array
  23057. };
  23058. /**
  23059. * @author mrdoob / http://mrdoob.com/
  23060. */
  23061. function ObjectLoader( manager ) {
  23062. Loader.call( this, manager );
  23063. }
  23064. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23065. constructor: ObjectLoader,
  23066. load: function ( url, onLoad, onProgress, onError ) {
  23067. var scope = this;
  23068. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23069. this.resourcePath = this.resourcePath || path;
  23070. var loader = new FileLoader( scope.manager );
  23071. loader.setPath( this.path );
  23072. loader.load( url, function ( text ) {
  23073. var json = null;
  23074. try {
  23075. json = JSON.parse( text );
  23076. } catch ( error ) {
  23077. if ( onError !== undefined ) onError( error );
  23078. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23079. return;
  23080. }
  23081. var metadata = json.metadata;
  23082. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23083. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23084. return;
  23085. }
  23086. scope.parse( json, onLoad );
  23087. }, onProgress, onError );
  23088. },
  23089. parse: function ( json, onLoad ) {
  23090. var shapes = this.parseShape( json.shapes );
  23091. var geometries = this.parseGeometries( json.geometries, shapes );
  23092. var images = this.parseImages( json.images, function () {
  23093. if ( onLoad !== undefined ) onLoad( object );
  23094. } );
  23095. var textures = this.parseTextures( json.textures, images );
  23096. var materials = this.parseMaterials( json.materials, textures );
  23097. var object = this.parseObject( json.object, geometries, materials );
  23098. if ( json.animations ) {
  23099. object.animations = this.parseAnimations( json.animations );
  23100. }
  23101. if ( json.images === undefined || json.images.length === 0 ) {
  23102. if ( onLoad !== undefined ) onLoad( object );
  23103. }
  23104. return object;
  23105. },
  23106. parseShape: function ( json ) {
  23107. var shapes = {};
  23108. if ( json !== undefined ) {
  23109. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23110. var shape = new Shape().fromJSON( json[ i ] );
  23111. shapes[ shape.uuid ] = shape;
  23112. }
  23113. }
  23114. return shapes;
  23115. },
  23116. parseGeometries: function ( json, shapes ) {
  23117. var geometries = {};
  23118. if ( json !== undefined ) {
  23119. var bufferGeometryLoader = new BufferGeometryLoader();
  23120. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23121. var geometry;
  23122. var data = json[ i ];
  23123. switch ( data.type ) {
  23124. case 'PlaneGeometry':
  23125. case 'PlaneBufferGeometry':
  23126. geometry = new Geometries[ data.type ](
  23127. data.width,
  23128. data.height,
  23129. data.widthSegments,
  23130. data.heightSegments
  23131. );
  23132. break;
  23133. case 'BoxGeometry':
  23134. case 'BoxBufferGeometry':
  23135. case 'CubeGeometry': // backwards compatible
  23136. geometry = new Geometries[ data.type ](
  23137. data.width,
  23138. data.height,
  23139. data.depth,
  23140. data.widthSegments,
  23141. data.heightSegments,
  23142. data.depthSegments
  23143. );
  23144. break;
  23145. case 'CircleGeometry':
  23146. case 'CircleBufferGeometry':
  23147. geometry = new Geometries[ data.type ](
  23148. data.radius,
  23149. data.segments,
  23150. data.thetaStart,
  23151. data.thetaLength
  23152. );
  23153. break;
  23154. case 'CylinderGeometry':
  23155. case 'CylinderBufferGeometry':
  23156. geometry = new Geometries[ data.type ](
  23157. data.radiusTop,
  23158. data.radiusBottom,
  23159. data.height,
  23160. data.radialSegments,
  23161. data.heightSegments,
  23162. data.openEnded,
  23163. data.thetaStart,
  23164. data.thetaLength
  23165. );
  23166. break;
  23167. case 'ConeGeometry':
  23168. case 'ConeBufferGeometry':
  23169. geometry = new Geometries[ data.type ](
  23170. data.radius,
  23171. data.height,
  23172. data.radialSegments,
  23173. data.heightSegments,
  23174. data.openEnded,
  23175. data.thetaStart,
  23176. data.thetaLength
  23177. );
  23178. break;
  23179. case 'SphereGeometry':
  23180. case 'SphereBufferGeometry':
  23181. geometry = new Geometries[ data.type ](
  23182. data.radius,
  23183. data.widthSegments,
  23184. data.heightSegments,
  23185. data.phiStart,
  23186. data.phiLength,
  23187. data.thetaStart,
  23188. data.thetaLength
  23189. );
  23190. break;
  23191. case 'DodecahedronGeometry':
  23192. case 'DodecahedronBufferGeometry':
  23193. case 'IcosahedronGeometry':
  23194. case 'IcosahedronBufferGeometry':
  23195. case 'OctahedronGeometry':
  23196. case 'OctahedronBufferGeometry':
  23197. case 'TetrahedronGeometry':
  23198. case 'TetrahedronBufferGeometry':
  23199. geometry = new Geometries[ data.type ](
  23200. data.radius,
  23201. data.detail
  23202. );
  23203. break;
  23204. case 'RingGeometry':
  23205. case 'RingBufferGeometry':
  23206. geometry = new Geometries[ data.type ](
  23207. data.innerRadius,
  23208. data.outerRadius,
  23209. data.thetaSegments,
  23210. data.phiSegments,
  23211. data.thetaStart,
  23212. data.thetaLength
  23213. );
  23214. break;
  23215. case 'TorusGeometry':
  23216. case 'TorusBufferGeometry':
  23217. geometry = new Geometries[ data.type ](
  23218. data.radius,
  23219. data.tube,
  23220. data.radialSegments,
  23221. data.tubularSegments,
  23222. data.arc
  23223. );
  23224. break;
  23225. case 'TorusKnotGeometry':
  23226. case 'TorusKnotBufferGeometry':
  23227. geometry = new Geometries[ data.type ](
  23228. data.radius,
  23229. data.tube,
  23230. data.tubularSegments,
  23231. data.radialSegments,
  23232. data.p,
  23233. data.q
  23234. );
  23235. break;
  23236. case 'TubeGeometry':
  23237. case 'TubeBufferGeometry':
  23238. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23239. // User defined curves or instances of CurvePath will not be deserialized.
  23240. geometry = new Geometries[ data.type ](
  23241. new Curves[ data.path.type ]().fromJSON( data.path ),
  23242. data.tubularSegments,
  23243. data.radius,
  23244. data.radialSegments,
  23245. data.closed
  23246. );
  23247. break;
  23248. case 'LatheGeometry':
  23249. case 'LatheBufferGeometry':
  23250. geometry = new Geometries[ data.type ](
  23251. data.points,
  23252. data.segments,
  23253. data.phiStart,
  23254. data.phiLength
  23255. );
  23256. break;
  23257. case 'PolyhedronGeometry':
  23258. case 'PolyhedronBufferGeometry':
  23259. geometry = new Geometries[ data.type ](
  23260. data.vertices,
  23261. data.indices,
  23262. data.radius,
  23263. data.details
  23264. );
  23265. break;
  23266. case 'ShapeGeometry':
  23267. case 'ShapeBufferGeometry':
  23268. var geometryShapes = [];
  23269. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23270. var shape = shapes[ data.shapes[ j ] ];
  23271. geometryShapes.push( shape );
  23272. }
  23273. geometry = new Geometries[ data.type ](
  23274. geometryShapes,
  23275. data.curveSegments
  23276. );
  23277. break;
  23278. case 'ExtrudeGeometry':
  23279. case 'ExtrudeBufferGeometry':
  23280. var geometryShapes = [];
  23281. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23282. var shape = shapes[ data.shapes[ j ] ];
  23283. geometryShapes.push( shape );
  23284. }
  23285. var extrudePath = data.options.extrudePath;
  23286. if ( extrudePath !== undefined ) {
  23287. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23288. }
  23289. geometry = new Geometries[ data.type ](
  23290. geometryShapes,
  23291. data.options
  23292. );
  23293. break;
  23294. case 'BufferGeometry':
  23295. case 'InstancedBufferGeometry':
  23296. geometry = bufferGeometryLoader.parse( data );
  23297. break;
  23298. case 'Geometry':
  23299. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23300. var geometryLoader = new THREE.LegacyJSONLoader();
  23301. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23302. } else {
  23303. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23304. }
  23305. break;
  23306. default:
  23307. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23308. continue;
  23309. }
  23310. geometry.uuid = data.uuid;
  23311. if ( data.name !== undefined ) geometry.name = data.name;
  23312. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  23313. geometries[ data.uuid ] = geometry;
  23314. }
  23315. }
  23316. return geometries;
  23317. },
  23318. parseMaterials: function ( json, textures ) {
  23319. var cache = {}; // MultiMaterial
  23320. var materials = {};
  23321. if ( json !== undefined ) {
  23322. var loader = new MaterialLoader();
  23323. loader.setTextures( textures );
  23324. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23325. var data = json[ i ];
  23326. if ( data.type === 'MultiMaterial' ) {
  23327. // Deprecated
  23328. var array = [];
  23329. for ( var j = 0; j < data.materials.length; j ++ ) {
  23330. var material = data.materials[ j ];
  23331. if ( cache[ material.uuid ] === undefined ) {
  23332. cache[ material.uuid ] = loader.parse( material );
  23333. }
  23334. array.push( cache[ material.uuid ] );
  23335. }
  23336. materials[ data.uuid ] = array;
  23337. } else {
  23338. if ( cache[ data.uuid ] === undefined ) {
  23339. cache[ data.uuid ] = loader.parse( data );
  23340. }
  23341. materials[ data.uuid ] = cache[ data.uuid ];
  23342. }
  23343. }
  23344. }
  23345. return materials;
  23346. },
  23347. parseAnimations: function ( json ) {
  23348. var animations = [];
  23349. for ( var i = 0; i < json.length; i ++ ) {
  23350. var data = json[ i ];
  23351. var clip = AnimationClip.parse( data );
  23352. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  23353. animations.push( clip );
  23354. }
  23355. return animations;
  23356. },
  23357. parseImages: function ( json, onLoad ) {
  23358. var scope = this;
  23359. var images = {};
  23360. function loadImage( url ) {
  23361. scope.manager.itemStart( url );
  23362. return loader.load( url, function () {
  23363. scope.manager.itemEnd( url );
  23364. }, undefined, function () {
  23365. scope.manager.itemError( url );
  23366. scope.manager.itemEnd( url );
  23367. } );
  23368. }
  23369. if ( json !== undefined && json.length > 0 ) {
  23370. var manager = new LoadingManager( onLoad );
  23371. var loader = new ImageLoader( manager );
  23372. loader.setCrossOrigin( this.crossOrigin );
  23373. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23374. var image = json[ i ];
  23375. var url = image.url;
  23376. if ( Array.isArray( url ) ) {
  23377. // load array of images e.g CubeTexture
  23378. images[ image.uuid ] = [];
  23379. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23380. var currentUrl = url[ j ];
  23381. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23382. images[ image.uuid ].push( loadImage( path ) );
  23383. }
  23384. } else {
  23385. // load single image
  23386. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23387. images[ image.uuid ] = loadImage( path );
  23388. }
  23389. }
  23390. }
  23391. return images;
  23392. },
  23393. parseTextures: function ( json, images ) {
  23394. function parseConstant( value, type ) {
  23395. if ( typeof value === 'number' ) return value;
  23396. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23397. return type[ value ];
  23398. }
  23399. var textures = {};
  23400. if ( json !== undefined ) {
  23401. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23402. var data = json[ i ];
  23403. if ( data.image === undefined ) {
  23404. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23405. }
  23406. if ( images[ data.image ] === undefined ) {
  23407. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23408. }
  23409. var texture;
  23410. if ( Array.isArray( images[ data.image ] ) ) {
  23411. texture = new CubeTexture( images[ data.image ] );
  23412. } else {
  23413. texture = new Texture( images[ data.image ] );
  23414. }
  23415. texture.needsUpdate = true;
  23416. texture.uuid = data.uuid;
  23417. if ( data.name !== undefined ) texture.name = data.name;
  23418. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  23419. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  23420. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  23421. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  23422. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  23423. if ( data.wrap !== undefined ) {
  23424. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23425. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23426. }
  23427. if ( data.format !== undefined ) texture.format = data.format;
  23428. if ( data.type !== undefined ) texture.type = data.type;
  23429. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  23430. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  23431. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  23432. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  23433. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  23434. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  23435. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  23436. textures[ data.uuid ] = texture;
  23437. }
  23438. }
  23439. return textures;
  23440. },
  23441. parseObject: function ( data, geometries, materials ) {
  23442. var object;
  23443. function getGeometry( name ) {
  23444. if ( geometries[ name ] === undefined ) {
  23445. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23446. }
  23447. return geometries[ name ];
  23448. }
  23449. function getMaterial( name ) {
  23450. if ( name === undefined ) return undefined;
  23451. if ( Array.isArray( name ) ) {
  23452. var array = [];
  23453. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23454. var uuid = name[ i ];
  23455. if ( materials[ uuid ] === undefined ) {
  23456. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23457. }
  23458. array.push( materials[ uuid ] );
  23459. }
  23460. return array;
  23461. }
  23462. if ( materials[ name ] === undefined ) {
  23463. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23464. }
  23465. return materials[ name ];
  23466. }
  23467. switch ( data.type ) {
  23468. case 'Scene':
  23469. object = new Scene();
  23470. if ( data.background !== undefined ) {
  23471. if ( Number.isInteger( data.background ) ) {
  23472. object.background = new Color( data.background );
  23473. }
  23474. }
  23475. if ( data.fog !== undefined ) {
  23476. if ( data.fog.type === 'Fog' ) {
  23477. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23478. } else if ( data.fog.type === 'FogExp2' ) {
  23479. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23480. }
  23481. }
  23482. break;
  23483. case 'PerspectiveCamera':
  23484. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23485. if ( data.focus !== undefined ) object.focus = data.focus;
  23486. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23487. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  23488. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  23489. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23490. break;
  23491. case 'OrthographicCamera':
  23492. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23493. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  23494. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  23495. break;
  23496. case 'AmbientLight':
  23497. object = new AmbientLight( data.color, data.intensity );
  23498. break;
  23499. case 'DirectionalLight':
  23500. object = new DirectionalLight( data.color, data.intensity );
  23501. break;
  23502. case 'PointLight':
  23503. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23504. break;
  23505. case 'RectAreaLight':
  23506. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23507. break;
  23508. case 'SpotLight':
  23509. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23510. break;
  23511. case 'HemisphereLight':
  23512. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23513. break;
  23514. case 'SkinnedMesh':
  23515. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23516. case 'Mesh':
  23517. var geometry = getGeometry( data.geometry );
  23518. var material = getMaterial( data.material );
  23519. if ( geometry.bones && geometry.bones.length > 0 ) {
  23520. object = new SkinnedMesh( geometry, material );
  23521. } else {
  23522. object = new Mesh( geometry, material );
  23523. }
  23524. if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
  23525. break;
  23526. case 'LOD':
  23527. object = new LOD();
  23528. break;
  23529. case 'Line':
  23530. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23531. break;
  23532. case 'LineLoop':
  23533. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23534. break;
  23535. case 'LineSegments':
  23536. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23537. break;
  23538. case 'PointCloud':
  23539. case 'Points':
  23540. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23541. break;
  23542. case 'Sprite':
  23543. object = new Sprite( getMaterial( data.material ) );
  23544. break;
  23545. case 'Group':
  23546. object = new Group();
  23547. break;
  23548. default:
  23549. object = new Object3D();
  23550. }
  23551. object.uuid = data.uuid;
  23552. if ( data.name !== undefined ) object.name = data.name;
  23553. if ( data.matrix !== undefined ) {
  23554. object.matrix.fromArray( data.matrix );
  23555. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23556. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  23557. } else {
  23558. if ( data.position !== undefined ) object.position.fromArray( data.position );
  23559. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  23560. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  23561. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  23562. }
  23563. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  23564. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  23565. if ( data.shadow ) {
  23566. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  23567. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  23568. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  23569. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  23570. }
  23571. if ( data.visible !== undefined ) object.visible = data.visible;
  23572. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  23573. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  23574. if ( data.userData !== undefined ) object.userData = data.userData;
  23575. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  23576. if ( data.children !== undefined ) {
  23577. var children = data.children;
  23578. for ( var i = 0; i < children.length; i ++ ) {
  23579. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23580. }
  23581. }
  23582. if ( data.type === 'LOD' ) {
  23583. var levels = data.levels;
  23584. for ( var l = 0; l < levels.length; l ++ ) {
  23585. var level = levels[ l ];
  23586. var child = object.getObjectByProperty( 'uuid', level.object );
  23587. if ( child !== undefined ) {
  23588. object.addLevel( child, level.distance );
  23589. }
  23590. }
  23591. }
  23592. return object;
  23593. }
  23594. } );
  23595. var TEXTURE_MAPPING = {
  23596. UVMapping: UVMapping,
  23597. CubeReflectionMapping: CubeReflectionMapping,
  23598. CubeRefractionMapping: CubeRefractionMapping,
  23599. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23600. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23601. SphericalReflectionMapping: SphericalReflectionMapping,
  23602. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23603. CubeUVRefractionMapping: CubeUVRefractionMapping
  23604. };
  23605. var TEXTURE_WRAPPING = {
  23606. RepeatWrapping: RepeatWrapping,
  23607. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23608. MirroredRepeatWrapping: MirroredRepeatWrapping
  23609. };
  23610. var TEXTURE_FILTER = {
  23611. NearestFilter: NearestFilter,
  23612. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23613. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23614. LinearFilter: LinearFilter,
  23615. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23616. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23617. };
  23618. /**
  23619. * @author thespite / http://clicktorelease.com/
  23620. */
  23621. function ImageBitmapLoader( manager ) {
  23622. if ( typeof createImageBitmap === 'undefined' ) {
  23623. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23624. }
  23625. if ( typeof fetch === 'undefined' ) {
  23626. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23627. }
  23628. Loader.call( this, manager );
  23629. this.options = undefined;
  23630. }
  23631. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23632. constructor: ImageBitmapLoader,
  23633. setOptions: function setOptions( options ) {
  23634. this.options = options;
  23635. return this;
  23636. },
  23637. load: function ( url, onLoad, onProgress, onError ) {
  23638. if ( url === undefined ) url = '';
  23639. if ( this.path !== undefined ) url = this.path + url;
  23640. url = this.manager.resolveURL( url );
  23641. var scope = this;
  23642. var cached = Cache.get( url );
  23643. if ( cached !== undefined ) {
  23644. scope.manager.itemStart( url );
  23645. setTimeout( function () {
  23646. if ( onLoad ) onLoad( cached );
  23647. scope.manager.itemEnd( url );
  23648. }, 0 );
  23649. return cached;
  23650. }
  23651. fetch( url ).then( function ( res ) {
  23652. return res.blob();
  23653. } ).then( function ( blob ) {
  23654. if ( scope.options === undefined ) {
  23655. // Workaround for FireFox. It causes an error if you pass options.
  23656. return createImageBitmap( blob );
  23657. } else {
  23658. return createImageBitmap( blob, scope.options );
  23659. }
  23660. } ).then( function ( imageBitmap ) {
  23661. Cache.add( url, imageBitmap );
  23662. if ( onLoad ) onLoad( imageBitmap );
  23663. scope.manager.itemEnd( url );
  23664. } ).catch( function ( e ) {
  23665. if ( onError ) onError( e );
  23666. scope.manager.itemError( url );
  23667. scope.manager.itemEnd( url );
  23668. } );
  23669. scope.manager.itemStart( url );
  23670. }
  23671. } );
  23672. /**
  23673. * @author zz85 / http://www.lab4games.net/zz85/blog
  23674. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23675. **/
  23676. function ShapePath() {
  23677. this.type = 'ShapePath';
  23678. this.color = new Color();
  23679. this.subPaths = [];
  23680. this.currentPath = null;
  23681. }
  23682. Object.assign( ShapePath.prototype, {
  23683. moveTo: function ( x, y ) {
  23684. this.currentPath = new Path();
  23685. this.subPaths.push( this.currentPath );
  23686. this.currentPath.moveTo( x, y );
  23687. },
  23688. lineTo: function ( x, y ) {
  23689. this.currentPath.lineTo( x, y );
  23690. },
  23691. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23692. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23693. },
  23694. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23695. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23696. },
  23697. splineThru: function ( pts ) {
  23698. this.currentPath.splineThru( pts );
  23699. },
  23700. toShapes: function ( isCCW, noHoles ) {
  23701. function toShapesNoHoles( inSubpaths ) {
  23702. var shapes = [];
  23703. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23704. var tmpPath = inSubpaths[ i ];
  23705. var tmpShape = new Shape();
  23706. tmpShape.curves = tmpPath.curves;
  23707. shapes.push( tmpShape );
  23708. }
  23709. return shapes;
  23710. }
  23711. function isPointInsidePolygon( inPt, inPolygon ) {
  23712. var polyLen = inPolygon.length;
  23713. // inPt on polygon contour => immediate success or
  23714. // toggling of inside/outside at every single! intersection point of an edge
  23715. // with the horizontal line through inPt, left of inPt
  23716. // not counting lowerY endpoints of edges and whole edges on that line
  23717. var inside = false;
  23718. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23719. var edgeLowPt = inPolygon[ p ];
  23720. var edgeHighPt = inPolygon[ q ];
  23721. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23722. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23723. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23724. // not parallel
  23725. if ( edgeDy < 0 ) {
  23726. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23727. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23728. }
  23729. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23730. if ( inPt.y === edgeLowPt.y ) {
  23731. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23732. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23733. } else {
  23734. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23735. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23736. if ( perpEdge < 0 ) continue;
  23737. inside = ! inside; // true intersection left of inPt
  23738. }
  23739. } else {
  23740. // parallel or collinear
  23741. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23742. // edge lies on the same horizontal line as inPt
  23743. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23744. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23745. // continue;
  23746. }
  23747. }
  23748. return inside;
  23749. }
  23750. var isClockWise = ShapeUtils.isClockWise;
  23751. var subPaths = this.subPaths;
  23752. if ( subPaths.length === 0 ) return [];
  23753. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23754. var solid, tmpPath, tmpShape, shapes = [];
  23755. if ( subPaths.length === 1 ) {
  23756. tmpPath = subPaths[ 0 ];
  23757. tmpShape = new Shape();
  23758. tmpShape.curves = tmpPath.curves;
  23759. shapes.push( tmpShape );
  23760. return shapes;
  23761. }
  23762. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23763. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23764. // console.log("Holes first", holesFirst);
  23765. var betterShapeHoles = [];
  23766. var newShapes = [];
  23767. var newShapeHoles = [];
  23768. var mainIdx = 0;
  23769. var tmpPoints;
  23770. newShapes[ mainIdx ] = undefined;
  23771. newShapeHoles[ mainIdx ] = [];
  23772. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23773. tmpPath = subPaths[ i ];
  23774. tmpPoints = tmpPath.getPoints();
  23775. solid = isClockWise( tmpPoints );
  23776. solid = isCCW ? ! solid : solid;
  23777. if ( solid ) {
  23778. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23779. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23780. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23781. if ( holesFirst ) mainIdx ++;
  23782. newShapeHoles[ mainIdx ] = [];
  23783. //console.log('cw', i);
  23784. } else {
  23785. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23786. //console.log('ccw', i);
  23787. }
  23788. }
  23789. // only Holes? -> probably all Shapes with wrong orientation
  23790. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23791. if ( newShapes.length > 1 ) {
  23792. var ambiguous = false;
  23793. var toChange = [];
  23794. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23795. betterShapeHoles[ sIdx ] = [];
  23796. }
  23797. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23798. var sho = newShapeHoles[ sIdx ];
  23799. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23800. var ho = sho[ hIdx ];
  23801. var hole_unassigned = true;
  23802. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23803. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23804. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23805. if ( hole_unassigned ) {
  23806. hole_unassigned = false;
  23807. betterShapeHoles[ s2Idx ].push( ho );
  23808. } else {
  23809. ambiguous = true;
  23810. }
  23811. }
  23812. }
  23813. if ( hole_unassigned ) {
  23814. betterShapeHoles[ sIdx ].push( ho );
  23815. }
  23816. }
  23817. }
  23818. // console.log("ambiguous: ", ambiguous);
  23819. if ( toChange.length > 0 ) {
  23820. // console.log("to change: ", toChange);
  23821. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23822. }
  23823. }
  23824. var tmpHoles;
  23825. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23826. tmpShape = newShapes[ i ].s;
  23827. shapes.push( tmpShape );
  23828. tmpHoles = newShapeHoles[ i ];
  23829. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23830. tmpShape.holes.push( tmpHoles[ j ].h );
  23831. }
  23832. }
  23833. //console.log("shape", shapes);
  23834. return shapes;
  23835. }
  23836. } );
  23837. /**
  23838. * @author zz85 / http://www.lab4games.net/zz85/blog
  23839. * @author mrdoob / http://mrdoob.com/
  23840. */
  23841. function Font( data ) {
  23842. this.type = 'Font';
  23843. this.data = data;
  23844. }
  23845. Object.assign( Font.prototype, {
  23846. isFont: true,
  23847. generateShapes: function ( text, size ) {
  23848. if ( size === undefined ) size = 100;
  23849. var shapes = [];
  23850. var paths = createPaths( text, size, this.data );
  23851. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23852. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23853. }
  23854. return shapes;
  23855. }
  23856. } );
  23857. function createPaths( text, size, data ) {
  23858. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23859. var scale = size / data.resolution;
  23860. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23861. var paths = [];
  23862. var offsetX = 0, offsetY = 0;
  23863. for ( var i = 0; i < chars.length; i ++ ) {
  23864. var char = chars[ i ];
  23865. if ( char === '\n' ) {
  23866. offsetX = 0;
  23867. offsetY -= line_height;
  23868. } else {
  23869. var ret = createPath( char, scale, offsetX, offsetY, data );
  23870. offsetX += ret.offsetX;
  23871. paths.push( ret.path );
  23872. }
  23873. }
  23874. return paths;
  23875. }
  23876. function createPath( char, scale, offsetX, offsetY, data ) {
  23877. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23878. if ( ! glyph ) {
  23879. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  23880. return;
  23881. }
  23882. var path = new ShapePath();
  23883. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23884. if ( glyph.o ) {
  23885. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23886. for ( var i = 0, l = outline.length; i < l; ) {
  23887. var action = outline[ i ++ ];
  23888. switch ( action ) {
  23889. case 'm': // moveTo
  23890. x = outline[ i ++ ] * scale + offsetX;
  23891. y = outline[ i ++ ] * scale + offsetY;
  23892. path.moveTo( x, y );
  23893. break;
  23894. case 'l': // lineTo
  23895. x = outline[ i ++ ] * scale + offsetX;
  23896. y = outline[ i ++ ] * scale + offsetY;
  23897. path.lineTo( x, y );
  23898. break;
  23899. case 'q': // quadraticCurveTo
  23900. cpx = outline[ i ++ ] * scale + offsetX;
  23901. cpy = outline[ i ++ ] * scale + offsetY;
  23902. cpx1 = outline[ i ++ ] * scale + offsetX;
  23903. cpy1 = outline[ i ++ ] * scale + offsetY;
  23904. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23905. break;
  23906. case 'b': // bezierCurveTo
  23907. cpx = outline[ i ++ ] * scale + offsetX;
  23908. cpy = outline[ i ++ ] * scale + offsetY;
  23909. cpx1 = outline[ i ++ ] * scale + offsetX;
  23910. cpy1 = outline[ i ++ ] * scale + offsetY;
  23911. cpx2 = outline[ i ++ ] * scale + offsetX;
  23912. cpy2 = outline[ i ++ ] * scale + offsetY;
  23913. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23914. break;
  23915. }
  23916. }
  23917. }
  23918. return { offsetX: glyph.ha * scale, path: path };
  23919. }
  23920. /**
  23921. * @author mrdoob / http://mrdoob.com/
  23922. */
  23923. function FontLoader( manager ) {
  23924. Loader.call( this, manager );
  23925. }
  23926. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23927. constructor: FontLoader,
  23928. load: function ( url, onLoad, onProgress, onError ) {
  23929. var scope = this;
  23930. var loader = new FileLoader( this.manager );
  23931. loader.setPath( this.path );
  23932. loader.load( url, function ( text ) {
  23933. var json;
  23934. try {
  23935. json = JSON.parse( text );
  23936. } catch ( e ) {
  23937. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23938. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23939. }
  23940. var font = scope.parse( json );
  23941. if ( onLoad ) onLoad( font );
  23942. }, onProgress, onError );
  23943. },
  23944. parse: function ( json ) {
  23945. return new Font( json );
  23946. }
  23947. } );
  23948. /**
  23949. * @author mrdoob / http://mrdoob.com/
  23950. */
  23951. var _context;
  23952. var AudioContext = {
  23953. getContext: function () {
  23954. if ( _context === undefined ) {
  23955. _context = new ( window.AudioContext || window.webkitAudioContext )();
  23956. }
  23957. return _context;
  23958. },
  23959. setContext: function ( value ) {
  23960. _context = value;
  23961. }
  23962. };
  23963. /**
  23964. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  23965. */
  23966. function AudioLoader( manager ) {
  23967. Loader.call( this, manager );
  23968. }
  23969. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23970. constructor: AudioLoader,
  23971. load: function ( url, onLoad, onProgress, onError ) {
  23972. var loader = new FileLoader( this.manager );
  23973. loader.setResponseType( 'arraybuffer' );
  23974. loader.setPath( this.path );
  23975. loader.load( url, function ( buffer ) {
  23976. // Create a copy of the buffer. The `decodeAudioData` method
  23977. // detaches the buffer when complete, preventing reuse.
  23978. var bufferCopy = buffer.slice( 0 );
  23979. var context = AudioContext.getContext();
  23980. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  23981. onLoad( audioBuffer );
  23982. } );
  23983. }, onProgress, onError );
  23984. }
  23985. } );
  23986. /**
  23987. * @author bhouston / http://clara.io
  23988. * @author WestLangley / http://github.com/WestLangley
  23989. *
  23990. * Primary reference:
  23991. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23992. *
  23993. * Secondary reference:
  23994. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23995. */
  23996. // 3-band SH defined by 9 coefficients
  23997. function SphericalHarmonics3() {
  23998. this.coefficients = [];
  23999. for ( var i = 0; i < 9; i ++ ) {
  24000. this.coefficients.push( new Vector3() );
  24001. }
  24002. }
  24003. Object.assign( SphericalHarmonics3.prototype, {
  24004. isSphericalHarmonics3: true,
  24005. set: function ( coefficients ) {
  24006. for ( var i = 0; i < 9; i ++ ) {
  24007. this.coefficients[ i ].copy( coefficients[ i ] );
  24008. }
  24009. return this;
  24010. },
  24011. zero: function () {
  24012. for ( var i = 0; i < 9; i ++ ) {
  24013. this.coefficients[ i ].set( 0, 0, 0 );
  24014. }
  24015. return this;
  24016. },
  24017. // get the radiance in the direction of the normal
  24018. // target is a Vector3
  24019. getAt: function ( normal, target ) {
  24020. // normal is assumed to be unit length
  24021. var x = normal.x, y = normal.y, z = normal.z;
  24022. var coeff = this.coefficients;
  24023. // band 0
  24024. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24025. // band 1
  24026. target.addScale( coeff[ 1 ], 0.488603 * y );
  24027. target.addScale( coeff[ 2 ], 0.488603 * z );
  24028. target.addScale( coeff[ 3 ], 0.488603 * x );
  24029. // band 2
  24030. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24031. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24032. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24033. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24034. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24035. return target;
  24036. },
  24037. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24038. // target is a Vector3
  24039. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24040. getIrradianceAt: function ( normal, target ) {
  24041. // normal is assumed to be unit length
  24042. var x = normal.x, y = normal.y, z = normal.z;
  24043. var coeff = this.coefficients;
  24044. // band 0
  24045. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24046. // band 1
  24047. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24048. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24049. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24050. // band 2
  24051. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24052. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24053. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24054. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24055. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24056. return target;
  24057. },
  24058. add: function ( sh ) {
  24059. for ( var i = 0; i < 9; i ++ ) {
  24060. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24061. }
  24062. return this;
  24063. },
  24064. scale: function ( s ) {
  24065. for ( var i = 0; i < 9; i ++ ) {
  24066. this.coefficients[ i ].multiplyScalar( s );
  24067. }
  24068. return this;
  24069. },
  24070. lerp: function ( sh, alpha ) {
  24071. for ( var i = 0; i < 9; i ++ ) {
  24072. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24073. }
  24074. return this;
  24075. },
  24076. equals: function ( sh ) {
  24077. for ( var i = 0; i < 9; i ++ ) {
  24078. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24079. return false;
  24080. }
  24081. }
  24082. return true;
  24083. },
  24084. copy: function ( sh ) {
  24085. return this.set( sh.coefficients );
  24086. },
  24087. clone: function () {
  24088. return new this.constructor().copy( this );
  24089. },
  24090. fromArray: function ( array, offset ) {
  24091. if ( offset === undefined ) offset = 0;
  24092. var coefficients = this.coefficients;
  24093. for ( var i = 0; i < 9; i ++ ) {
  24094. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24095. }
  24096. return this;
  24097. },
  24098. toArray: function ( array, offset ) {
  24099. if ( array === undefined ) array = [];
  24100. if ( offset === undefined ) offset = 0;
  24101. var coefficients = this.coefficients;
  24102. for ( var i = 0; i < 9; i ++ ) {
  24103. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24104. }
  24105. return array;
  24106. }
  24107. } );
  24108. Object.assign( SphericalHarmonics3, {
  24109. // evaluate the basis functions
  24110. // shBasis is an Array[ 9 ]
  24111. getBasisAt: function ( normal, shBasis ) {
  24112. // normal is assumed to be unit length
  24113. var x = normal.x, y = normal.y, z = normal.z;
  24114. // band 0
  24115. shBasis[ 0 ] = 0.282095;
  24116. // band 1
  24117. shBasis[ 1 ] = 0.488603 * y;
  24118. shBasis[ 2 ] = 0.488603 * z;
  24119. shBasis[ 3 ] = 0.488603 * x;
  24120. // band 2
  24121. shBasis[ 4 ] = 1.092548 * x * y;
  24122. shBasis[ 5 ] = 1.092548 * y * z;
  24123. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24124. shBasis[ 7 ] = 1.092548 * x * z;
  24125. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24126. }
  24127. } );
  24128. /**
  24129. * @author WestLangley / http://github.com/WestLangley
  24130. *
  24131. * A LightProbe is a source of indirect-diffuse light
  24132. */
  24133. function LightProbe( sh, intensity ) {
  24134. Light.call( this, undefined, intensity );
  24135. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24136. }
  24137. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24138. constructor: LightProbe,
  24139. isLightProbe: true,
  24140. copy: function ( source ) {
  24141. Light.prototype.copy.call( this, source );
  24142. this.sh.copy( source.sh );
  24143. this.intensity = source.intensity;
  24144. return this;
  24145. },
  24146. toJSON: function ( meta ) {
  24147. var data = Light.prototype.toJSON.call( this, meta );
  24148. // data.sh = this.sh.toArray(); // todo
  24149. return data;
  24150. }
  24151. } );
  24152. /**
  24153. * @author WestLangley / http://github.com/WestLangley
  24154. */
  24155. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24156. LightProbe.call( this, undefined, intensity );
  24157. var color1 = new Color().set( skyColor );
  24158. var color2 = new Color().set( groundColor );
  24159. var sky = new Vector3( color1.r, color1.g, color1.b );
  24160. var ground = new Vector3( color2.r, color2.g, color2.b );
  24161. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24162. var c0 = Math.sqrt( Math.PI );
  24163. var c1 = c0 * Math.sqrt( 0.75 );
  24164. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24165. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24166. }
  24167. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24168. constructor: HemisphereLightProbe,
  24169. isHemisphereLightProbe: true,
  24170. copy: function ( source ) { // modifying colors not currently supported
  24171. LightProbe.prototype.copy.call( this, source );
  24172. return this;
  24173. },
  24174. toJSON: function ( meta ) {
  24175. var data = LightProbe.prototype.toJSON.call( this, meta );
  24176. // data.sh = this.sh.toArray(); // todo
  24177. return data;
  24178. }
  24179. } );
  24180. /**
  24181. * @author WestLangley / http://github.com/WestLangley
  24182. */
  24183. function AmbientLightProbe( color, intensity ) {
  24184. LightProbe.call( this, undefined, intensity );
  24185. var color1 = new Color().set( color );
  24186. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24187. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24188. }
  24189. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24190. constructor: AmbientLightProbe,
  24191. isAmbientLightProbe: true,
  24192. copy: function ( source ) { // modifying color not currently supported
  24193. LightProbe.prototype.copy.call( this, source );
  24194. return this;
  24195. },
  24196. toJSON: function ( meta ) {
  24197. var data = LightProbe.prototype.toJSON.call( this, meta );
  24198. // data.sh = this.sh.toArray(); // todo
  24199. return data;
  24200. }
  24201. } );
  24202. var _eyeRight = new Matrix4();
  24203. var _eyeLeft = new Matrix4();
  24204. /**
  24205. * @author mrdoob / http://mrdoob.com/
  24206. */
  24207. function StereoCamera() {
  24208. this.type = 'StereoCamera';
  24209. this.aspect = 1;
  24210. this.eyeSep = 0.064;
  24211. this.cameraL = new PerspectiveCamera();
  24212. this.cameraL.layers.enable( 1 );
  24213. this.cameraL.matrixAutoUpdate = false;
  24214. this.cameraR = new PerspectiveCamera();
  24215. this.cameraR.layers.enable( 2 );
  24216. this.cameraR.matrixAutoUpdate = false;
  24217. this._cache = {
  24218. focus: null,
  24219. fov: null,
  24220. aspect: null,
  24221. near: null,
  24222. far: null,
  24223. zoom: null,
  24224. eyeSep: null
  24225. };
  24226. }
  24227. Object.assign( StereoCamera.prototype, {
  24228. update: function ( camera ) {
  24229. var cache = this._cache;
  24230. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24231. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24232. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24233. if ( needsUpdate ) {
  24234. cache.focus = camera.focus;
  24235. cache.fov = camera.fov;
  24236. cache.aspect = camera.aspect * this.aspect;
  24237. cache.near = camera.near;
  24238. cache.far = camera.far;
  24239. cache.zoom = camera.zoom;
  24240. cache.eyeSep = this.eyeSep;
  24241. // Off-axis stereoscopic effect based on
  24242. // http://paulbourke.net/stereographics/stereorender/
  24243. var projectionMatrix = camera.projectionMatrix.clone();
  24244. var eyeSepHalf = cache.eyeSep / 2;
  24245. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24246. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24247. var xmin, xmax;
  24248. // translate xOffset
  24249. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24250. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24251. // for left eye
  24252. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24253. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24254. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24255. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24256. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24257. // for right eye
  24258. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24259. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24260. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24261. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24262. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24263. }
  24264. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24265. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24266. }
  24267. } );
  24268. /**
  24269. * @author alteredq / http://alteredqualia.com/
  24270. */
  24271. function Clock( autoStart ) {
  24272. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24273. this.startTime = 0;
  24274. this.oldTime = 0;
  24275. this.elapsedTime = 0;
  24276. this.running = false;
  24277. }
  24278. Object.assign( Clock.prototype, {
  24279. start: function () {
  24280. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24281. this.oldTime = this.startTime;
  24282. this.elapsedTime = 0;
  24283. this.running = true;
  24284. },
  24285. stop: function () {
  24286. this.getElapsedTime();
  24287. this.running = false;
  24288. this.autoStart = false;
  24289. },
  24290. getElapsedTime: function () {
  24291. this.getDelta();
  24292. return this.elapsedTime;
  24293. },
  24294. getDelta: function () {
  24295. var diff = 0;
  24296. if ( this.autoStart && ! this.running ) {
  24297. this.start();
  24298. return 0;
  24299. }
  24300. if ( this.running ) {
  24301. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24302. diff = ( newTime - this.oldTime ) / 1000;
  24303. this.oldTime = newTime;
  24304. this.elapsedTime += diff;
  24305. }
  24306. return diff;
  24307. }
  24308. } );
  24309. /**
  24310. * @author mrdoob / http://mrdoob.com/
  24311. */
  24312. var _position$2 = new Vector3();
  24313. var _quaternion$3 = new Quaternion();
  24314. var _scale$1 = new Vector3();
  24315. var _orientation = new Vector3();
  24316. function AudioListener() {
  24317. Object3D.call( this );
  24318. this.type = 'AudioListener';
  24319. this.context = AudioContext.getContext();
  24320. this.gain = this.context.createGain();
  24321. this.gain.connect( this.context.destination );
  24322. this.filter = null;
  24323. this.timeDelta = 0;
  24324. // private
  24325. this._clock = new Clock();
  24326. }
  24327. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24328. constructor: AudioListener,
  24329. getInput: function () {
  24330. return this.gain;
  24331. },
  24332. removeFilter: function ( ) {
  24333. if ( this.filter !== null ) {
  24334. this.gain.disconnect( this.filter );
  24335. this.filter.disconnect( this.context.destination );
  24336. this.gain.connect( this.context.destination );
  24337. this.filter = null;
  24338. }
  24339. return this;
  24340. },
  24341. getFilter: function () {
  24342. return this.filter;
  24343. },
  24344. setFilter: function ( value ) {
  24345. if ( this.filter !== null ) {
  24346. this.gain.disconnect( this.filter );
  24347. this.filter.disconnect( this.context.destination );
  24348. } else {
  24349. this.gain.disconnect( this.context.destination );
  24350. }
  24351. this.filter = value;
  24352. this.gain.connect( this.filter );
  24353. this.filter.connect( this.context.destination );
  24354. return this;
  24355. },
  24356. getMasterVolume: function () {
  24357. return this.gain.gain.value;
  24358. },
  24359. setMasterVolume: function ( value ) {
  24360. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24361. return this;
  24362. },
  24363. updateMatrixWorld: function ( force ) {
  24364. Object3D.prototype.updateMatrixWorld.call( this, force );
  24365. var listener = this.context.listener;
  24366. var up = this.up;
  24367. this.timeDelta = this._clock.getDelta();
  24368. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24369. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24370. if ( listener.positionX ) {
  24371. // code path for Chrome (see #14393)
  24372. var endTime = this.context.currentTime + this.timeDelta;
  24373. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24374. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24375. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24376. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24377. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24378. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24379. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24380. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24381. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24382. } else {
  24383. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24384. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24385. }
  24386. }
  24387. } );
  24388. /**
  24389. * @author mrdoob / http://mrdoob.com/
  24390. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24391. */
  24392. function Audio( listener ) {
  24393. Object3D.call( this );
  24394. this.type = 'Audio';
  24395. this.listener = listener;
  24396. this.context = listener.context;
  24397. this.gain = this.context.createGain();
  24398. this.gain.connect( listener.getInput() );
  24399. this.autoplay = false;
  24400. this.buffer = null;
  24401. this.detune = 0;
  24402. this.loop = false;
  24403. this.startTime = 0;
  24404. this.offset = 0;
  24405. this.duration = undefined;
  24406. this.playbackRate = 1;
  24407. this.isPlaying = false;
  24408. this.hasPlaybackControl = true;
  24409. this.sourceType = 'empty';
  24410. this.filters = [];
  24411. }
  24412. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24413. constructor: Audio,
  24414. getOutput: function () {
  24415. return this.gain;
  24416. },
  24417. setNodeSource: function ( audioNode ) {
  24418. this.hasPlaybackControl = false;
  24419. this.sourceType = 'audioNode';
  24420. this.source = audioNode;
  24421. this.connect();
  24422. return this;
  24423. },
  24424. setMediaElementSource: function ( mediaElement ) {
  24425. this.hasPlaybackControl = false;
  24426. this.sourceType = 'mediaNode';
  24427. this.source = this.context.createMediaElementSource( mediaElement );
  24428. this.connect();
  24429. return this;
  24430. },
  24431. setBuffer: function ( audioBuffer ) {
  24432. this.buffer = audioBuffer;
  24433. this.sourceType = 'buffer';
  24434. if ( this.autoplay ) this.play();
  24435. return this;
  24436. },
  24437. play: function () {
  24438. if ( this.isPlaying === true ) {
  24439. console.warn( 'THREE.Audio: Audio is already playing.' );
  24440. return;
  24441. }
  24442. if ( this.hasPlaybackControl === false ) {
  24443. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24444. return;
  24445. }
  24446. var source = this.context.createBufferSource();
  24447. source.buffer = this.buffer;
  24448. source.loop = this.loop;
  24449. source.onended = this.onEnded.bind( this );
  24450. this.startTime = this.context.currentTime;
  24451. source.start( this.startTime, this.offset, this.duration );
  24452. this.isPlaying = true;
  24453. this.source = source;
  24454. this.setDetune( this.detune );
  24455. this.setPlaybackRate( this.playbackRate );
  24456. return this.connect();
  24457. },
  24458. pause: function () {
  24459. if ( this.hasPlaybackControl === false ) {
  24460. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24461. return;
  24462. }
  24463. if ( this.isPlaying === true ) {
  24464. this.source.stop();
  24465. this.source.onended = null;
  24466. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24467. this.isPlaying = false;
  24468. }
  24469. return this;
  24470. },
  24471. stop: function () {
  24472. if ( this.hasPlaybackControl === false ) {
  24473. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24474. return;
  24475. }
  24476. this.source.stop();
  24477. this.source.onended = null;
  24478. this.offset = 0;
  24479. this.isPlaying = false;
  24480. return this;
  24481. },
  24482. connect: function () {
  24483. if ( this.filters.length > 0 ) {
  24484. this.source.connect( this.filters[ 0 ] );
  24485. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24486. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24487. }
  24488. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24489. } else {
  24490. this.source.connect( this.getOutput() );
  24491. }
  24492. return this;
  24493. },
  24494. disconnect: function () {
  24495. if ( this.filters.length > 0 ) {
  24496. this.source.disconnect( this.filters[ 0 ] );
  24497. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24498. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24499. }
  24500. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24501. } else {
  24502. this.source.disconnect( this.getOutput() );
  24503. }
  24504. return this;
  24505. },
  24506. getFilters: function () {
  24507. return this.filters;
  24508. },
  24509. setFilters: function ( value ) {
  24510. if ( ! value ) value = [];
  24511. if ( this.isPlaying === true ) {
  24512. this.disconnect();
  24513. this.filters = value;
  24514. this.connect();
  24515. } else {
  24516. this.filters = value;
  24517. }
  24518. return this;
  24519. },
  24520. setDetune: function ( value ) {
  24521. this.detune = value;
  24522. if ( this.source.detune === undefined ) return; // only set detune when available
  24523. if ( this.isPlaying === true ) {
  24524. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24525. }
  24526. return this;
  24527. },
  24528. getDetune: function () {
  24529. return this.detune;
  24530. },
  24531. getFilter: function () {
  24532. return this.getFilters()[ 0 ];
  24533. },
  24534. setFilter: function ( filter ) {
  24535. return this.setFilters( filter ? [ filter ] : [] );
  24536. },
  24537. setPlaybackRate: function ( value ) {
  24538. if ( this.hasPlaybackControl === false ) {
  24539. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24540. return;
  24541. }
  24542. this.playbackRate = value;
  24543. if ( this.isPlaying === true ) {
  24544. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24545. }
  24546. return this;
  24547. },
  24548. getPlaybackRate: function () {
  24549. return this.playbackRate;
  24550. },
  24551. onEnded: function () {
  24552. this.isPlaying = false;
  24553. },
  24554. getLoop: function () {
  24555. if ( this.hasPlaybackControl === false ) {
  24556. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24557. return false;
  24558. }
  24559. return this.loop;
  24560. },
  24561. setLoop: function ( value ) {
  24562. if ( this.hasPlaybackControl === false ) {
  24563. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24564. return;
  24565. }
  24566. this.loop = value;
  24567. if ( this.isPlaying === true ) {
  24568. this.source.loop = this.loop;
  24569. }
  24570. return this;
  24571. },
  24572. getVolume: function () {
  24573. return this.gain.gain.value;
  24574. },
  24575. setVolume: function ( value ) {
  24576. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24577. return this;
  24578. }
  24579. } );
  24580. /**
  24581. * @author mrdoob / http://mrdoob.com/
  24582. */
  24583. var _position$3 = new Vector3();
  24584. var _quaternion$4 = new Quaternion();
  24585. var _scale$2 = new Vector3();
  24586. var _orientation$1 = new Vector3();
  24587. function PositionalAudio( listener ) {
  24588. Audio.call( this, listener );
  24589. this.panner = this.context.createPanner();
  24590. this.panner.panningModel = 'HRTF';
  24591. this.panner.connect( this.gain );
  24592. }
  24593. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24594. constructor: PositionalAudio,
  24595. getOutput: function () {
  24596. return this.panner;
  24597. },
  24598. getRefDistance: function () {
  24599. return this.panner.refDistance;
  24600. },
  24601. setRefDistance: function ( value ) {
  24602. this.panner.refDistance = value;
  24603. return this;
  24604. },
  24605. getRolloffFactor: function () {
  24606. return this.panner.rolloffFactor;
  24607. },
  24608. setRolloffFactor: function ( value ) {
  24609. this.panner.rolloffFactor = value;
  24610. return this;
  24611. },
  24612. getDistanceModel: function () {
  24613. return this.panner.distanceModel;
  24614. },
  24615. setDistanceModel: function ( value ) {
  24616. this.panner.distanceModel = value;
  24617. return this;
  24618. },
  24619. getMaxDistance: function () {
  24620. return this.panner.maxDistance;
  24621. },
  24622. setMaxDistance: function ( value ) {
  24623. this.panner.maxDistance = value;
  24624. return this;
  24625. },
  24626. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24627. this.panner.coneInnerAngle = coneInnerAngle;
  24628. this.panner.coneOuterAngle = coneOuterAngle;
  24629. this.panner.coneOuterGain = coneOuterGain;
  24630. return this;
  24631. },
  24632. updateMatrixWorld: function ( force ) {
  24633. Object3D.prototype.updateMatrixWorld.call( this, force );
  24634. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  24635. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  24636. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  24637. var panner = this.panner;
  24638. if ( panner.positionX ) {
  24639. // code path for Chrome and Firefox (see #14393)
  24640. var endTime = this.context.currentTime + this.listener.timeDelta;
  24641. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  24642. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  24643. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  24644. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  24645. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  24646. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  24647. } else {
  24648. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  24649. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  24650. }
  24651. }
  24652. } );
  24653. /**
  24654. * @author mrdoob / http://mrdoob.com/
  24655. */
  24656. function AudioAnalyser( audio, fftSize ) {
  24657. this.analyser = audio.context.createAnalyser();
  24658. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24659. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24660. audio.getOutput().connect( this.analyser );
  24661. }
  24662. Object.assign( AudioAnalyser.prototype, {
  24663. getFrequencyData: function () {
  24664. this.analyser.getByteFrequencyData( this.data );
  24665. return this.data;
  24666. },
  24667. getAverageFrequency: function () {
  24668. var value = 0, data = this.getFrequencyData();
  24669. for ( var i = 0; i < data.length; i ++ ) {
  24670. value += data[ i ];
  24671. }
  24672. return value / data.length;
  24673. }
  24674. } );
  24675. /**
  24676. *
  24677. * Buffered scene graph property that allows weighted accumulation.
  24678. *
  24679. *
  24680. * @author Ben Houston / http://clara.io/
  24681. * @author David Sarno / http://lighthaus.us/
  24682. * @author tschw
  24683. */
  24684. function PropertyMixer( binding, typeName, valueSize ) {
  24685. this.binding = binding;
  24686. this.valueSize = valueSize;
  24687. var bufferType = Float64Array,
  24688. mixFunction;
  24689. switch ( typeName ) {
  24690. case 'quaternion':
  24691. mixFunction = this._slerp;
  24692. break;
  24693. case 'string':
  24694. case 'bool':
  24695. bufferType = Array;
  24696. mixFunction = this._select;
  24697. break;
  24698. default:
  24699. mixFunction = this._lerp;
  24700. }
  24701. this.buffer = new bufferType( valueSize * 4 );
  24702. // layout: [ incoming | accu0 | accu1 | orig ]
  24703. //
  24704. // interpolators can use .buffer as their .result
  24705. // the data then goes to 'incoming'
  24706. //
  24707. // 'accu0' and 'accu1' are used frame-interleaved for
  24708. // the cumulative result and are compared to detect
  24709. // changes
  24710. //
  24711. // 'orig' stores the original state of the property
  24712. this._mixBufferRegion = mixFunction;
  24713. this.cumulativeWeight = 0;
  24714. this.useCount = 0;
  24715. this.referenceCount = 0;
  24716. }
  24717. Object.assign( PropertyMixer.prototype, {
  24718. // accumulate data in the 'incoming' region into 'accu<i>'
  24719. accumulate: function ( accuIndex, weight ) {
  24720. // note: happily accumulating nothing when weight = 0, the caller knows
  24721. // the weight and shouldn't have made the call in the first place
  24722. var buffer = this.buffer,
  24723. stride = this.valueSize,
  24724. offset = accuIndex * stride + stride,
  24725. currentWeight = this.cumulativeWeight;
  24726. if ( currentWeight === 0 ) {
  24727. // accuN := incoming * weight
  24728. for ( var i = 0; i !== stride; ++ i ) {
  24729. buffer[ offset + i ] = buffer[ i ];
  24730. }
  24731. currentWeight = weight;
  24732. } else {
  24733. // accuN := accuN + incoming * weight
  24734. currentWeight += weight;
  24735. var mix = weight / currentWeight;
  24736. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24737. }
  24738. this.cumulativeWeight = currentWeight;
  24739. },
  24740. // apply the state of 'accu<i>' to the binding when accus differ
  24741. apply: function ( accuIndex ) {
  24742. var stride = this.valueSize,
  24743. buffer = this.buffer,
  24744. offset = accuIndex * stride + stride,
  24745. weight = this.cumulativeWeight,
  24746. binding = this.binding;
  24747. this.cumulativeWeight = 0;
  24748. if ( weight < 1 ) {
  24749. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24750. var originalValueOffset = stride * 3;
  24751. this._mixBufferRegion(
  24752. buffer, offset, originalValueOffset, 1 - weight, stride );
  24753. }
  24754. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24755. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24756. // value has changed -> update scene graph
  24757. binding.setValue( buffer, offset );
  24758. break;
  24759. }
  24760. }
  24761. },
  24762. // remember the state of the bound property and copy it to both accus
  24763. saveOriginalState: function () {
  24764. var binding = this.binding;
  24765. var buffer = this.buffer,
  24766. stride = this.valueSize,
  24767. originalValueOffset = stride * 3;
  24768. binding.getValue( buffer, originalValueOffset );
  24769. // accu[0..1] := orig -- initially detect changes against the original
  24770. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24771. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24772. }
  24773. this.cumulativeWeight = 0;
  24774. },
  24775. // apply the state previously taken via 'saveOriginalState' to the binding
  24776. restoreOriginalState: function () {
  24777. var originalValueOffset = this.valueSize * 3;
  24778. this.binding.setValue( this.buffer, originalValueOffset );
  24779. },
  24780. // mix functions
  24781. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24782. if ( t >= 0.5 ) {
  24783. for ( var i = 0; i !== stride; ++ i ) {
  24784. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24785. }
  24786. }
  24787. },
  24788. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24789. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24790. },
  24791. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24792. var s = 1 - t;
  24793. for ( var i = 0; i !== stride; ++ i ) {
  24794. var j = dstOffset + i;
  24795. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24796. }
  24797. }
  24798. } );
  24799. /**
  24800. *
  24801. * A reference to a real property in the scene graph.
  24802. *
  24803. *
  24804. * @author Ben Houston / http://clara.io/
  24805. * @author David Sarno / http://lighthaus.us/
  24806. * @author tschw
  24807. */
  24808. // Characters [].:/ are reserved for track binding syntax.
  24809. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24810. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  24811. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24812. // only latin characters, and the unicode \p{L} is not yet supported. So
  24813. // instead, we exclude reserved characters and match everything else.
  24814. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  24815. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  24816. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24817. // be matched to parse the rest of the track name.
  24818. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  24819. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24820. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  24821. // Object on target node, and accessor. May not contain reserved
  24822. // characters. Accessor may contain any character except closing bracket.
  24823. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  24824. // Property and accessor. May not contain reserved characters. Accessor may
  24825. // contain any non-bracket characters.
  24826. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  24827. var _trackRe = new RegExp( ''
  24828. + '^'
  24829. + _directoryRe
  24830. + _nodeRe
  24831. + _objectRe
  24832. + _propertyRe
  24833. + '$'
  24834. );
  24835. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  24836. function Composite( targetGroup, path, optionalParsedPath ) {
  24837. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  24838. this._targetGroup = targetGroup;
  24839. this._bindings = targetGroup.subscribe_( path, parsedPath );
  24840. }
  24841. Object.assign( Composite.prototype, {
  24842. getValue: function ( array, offset ) {
  24843. this.bind(); // bind all binding
  24844. var firstValidIndex = this._targetGroup.nCachedObjects_,
  24845. binding = this._bindings[ firstValidIndex ];
  24846. // and only call .getValue on the first
  24847. if ( binding !== undefined ) binding.getValue( array, offset );
  24848. },
  24849. setValue: function ( array, offset ) {
  24850. var bindings = this._bindings;
  24851. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24852. bindings[ i ].setValue( array, offset );
  24853. }
  24854. },
  24855. bind: function () {
  24856. var bindings = this._bindings;
  24857. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24858. bindings[ i ].bind();
  24859. }
  24860. },
  24861. unbind: function () {
  24862. var bindings = this._bindings;
  24863. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24864. bindings[ i ].unbind();
  24865. }
  24866. }
  24867. } );
  24868. function PropertyBinding( rootNode, path, parsedPath ) {
  24869. this.path = path;
  24870. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  24871. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  24872. this.rootNode = rootNode;
  24873. }
  24874. Object.assign( PropertyBinding, {
  24875. Composite: Composite,
  24876. create: function ( root, path, parsedPath ) {
  24877. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  24878. return new PropertyBinding( root, path, parsedPath );
  24879. } else {
  24880. return new PropertyBinding.Composite( root, path, parsedPath );
  24881. }
  24882. },
  24883. /**
  24884. * Replaces spaces with underscores and removes unsupported characters from
  24885. * node names, to ensure compatibility with parseTrackName().
  24886. *
  24887. * @param {string} name Node name to be sanitized.
  24888. * @return {string}
  24889. */
  24890. sanitizeNodeName: function ( name ) {
  24891. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  24892. },
  24893. parseTrackName: function ( trackName ) {
  24894. var matches = _trackRe.exec( trackName );
  24895. if ( ! matches ) {
  24896. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  24897. }
  24898. var results = {
  24899. // directoryName: matches[ 1 ], // (tschw) currently unused
  24900. nodeName: matches[ 2 ],
  24901. objectName: matches[ 3 ],
  24902. objectIndex: matches[ 4 ],
  24903. propertyName: matches[ 5 ], // required
  24904. propertyIndex: matches[ 6 ]
  24905. };
  24906. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  24907. if ( lastDot !== undefined && lastDot !== - 1 ) {
  24908. var objectName = results.nodeName.substring( lastDot + 1 );
  24909. // Object names must be checked against a whitelist. Otherwise, there
  24910. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24911. // 'bar' could be the objectName, or part of a nodeName (which can
  24912. // include '.' characters).
  24913. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  24914. results.nodeName = results.nodeName.substring( 0, lastDot );
  24915. results.objectName = objectName;
  24916. }
  24917. }
  24918. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  24919. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  24920. }
  24921. return results;
  24922. },
  24923. findNode: function ( root, nodeName ) {
  24924. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  24925. return root;
  24926. }
  24927. // search into skeleton bones.
  24928. if ( root.skeleton ) {
  24929. var bone = root.skeleton.getBoneByName( nodeName );
  24930. if ( bone !== undefined ) {
  24931. return bone;
  24932. }
  24933. }
  24934. // search into node subtree.
  24935. if ( root.children ) {
  24936. var searchNodeSubtree = function ( children ) {
  24937. for ( var i = 0; i < children.length; i ++ ) {
  24938. var childNode = children[ i ];
  24939. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  24940. return childNode;
  24941. }
  24942. var result = searchNodeSubtree( childNode.children );
  24943. if ( result ) return result;
  24944. }
  24945. return null;
  24946. };
  24947. var subTreeNode = searchNodeSubtree( root.children );
  24948. if ( subTreeNode ) {
  24949. return subTreeNode;
  24950. }
  24951. }
  24952. return null;
  24953. }
  24954. } );
  24955. Object.assign( PropertyBinding.prototype, { // prototype, continued
  24956. // these are used to "bind" a nonexistent property
  24957. _getValue_unavailable: function () {},
  24958. _setValue_unavailable: function () {},
  24959. BindingType: {
  24960. Direct: 0,
  24961. EntireArray: 1,
  24962. ArrayElement: 2,
  24963. HasFromToArray: 3
  24964. },
  24965. Versioning: {
  24966. None: 0,
  24967. NeedsUpdate: 1,
  24968. MatrixWorldNeedsUpdate: 2
  24969. },
  24970. GetterByBindingType: [
  24971. function getValue_direct( buffer, offset ) {
  24972. buffer[ offset ] = this.node[ this.propertyName ];
  24973. },
  24974. function getValue_array( buffer, offset ) {
  24975. var source = this.resolvedProperty;
  24976. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  24977. buffer[ offset ++ ] = source[ i ];
  24978. }
  24979. },
  24980. function getValue_arrayElement( buffer, offset ) {
  24981. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  24982. },
  24983. function getValue_toArray( buffer, offset ) {
  24984. this.resolvedProperty.toArray( buffer, offset );
  24985. }
  24986. ],
  24987. SetterByBindingTypeAndVersioning: [
  24988. [
  24989. // Direct
  24990. function setValue_direct( buffer, offset ) {
  24991. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24992. },
  24993. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  24994. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24995. this.targetObject.needsUpdate = true;
  24996. },
  24997. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24998. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24999. this.targetObject.matrixWorldNeedsUpdate = true;
  25000. }
  25001. ], [
  25002. // EntireArray
  25003. function setValue_array( buffer, offset ) {
  25004. var dest = this.resolvedProperty;
  25005. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25006. dest[ i ] = buffer[ offset ++ ];
  25007. }
  25008. },
  25009. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25010. var dest = this.resolvedProperty;
  25011. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25012. dest[ i ] = buffer[ offset ++ ];
  25013. }
  25014. this.targetObject.needsUpdate = true;
  25015. },
  25016. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25017. var dest = this.resolvedProperty;
  25018. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25019. dest[ i ] = buffer[ offset ++ ];
  25020. }
  25021. this.targetObject.matrixWorldNeedsUpdate = true;
  25022. }
  25023. ], [
  25024. // ArrayElement
  25025. function setValue_arrayElement( buffer, offset ) {
  25026. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25027. },
  25028. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25029. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25030. this.targetObject.needsUpdate = true;
  25031. },
  25032. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25033. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25034. this.targetObject.matrixWorldNeedsUpdate = true;
  25035. }
  25036. ], [
  25037. // HasToFromArray
  25038. function setValue_fromArray( buffer, offset ) {
  25039. this.resolvedProperty.fromArray( buffer, offset );
  25040. },
  25041. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25042. this.resolvedProperty.fromArray( buffer, offset );
  25043. this.targetObject.needsUpdate = true;
  25044. },
  25045. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25046. this.resolvedProperty.fromArray( buffer, offset );
  25047. this.targetObject.matrixWorldNeedsUpdate = true;
  25048. }
  25049. ]
  25050. ],
  25051. getValue: function getValue_unbound( targetArray, offset ) {
  25052. this.bind();
  25053. this.getValue( targetArray, offset );
  25054. // Note: This class uses a State pattern on a per-method basis:
  25055. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25056. // prototype version of these methods with one that represents
  25057. // the bound state. When the property is not found, the methods
  25058. // become no-ops.
  25059. },
  25060. setValue: function getValue_unbound( sourceArray, offset ) {
  25061. this.bind();
  25062. this.setValue( sourceArray, offset );
  25063. },
  25064. // create getter / setter pair for a property in the scene graph
  25065. bind: function () {
  25066. var targetObject = this.node,
  25067. parsedPath = this.parsedPath,
  25068. objectName = parsedPath.objectName,
  25069. propertyName = parsedPath.propertyName,
  25070. propertyIndex = parsedPath.propertyIndex;
  25071. if ( ! targetObject ) {
  25072. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25073. this.node = targetObject;
  25074. }
  25075. // set fail state so we can just 'return' on error
  25076. this.getValue = this._getValue_unavailable;
  25077. this.setValue = this._setValue_unavailable;
  25078. // ensure there is a value node
  25079. if ( ! targetObject ) {
  25080. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25081. return;
  25082. }
  25083. if ( objectName ) {
  25084. var objectIndex = parsedPath.objectIndex;
  25085. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25086. switch ( objectName ) {
  25087. case 'materials':
  25088. if ( ! targetObject.material ) {
  25089. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25090. return;
  25091. }
  25092. if ( ! targetObject.material.materials ) {
  25093. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25094. return;
  25095. }
  25096. targetObject = targetObject.material.materials;
  25097. break;
  25098. case 'bones':
  25099. if ( ! targetObject.skeleton ) {
  25100. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25101. return;
  25102. }
  25103. // potential future optimization: skip this if propertyIndex is already an integer
  25104. // and convert the integer string to a true integer.
  25105. targetObject = targetObject.skeleton.bones;
  25106. // support resolving morphTarget names into indices.
  25107. for ( var i = 0; i < targetObject.length; i ++ ) {
  25108. if ( targetObject[ i ].name === objectIndex ) {
  25109. objectIndex = i;
  25110. break;
  25111. }
  25112. }
  25113. break;
  25114. default:
  25115. if ( targetObject[ objectName ] === undefined ) {
  25116. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25117. return;
  25118. }
  25119. targetObject = targetObject[ objectName ];
  25120. }
  25121. if ( objectIndex !== undefined ) {
  25122. if ( targetObject[ objectIndex ] === undefined ) {
  25123. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25124. return;
  25125. }
  25126. targetObject = targetObject[ objectIndex ];
  25127. }
  25128. }
  25129. // resolve property
  25130. var nodeProperty = targetObject[ propertyName ];
  25131. if ( nodeProperty === undefined ) {
  25132. var nodeName = parsedPath.nodeName;
  25133. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25134. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25135. return;
  25136. }
  25137. // determine versioning scheme
  25138. var versioning = this.Versioning.None;
  25139. this.targetObject = targetObject;
  25140. if ( targetObject.needsUpdate !== undefined ) { // material
  25141. versioning = this.Versioning.NeedsUpdate;
  25142. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25143. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25144. }
  25145. // determine how the property gets bound
  25146. var bindingType = this.BindingType.Direct;
  25147. if ( propertyIndex !== undefined ) {
  25148. // access a sub element of the property array (only primitives are supported right now)
  25149. if ( propertyName === "morphTargetInfluences" ) {
  25150. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25151. // support resolving morphTarget names into indices.
  25152. if ( ! targetObject.geometry ) {
  25153. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25154. return;
  25155. }
  25156. if ( targetObject.geometry.isBufferGeometry ) {
  25157. if ( ! targetObject.geometry.morphAttributes ) {
  25158. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25159. return;
  25160. }
  25161. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25162. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25163. propertyIndex = i;
  25164. break;
  25165. }
  25166. }
  25167. } else {
  25168. if ( ! targetObject.geometry.morphTargets ) {
  25169. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25170. return;
  25171. }
  25172. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25173. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25174. propertyIndex = i;
  25175. break;
  25176. }
  25177. }
  25178. }
  25179. }
  25180. bindingType = this.BindingType.ArrayElement;
  25181. this.resolvedProperty = nodeProperty;
  25182. this.propertyIndex = propertyIndex;
  25183. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25184. // must use copy for Object3D.Euler/Quaternion
  25185. bindingType = this.BindingType.HasFromToArray;
  25186. this.resolvedProperty = nodeProperty;
  25187. } else if ( Array.isArray( nodeProperty ) ) {
  25188. bindingType = this.BindingType.EntireArray;
  25189. this.resolvedProperty = nodeProperty;
  25190. } else {
  25191. this.propertyName = propertyName;
  25192. }
  25193. // select getter / setter
  25194. this.getValue = this.GetterByBindingType[ bindingType ];
  25195. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25196. },
  25197. unbind: function () {
  25198. this.node = null;
  25199. // back to the prototype version of getValue / setValue
  25200. // note: avoiding to mutate the shape of 'this' via 'delete'
  25201. this.getValue = this._getValue_unbound;
  25202. this.setValue = this._setValue_unbound;
  25203. }
  25204. } );
  25205. //!\ DECLARE ALIAS AFTER assign prototype !
  25206. Object.assign( PropertyBinding.prototype, {
  25207. // initial state of these methods that calls 'bind'
  25208. _getValue_unbound: PropertyBinding.prototype.getValue,
  25209. _setValue_unbound: PropertyBinding.prototype.setValue,
  25210. } );
  25211. /**
  25212. *
  25213. * A group of objects that receives a shared animation state.
  25214. *
  25215. * Usage:
  25216. *
  25217. * - Add objects you would otherwise pass as 'root' to the
  25218. * constructor or the .clipAction method of AnimationMixer.
  25219. *
  25220. * - Instead pass this object as 'root'.
  25221. *
  25222. * - You can also add and remove objects later when the mixer
  25223. * is running.
  25224. *
  25225. * Note:
  25226. *
  25227. * Objects of this class appear as one object to the mixer,
  25228. * so cache control of the individual objects must be done
  25229. * on the group.
  25230. *
  25231. * Limitation:
  25232. *
  25233. * - The animated properties must be compatible among the
  25234. * all objects in the group.
  25235. *
  25236. * - A single property can either be controlled through a
  25237. * target group or directly, but not both.
  25238. *
  25239. * @author tschw
  25240. */
  25241. function AnimationObjectGroup() {
  25242. this.uuid = _Math.generateUUID();
  25243. // cached objects followed by the active ones
  25244. this._objects = Array.prototype.slice.call( arguments );
  25245. this.nCachedObjects_ = 0; // threshold
  25246. // note: read by PropertyBinding.Composite
  25247. var indices = {};
  25248. this._indicesByUUID = indices; // for bookkeeping
  25249. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25250. indices[ arguments[ i ].uuid ] = i;
  25251. }
  25252. this._paths = []; // inside: string
  25253. this._parsedPaths = []; // inside: { we don't care, here }
  25254. this._bindings = []; // inside: Array< PropertyBinding >
  25255. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25256. var scope = this;
  25257. this.stats = {
  25258. objects: {
  25259. get total() {
  25260. return scope._objects.length;
  25261. },
  25262. get inUse() {
  25263. return this.total - scope.nCachedObjects_;
  25264. }
  25265. },
  25266. get bindingsPerObject() {
  25267. return scope._bindings.length;
  25268. }
  25269. };
  25270. }
  25271. Object.assign( AnimationObjectGroup.prototype, {
  25272. isAnimationObjectGroup: true,
  25273. add: function () {
  25274. var objects = this._objects,
  25275. nObjects = objects.length,
  25276. nCachedObjects = this.nCachedObjects_,
  25277. indicesByUUID = this._indicesByUUID,
  25278. paths = this._paths,
  25279. parsedPaths = this._parsedPaths,
  25280. bindings = this._bindings,
  25281. nBindings = bindings.length,
  25282. knownObject = undefined;
  25283. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25284. var object = arguments[ i ],
  25285. uuid = object.uuid,
  25286. index = indicesByUUID[ uuid ];
  25287. if ( index === undefined ) {
  25288. // unknown object -> add it to the ACTIVE region
  25289. index = nObjects ++;
  25290. indicesByUUID[ uuid ] = index;
  25291. objects.push( object );
  25292. // accounting is done, now do the same for all bindings
  25293. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25294. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25295. }
  25296. } else if ( index < nCachedObjects ) {
  25297. knownObject = objects[ index ];
  25298. // move existing object to the ACTIVE region
  25299. var firstActiveIndex = -- nCachedObjects,
  25300. lastCachedObject = objects[ firstActiveIndex ];
  25301. indicesByUUID[ lastCachedObject.uuid ] = index;
  25302. objects[ index ] = lastCachedObject;
  25303. indicesByUUID[ uuid ] = firstActiveIndex;
  25304. objects[ firstActiveIndex ] = object;
  25305. // accounting is done, now do the same for all bindings
  25306. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25307. var bindingsForPath = bindings[ j ],
  25308. lastCached = bindingsForPath[ firstActiveIndex ],
  25309. binding = bindingsForPath[ index ];
  25310. bindingsForPath[ index ] = lastCached;
  25311. if ( binding === undefined ) {
  25312. // since we do not bother to create new bindings
  25313. // for objects that are cached, the binding may
  25314. // or may not exist
  25315. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25316. }
  25317. bindingsForPath[ firstActiveIndex ] = binding;
  25318. }
  25319. } else if ( objects[ index ] !== knownObject ) {
  25320. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25321. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25322. } // else the object is already where we want it to be
  25323. } // for arguments
  25324. this.nCachedObjects_ = nCachedObjects;
  25325. },
  25326. remove: function () {
  25327. var objects = this._objects,
  25328. nCachedObjects = this.nCachedObjects_,
  25329. indicesByUUID = this._indicesByUUID,
  25330. bindings = this._bindings,
  25331. nBindings = bindings.length;
  25332. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25333. var object = arguments[ i ],
  25334. uuid = object.uuid,
  25335. index = indicesByUUID[ uuid ];
  25336. if ( index !== undefined && index >= nCachedObjects ) {
  25337. // move existing object into the CACHED region
  25338. var lastCachedIndex = nCachedObjects ++,
  25339. firstActiveObject = objects[ lastCachedIndex ];
  25340. indicesByUUID[ firstActiveObject.uuid ] = index;
  25341. objects[ index ] = firstActiveObject;
  25342. indicesByUUID[ uuid ] = lastCachedIndex;
  25343. objects[ lastCachedIndex ] = object;
  25344. // accounting is done, now do the same for all bindings
  25345. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25346. var bindingsForPath = bindings[ j ],
  25347. firstActive = bindingsForPath[ lastCachedIndex ],
  25348. binding = bindingsForPath[ index ];
  25349. bindingsForPath[ index ] = firstActive;
  25350. bindingsForPath[ lastCachedIndex ] = binding;
  25351. }
  25352. }
  25353. } // for arguments
  25354. this.nCachedObjects_ = nCachedObjects;
  25355. },
  25356. // remove & forget
  25357. uncache: function () {
  25358. var objects = this._objects,
  25359. nObjects = objects.length,
  25360. nCachedObjects = this.nCachedObjects_,
  25361. indicesByUUID = this._indicesByUUID,
  25362. bindings = this._bindings,
  25363. nBindings = bindings.length;
  25364. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25365. var object = arguments[ i ],
  25366. uuid = object.uuid,
  25367. index = indicesByUUID[ uuid ];
  25368. if ( index !== undefined ) {
  25369. delete indicesByUUID[ uuid ];
  25370. if ( index < nCachedObjects ) {
  25371. // object is cached, shrink the CACHED region
  25372. var firstActiveIndex = -- nCachedObjects,
  25373. lastCachedObject = objects[ firstActiveIndex ],
  25374. lastIndex = -- nObjects,
  25375. lastObject = objects[ lastIndex ];
  25376. // last cached object takes this object's place
  25377. indicesByUUID[ lastCachedObject.uuid ] = index;
  25378. objects[ index ] = lastCachedObject;
  25379. // last object goes to the activated slot and pop
  25380. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25381. objects[ firstActiveIndex ] = lastObject;
  25382. objects.pop();
  25383. // accounting is done, now do the same for all bindings
  25384. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25385. var bindingsForPath = bindings[ j ],
  25386. lastCached = bindingsForPath[ firstActiveIndex ],
  25387. last = bindingsForPath[ lastIndex ];
  25388. bindingsForPath[ index ] = lastCached;
  25389. bindingsForPath[ firstActiveIndex ] = last;
  25390. bindingsForPath.pop();
  25391. }
  25392. } else {
  25393. // object is active, just swap with the last and pop
  25394. var lastIndex = -- nObjects,
  25395. lastObject = objects[ lastIndex ];
  25396. indicesByUUID[ lastObject.uuid ] = index;
  25397. objects[ index ] = lastObject;
  25398. objects.pop();
  25399. // accounting is done, now do the same for all bindings
  25400. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25401. var bindingsForPath = bindings[ j ];
  25402. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25403. bindingsForPath.pop();
  25404. }
  25405. } // cached or active
  25406. } // if object is known
  25407. } // for arguments
  25408. this.nCachedObjects_ = nCachedObjects;
  25409. },
  25410. // Internal interface used by befriended PropertyBinding.Composite:
  25411. subscribe_: function ( path, parsedPath ) {
  25412. // returns an array of bindings for the given path that is changed
  25413. // according to the contained objects in the group
  25414. var indicesByPath = this._bindingsIndicesByPath,
  25415. index = indicesByPath[ path ],
  25416. bindings = this._bindings;
  25417. if ( index !== undefined ) return bindings[ index ];
  25418. var paths = this._paths,
  25419. parsedPaths = this._parsedPaths,
  25420. objects = this._objects,
  25421. nObjects = objects.length,
  25422. nCachedObjects = this.nCachedObjects_,
  25423. bindingsForPath = new Array( nObjects );
  25424. index = bindings.length;
  25425. indicesByPath[ path ] = index;
  25426. paths.push( path );
  25427. parsedPaths.push( parsedPath );
  25428. bindings.push( bindingsForPath );
  25429. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25430. var object = objects[ i ];
  25431. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25432. }
  25433. return bindingsForPath;
  25434. },
  25435. unsubscribe_: function ( path ) {
  25436. // tells the group to forget about a property path and no longer
  25437. // update the array previously obtained with 'subscribe_'
  25438. var indicesByPath = this._bindingsIndicesByPath,
  25439. index = indicesByPath[ path ];
  25440. if ( index !== undefined ) {
  25441. var paths = this._paths,
  25442. parsedPaths = this._parsedPaths,
  25443. bindings = this._bindings,
  25444. lastBindingsIndex = bindings.length - 1,
  25445. lastBindings = bindings[ lastBindingsIndex ],
  25446. lastBindingsPath = path[ lastBindingsIndex ];
  25447. indicesByPath[ lastBindingsPath ] = index;
  25448. bindings[ index ] = lastBindings;
  25449. bindings.pop();
  25450. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25451. parsedPaths.pop();
  25452. paths[ index ] = paths[ lastBindingsIndex ];
  25453. paths.pop();
  25454. }
  25455. }
  25456. } );
  25457. /**
  25458. *
  25459. * Action provided by AnimationMixer for scheduling clip playback on specific
  25460. * objects.
  25461. *
  25462. * @author Ben Houston / http://clara.io/
  25463. * @author David Sarno / http://lighthaus.us/
  25464. * @author tschw
  25465. *
  25466. */
  25467. function AnimationAction( mixer, clip, localRoot ) {
  25468. this._mixer = mixer;
  25469. this._clip = clip;
  25470. this._localRoot = localRoot || null;
  25471. var tracks = clip.tracks,
  25472. nTracks = tracks.length,
  25473. interpolants = new Array( nTracks );
  25474. var interpolantSettings = {
  25475. endingStart: ZeroCurvatureEnding,
  25476. endingEnd: ZeroCurvatureEnding
  25477. };
  25478. for ( var i = 0; i !== nTracks; ++ i ) {
  25479. var interpolant = tracks[ i ].createInterpolant( null );
  25480. interpolants[ i ] = interpolant;
  25481. interpolant.settings = interpolantSettings;
  25482. }
  25483. this._interpolantSettings = interpolantSettings;
  25484. this._interpolants = interpolants; // bound by the mixer
  25485. // inside: PropertyMixer (managed by the mixer)
  25486. this._propertyBindings = new Array( nTracks );
  25487. this._cacheIndex = null; // for the memory manager
  25488. this._byClipCacheIndex = null; // for the memory manager
  25489. this._timeScaleInterpolant = null;
  25490. this._weightInterpolant = null;
  25491. this.loop = LoopRepeat;
  25492. this._loopCount = - 1;
  25493. // global mixer time when the action is to be started
  25494. // it's set back to 'null' upon start of the action
  25495. this._startTime = null;
  25496. // scaled local time of the action
  25497. // gets clamped or wrapped to 0..clip.duration according to loop
  25498. this.time = 0;
  25499. this.timeScale = 1;
  25500. this._effectiveTimeScale = 1;
  25501. this.weight = 1;
  25502. this._effectiveWeight = 1;
  25503. this.repetitions = Infinity; // no. of repetitions when looping
  25504. this.paused = false; // true -> zero effective time scale
  25505. this.enabled = true; // false -> zero effective weight
  25506. this.clampWhenFinished = false;// keep feeding the last frame?
  25507. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25508. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25509. }
  25510. Object.assign( AnimationAction.prototype, {
  25511. // State & Scheduling
  25512. play: function () {
  25513. this._mixer._activateAction( this );
  25514. return this;
  25515. },
  25516. stop: function () {
  25517. this._mixer._deactivateAction( this );
  25518. return this.reset();
  25519. },
  25520. reset: function () {
  25521. this.paused = false;
  25522. this.enabled = true;
  25523. this.time = 0; // restart clip
  25524. this._loopCount = - 1;// forget previous loops
  25525. this._startTime = null;// forget scheduling
  25526. return this.stopFading().stopWarping();
  25527. },
  25528. isRunning: function () {
  25529. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25530. this._startTime === null && this._mixer._isActiveAction( this );
  25531. },
  25532. // return true when play has been called
  25533. isScheduled: function () {
  25534. return this._mixer._isActiveAction( this );
  25535. },
  25536. startAt: function ( time ) {
  25537. this._startTime = time;
  25538. return this;
  25539. },
  25540. setLoop: function ( mode, repetitions ) {
  25541. this.loop = mode;
  25542. this.repetitions = repetitions;
  25543. return this;
  25544. },
  25545. // Weight
  25546. // set the weight stopping any scheduled fading
  25547. // although .enabled = false yields an effective weight of zero, this
  25548. // method does *not* change .enabled, because it would be confusing
  25549. setEffectiveWeight: function ( weight ) {
  25550. this.weight = weight;
  25551. // note: same logic as when updated at runtime
  25552. this._effectiveWeight = this.enabled ? weight : 0;
  25553. return this.stopFading();
  25554. },
  25555. // return the weight considering fading and .enabled
  25556. getEffectiveWeight: function () {
  25557. return this._effectiveWeight;
  25558. },
  25559. fadeIn: function ( duration ) {
  25560. return this._scheduleFading( duration, 0, 1 );
  25561. },
  25562. fadeOut: function ( duration ) {
  25563. return this._scheduleFading( duration, 1, 0 );
  25564. },
  25565. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25566. fadeOutAction.fadeOut( duration );
  25567. this.fadeIn( duration );
  25568. if ( warp ) {
  25569. var fadeInDuration = this._clip.duration,
  25570. fadeOutDuration = fadeOutAction._clip.duration,
  25571. startEndRatio = fadeOutDuration / fadeInDuration,
  25572. endStartRatio = fadeInDuration / fadeOutDuration;
  25573. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25574. this.warp( endStartRatio, 1.0, duration );
  25575. }
  25576. return this;
  25577. },
  25578. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25579. return fadeInAction.crossFadeFrom( this, duration, warp );
  25580. },
  25581. stopFading: function () {
  25582. var weightInterpolant = this._weightInterpolant;
  25583. if ( weightInterpolant !== null ) {
  25584. this._weightInterpolant = null;
  25585. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25586. }
  25587. return this;
  25588. },
  25589. // Time Scale Control
  25590. // set the time scale stopping any scheduled warping
  25591. // although .paused = true yields an effective time scale of zero, this
  25592. // method does *not* change .paused, because it would be confusing
  25593. setEffectiveTimeScale: function ( timeScale ) {
  25594. this.timeScale = timeScale;
  25595. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25596. return this.stopWarping();
  25597. },
  25598. // return the time scale considering warping and .paused
  25599. getEffectiveTimeScale: function () {
  25600. return this._effectiveTimeScale;
  25601. },
  25602. setDuration: function ( duration ) {
  25603. this.timeScale = this._clip.duration / duration;
  25604. return this.stopWarping();
  25605. },
  25606. syncWith: function ( action ) {
  25607. this.time = action.time;
  25608. this.timeScale = action.timeScale;
  25609. return this.stopWarping();
  25610. },
  25611. halt: function ( duration ) {
  25612. return this.warp( this._effectiveTimeScale, 0, duration );
  25613. },
  25614. warp: function ( startTimeScale, endTimeScale, duration ) {
  25615. var mixer = this._mixer, now = mixer.time,
  25616. interpolant = this._timeScaleInterpolant,
  25617. timeScale = this.timeScale;
  25618. if ( interpolant === null ) {
  25619. interpolant = mixer._lendControlInterpolant();
  25620. this._timeScaleInterpolant = interpolant;
  25621. }
  25622. var times = interpolant.parameterPositions,
  25623. values = interpolant.sampleValues;
  25624. times[ 0 ] = now;
  25625. times[ 1 ] = now + duration;
  25626. values[ 0 ] = startTimeScale / timeScale;
  25627. values[ 1 ] = endTimeScale / timeScale;
  25628. return this;
  25629. },
  25630. stopWarping: function () {
  25631. var timeScaleInterpolant = this._timeScaleInterpolant;
  25632. if ( timeScaleInterpolant !== null ) {
  25633. this._timeScaleInterpolant = null;
  25634. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25635. }
  25636. return this;
  25637. },
  25638. // Object Accessors
  25639. getMixer: function () {
  25640. return this._mixer;
  25641. },
  25642. getClip: function () {
  25643. return this._clip;
  25644. },
  25645. getRoot: function () {
  25646. return this._localRoot || this._mixer._root;
  25647. },
  25648. // Interna
  25649. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25650. // called by the mixer
  25651. if ( ! this.enabled ) {
  25652. // call ._updateWeight() to update ._effectiveWeight
  25653. this._updateWeight( time );
  25654. return;
  25655. }
  25656. var startTime = this._startTime;
  25657. if ( startTime !== null ) {
  25658. // check for scheduled start of action
  25659. var timeRunning = ( time - startTime ) * timeDirection;
  25660. if ( timeRunning < 0 || timeDirection === 0 ) {
  25661. return; // yet to come / don't decide when delta = 0
  25662. }
  25663. // start
  25664. this._startTime = null; // unschedule
  25665. deltaTime = timeDirection * timeRunning;
  25666. }
  25667. // apply time scale and advance time
  25668. deltaTime *= this._updateTimeScale( time );
  25669. var clipTime = this._updateTime( deltaTime );
  25670. // note: _updateTime may disable the action resulting in
  25671. // an effective weight of 0
  25672. var weight = this._updateWeight( time );
  25673. if ( weight > 0 ) {
  25674. var interpolants = this._interpolants;
  25675. var propertyMixers = this._propertyBindings;
  25676. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25677. interpolants[ j ].evaluate( clipTime );
  25678. propertyMixers[ j ].accumulate( accuIndex, weight );
  25679. }
  25680. }
  25681. },
  25682. _updateWeight: function ( time ) {
  25683. var weight = 0;
  25684. if ( this.enabled ) {
  25685. weight = this.weight;
  25686. var interpolant = this._weightInterpolant;
  25687. if ( interpolant !== null ) {
  25688. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25689. weight *= interpolantValue;
  25690. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25691. this.stopFading();
  25692. if ( interpolantValue === 0 ) {
  25693. // faded out, disable
  25694. this.enabled = false;
  25695. }
  25696. }
  25697. }
  25698. }
  25699. this._effectiveWeight = weight;
  25700. return weight;
  25701. },
  25702. _updateTimeScale: function ( time ) {
  25703. var timeScale = 0;
  25704. if ( ! this.paused ) {
  25705. timeScale = this.timeScale;
  25706. var interpolant = this._timeScaleInterpolant;
  25707. if ( interpolant !== null ) {
  25708. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25709. timeScale *= interpolantValue;
  25710. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25711. this.stopWarping();
  25712. if ( timeScale === 0 ) {
  25713. // motion has halted, pause
  25714. this.paused = true;
  25715. } else {
  25716. // warp done - apply final time scale
  25717. this.timeScale = timeScale;
  25718. }
  25719. }
  25720. }
  25721. }
  25722. this._effectiveTimeScale = timeScale;
  25723. return timeScale;
  25724. },
  25725. _updateTime: function ( deltaTime ) {
  25726. var time = this.time + deltaTime;
  25727. var duration = this._clip.duration;
  25728. var loop = this.loop;
  25729. var loopCount = this._loopCount;
  25730. var pingPong = ( loop === LoopPingPong );
  25731. if ( deltaTime === 0 ) {
  25732. if ( loopCount === - 1 ) return time;
  25733. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25734. }
  25735. if ( loop === LoopOnce ) {
  25736. if ( loopCount === - 1 ) {
  25737. // just started
  25738. this._loopCount = 0;
  25739. this._setEndings( true, true, false );
  25740. }
  25741. handle_stop: {
  25742. if ( time >= duration ) {
  25743. time = duration;
  25744. } else if ( time < 0 ) {
  25745. time = 0;
  25746. } else {
  25747. this.time = time;
  25748. break handle_stop;
  25749. }
  25750. if ( this.clampWhenFinished ) this.paused = true;
  25751. else this.enabled = false;
  25752. this.time = time;
  25753. this._mixer.dispatchEvent( {
  25754. type: 'finished', action: this,
  25755. direction: deltaTime < 0 ? - 1 : 1
  25756. } );
  25757. }
  25758. } else { // repetitive Repeat or PingPong
  25759. if ( loopCount === - 1 ) {
  25760. // just started
  25761. if ( deltaTime >= 0 ) {
  25762. loopCount = 0;
  25763. this._setEndings( true, this.repetitions === 0, pingPong );
  25764. } else {
  25765. // when looping in reverse direction, the initial
  25766. // transition through zero counts as a repetition,
  25767. // so leave loopCount at -1
  25768. this._setEndings( this.repetitions === 0, true, pingPong );
  25769. }
  25770. }
  25771. if ( time >= duration || time < 0 ) {
  25772. // wrap around
  25773. var loopDelta = Math.floor( time / duration ); // signed
  25774. time -= duration * loopDelta;
  25775. loopCount += Math.abs( loopDelta );
  25776. var pending = this.repetitions - loopCount;
  25777. if ( pending <= 0 ) {
  25778. // have to stop (switch state, clamp time, fire event)
  25779. if ( this.clampWhenFinished ) this.paused = true;
  25780. else this.enabled = false;
  25781. time = deltaTime > 0 ? duration : 0;
  25782. this.time = time;
  25783. this._mixer.dispatchEvent( {
  25784. type: 'finished', action: this,
  25785. direction: deltaTime > 0 ? 1 : - 1
  25786. } );
  25787. } else {
  25788. // keep running
  25789. if ( pending === 1 ) {
  25790. // entering the last round
  25791. var atStart = deltaTime < 0;
  25792. this._setEndings( atStart, ! atStart, pingPong );
  25793. } else {
  25794. this._setEndings( false, false, pingPong );
  25795. }
  25796. this._loopCount = loopCount;
  25797. this.time = time;
  25798. this._mixer.dispatchEvent( {
  25799. type: 'loop', action: this, loopDelta: loopDelta
  25800. } );
  25801. }
  25802. } else {
  25803. this.time = time;
  25804. }
  25805. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  25806. // invert time for the "pong round"
  25807. return duration - time;
  25808. }
  25809. }
  25810. return time;
  25811. },
  25812. _setEndings: function ( atStart, atEnd, pingPong ) {
  25813. var settings = this._interpolantSettings;
  25814. if ( pingPong ) {
  25815. settings.endingStart = ZeroSlopeEnding;
  25816. settings.endingEnd = ZeroSlopeEnding;
  25817. } else {
  25818. // assuming for LoopOnce atStart == atEnd == true
  25819. if ( atStart ) {
  25820. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25821. } else {
  25822. settings.endingStart = WrapAroundEnding;
  25823. }
  25824. if ( atEnd ) {
  25825. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25826. } else {
  25827. settings.endingEnd = WrapAroundEnding;
  25828. }
  25829. }
  25830. },
  25831. _scheduleFading: function ( duration, weightNow, weightThen ) {
  25832. var mixer = this._mixer, now = mixer.time,
  25833. interpolant = this._weightInterpolant;
  25834. if ( interpolant === null ) {
  25835. interpolant = mixer._lendControlInterpolant();
  25836. this._weightInterpolant = interpolant;
  25837. }
  25838. var times = interpolant.parameterPositions,
  25839. values = interpolant.sampleValues;
  25840. times[ 0 ] = now;
  25841. values[ 0 ] = weightNow;
  25842. times[ 1 ] = now + duration;
  25843. values[ 1 ] = weightThen;
  25844. return this;
  25845. }
  25846. } );
  25847. /**
  25848. *
  25849. * Player for AnimationClips.
  25850. *
  25851. *
  25852. * @author Ben Houston / http://clara.io/
  25853. * @author David Sarno / http://lighthaus.us/
  25854. * @author tschw
  25855. */
  25856. function AnimationMixer( root ) {
  25857. this._root = root;
  25858. this._initMemoryManager();
  25859. this._accuIndex = 0;
  25860. this.time = 0;
  25861. this.timeScale = 1.0;
  25862. }
  25863. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  25864. constructor: AnimationMixer,
  25865. _bindAction: function ( action, prototypeAction ) {
  25866. var root = action._localRoot || this._root,
  25867. tracks = action._clip.tracks,
  25868. nTracks = tracks.length,
  25869. bindings = action._propertyBindings,
  25870. interpolants = action._interpolants,
  25871. rootUuid = root.uuid,
  25872. bindingsByRoot = this._bindingsByRootAndName,
  25873. bindingsByName = bindingsByRoot[ rootUuid ];
  25874. if ( bindingsByName === undefined ) {
  25875. bindingsByName = {};
  25876. bindingsByRoot[ rootUuid ] = bindingsByName;
  25877. }
  25878. for ( var i = 0; i !== nTracks; ++ i ) {
  25879. var track = tracks[ i ],
  25880. trackName = track.name,
  25881. binding = bindingsByName[ trackName ];
  25882. if ( binding !== undefined ) {
  25883. bindings[ i ] = binding;
  25884. } else {
  25885. binding = bindings[ i ];
  25886. if ( binding !== undefined ) {
  25887. // existing binding, make sure the cache knows
  25888. if ( binding._cacheIndex === null ) {
  25889. ++ binding.referenceCount;
  25890. this._addInactiveBinding( binding, rootUuid, trackName );
  25891. }
  25892. continue;
  25893. }
  25894. var path = prototypeAction && prototypeAction.
  25895. _propertyBindings[ i ].binding.parsedPath;
  25896. binding = new PropertyMixer(
  25897. PropertyBinding.create( root, trackName, path ),
  25898. track.ValueTypeName, track.getValueSize() );
  25899. ++ binding.referenceCount;
  25900. this._addInactiveBinding( binding, rootUuid, trackName );
  25901. bindings[ i ] = binding;
  25902. }
  25903. interpolants[ i ].resultBuffer = binding.buffer;
  25904. }
  25905. },
  25906. _activateAction: function ( action ) {
  25907. if ( ! this._isActiveAction( action ) ) {
  25908. if ( action._cacheIndex === null ) {
  25909. // this action has been forgotten by the cache, but the user
  25910. // appears to be still using it -> rebind
  25911. var rootUuid = ( action._localRoot || this._root ).uuid,
  25912. clipUuid = action._clip.uuid,
  25913. actionsForClip = this._actionsByClip[ clipUuid ];
  25914. this._bindAction( action,
  25915. actionsForClip && actionsForClip.knownActions[ 0 ] );
  25916. this._addInactiveAction( action, clipUuid, rootUuid );
  25917. }
  25918. var bindings = action._propertyBindings;
  25919. // increment reference counts / sort out state
  25920. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25921. var binding = bindings[ i ];
  25922. if ( binding.useCount ++ === 0 ) {
  25923. this._lendBinding( binding );
  25924. binding.saveOriginalState();
  25925. }
  25926. }
  25927. this._lendAction( action );
  25928. }
  25929. },
  25930. _deactivateAction: function ( action ) {
  25931. if ( this._isActiveAction( action ) ) {
  25932. var bindings = action._propertyBindings;
  25933. // decrement reference counts / sort out state
  25934. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25935. var binding = bindings[ i ];
  25936. if ( -- binding.useCount === 0 ) {
  25937. binding.restoreOriginalState();
  25938. this._takeBackBinding( binding );
  25939. }
  25940. }
  25941. this._takeBackAction( action );
  25942. }
  25943. },
  25944. // Memory manager
  25945. _initMemoryManager: function () {
  25946. this._actions = []; // 'nActiveActions' followed by inactive ones
  25947. this._nActiveActions = 0;
  25948. this._actionsByClip = {};
  25949. // inside:
  25950. // {
  25951. // knownActions: Array< AnimationAction > - used as prototypes
  25952. // actionByRoot: AnimationAction - lookup
  25953. // }
  25954. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  25955. this._nActiveBindings = 0;
  25956. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  25957. this._controlInterpolants = []; // same game as above
  25958. this._nActiveControlInterpolants = 0;
  25959. var scope = this;
  25960. this.stats = {
  25961. actions: {
  25962. get total() {
  25963. return scope._actions.length;
  25964. },
  25965. get inUse() {
  25966. return scope._nActiveActions;
  25967. }
  25968. },
  25969. bindings: {
  25970. get total() {
  25971. return scope._bindings.length;
  25972. },
  25973. get inUse() {
  25974. return scope._nActiveBindings;
  25975. }
  25976. },
  25977. controlInterpolants: {
  25978. get total() {
  25979. return scope._controlInterpolants.length;
  25980. },
  25981. get inUse() {
  25982. return scope._nActiveControlInterpolants;
  25983. }
  25984. }
  25985. };
  25986. },
  25987. // Memory management for AnimationAction objects
  25988. _isActiveAction: function ( action ) {
  25989. var index = action._cacheIndex;
  25990. return index !== null && index < this._nActiveActions;
  25991. },
  25992. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  25993. var actions = this._actions,
  25994. actionsByClip = this._actionsByClip,
  25995. actionsForClip = actionsByClip[ clipUuid ];
  25996. if ( actionsForClip === undefined ) {
  25997. actionsForClip = {
  25998. knownActions: [ action ],
  25999. actionByRoot: {}
  26000. };
  26001. action._byClipCacheIndex = 0;
  26002. actionsByClip[ clipUuid ] = actionsForClip;
  26003. } else {
  26004. var knownActions = actionsForClip.knownActions;
  26005. action._byClipCacheIndex = knownActions.length;
  26006. knownActions.push( action );
  26007. }
  26008. action._cacheIndex = actions.length;
  26009. actions.push( action );
  26010. actionsForClip.actionByRoot[ rootUuid ] = action;
  26011. },
  26012. _removeInactiveAction: function ( action ) {
  26013. var actions = this._actions,
  26014. lastInactiveAction = actions[ actions.length - 1 ],
  26015. cacheIndex = action._cacheIndex;
  26016. lastInactiveAction._cacheIndex = cacheIndex;
  26017. actions[ cacheIndex ] = lastInactiveAction;
  26018. actions.pop();
  26019. action._cacheIndex = null;
  26020. var clipUuid = action._clip.uuid,
  26021. actionsByClip = this._actionsByClip,
  26022. actionsForClip = actionsByClip[ clipUuid ],
  26023. knownActionsForClip = actionsForClip.knownActions,
  26024. lastKnownAction =
  26025. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26026. byClipCacheIndex = action._byClipCacheIndex;
  26027. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26028. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26029. knownActionsForClip.pop();
  26030. action._byClipCacheIndex = null;
  26031. var actionByRoot = actionsForClip.actionByRoot,
  26032. rootUuid = ( action._localRoot || this._root ).uuid;
  26033. delete actionByRoot[ rootUuid ];
  26034. if ( knownActionsForClip.length === 0 ) {
  26035. delete actionsByClip[ clipUuid ];
  26036. }
  26037. this._removeInactiveBindingsForAction( action );
  26038. },
  26039. _removeInactiveBindingsForAction: function ( action ) {
  26040. var bindings = action._propertyBindings;
  26041. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26042. var binding = bindings[ i ];
  26043. if ( -- binding.referenceCount === 0 ) {
  26044. this._removeInactiveBinding( binding );
  26045. }
  26046. }
  26047. },
  26048. _lendAction: function ( action ) {
  26049. // [ active actions | inactive actions ]
  26050. // [ active actions >| inactive actions ]
  26051. // s a
  26052. // <-swap->
  26053. // a s
  26054. var actions = this._actions,
  26055. prevIndex = action._cacheIndex,
  26056. lastActiveIndex = this._nActiveActions ++,
  26057. firstInactiveAction = actions[ lastActiveIndex ];
  26058. action._cacheIndex = lastActiveIndex;
  26059. actions[ lastActiveIndex ] = action;
  26060. firstInactiveAction._cacheIndex = prevIndex;
  26061. actions[ prevIndex ] = firstInactiveAction;
  26062. },
  26063. _takeBackAction: function ( action ) {
  26064. // [ active actions | inactive actions ]
  26065. // [ active actions |< inactive actions ]
  26066. // a s
  26067. // <-swap->
  26068. // s a
  26069. var actions = this._actions,
  26070. prevIndex = action._cacheIndex,
  26071. firstInactiveIndex = -- this._nActiveActions,
  26072. lastActiveAction = actions[ firstInactiveIndex ];
  26073. action._cacheIndex = firstInactiveIndex;
  26074. actions[ firstInactiveIndex ] = action;
  26075. lastActiveAction._cacheIndex = prevIndex;
  26076. actions[ prevIndex ] = lastActiveAction;
  26077. },
  26078. // Memory management for PropertyMixer objects
  26079. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26080. var bindingsByRoot = this._bindingsByRootAndName,
  26081. bindingByName = bindingsByRoot[ rootUuid ],
  26082. bindings = this._bindings;
  26083. if ( bindingByName === undefined ) {
  26084. bindingByName = {};
  26085. bindingsByRoot[ rootUuid ] = bindingByName;
  26086. }
  26087. bindingByName[ trackName ] = binding;
  26088. binding._cacheIndex = bindings.length;
  26089. bindings.push( binding );
  26090. },
  26091. _removeInactiveBinding: function ( binding ) {
  26092. var bindings = this._bindings,
  26093. propBinding = binding.binding,
  26094. rootUuid = propBinding.rootNode.uuid,
  26095. trackName = propBinding.path,
  26096. bindingsByRoot = this._bindingsByRootAndName,
  26097. bindingByName = bindingsByRoot[ rootUuid ],
  26098. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26099. cacheIndex = binding._cacheIndex;
  26100. lastInactiveBinding._cacheIndex = cacheIndex;
  26101. bindings[ cacheIndex ] = lastInactiveBinding;
  26102. bindings.pop();
  26103. delete bindingByName[ trackName ];
  26104. if ( Object.keys( bindingByName ).length === 0 ) {
  26105. delete bindingsByRoot[ rootUuid ];
  26106. }
  26107. },
  26108. _lendBinding: function ( binding ) {
  26109. var bindings = this._bindings,
  26110. prevIndex = binding._cacheIndex,
  26111. lastActiveIndex = this._nActiveBindings ++,
  26112. firstInactiveBinding = bindings[ lastActiveIndex ];
  26113. binding._cacheIndex = lastActiveIndex;
  26114. bindings[ lastActiveIndex ] = binding;
  26115. firstInactiveBinding._cacheIndex = prevIndex;
  26116. bindings[ prevIndex ] = firstInactiveBinding;
  26117. },
  26118. _takeBackBinding: function ( binding ) {
  26119. var bindings = this._bindings,
  26120. prevIndex = binding._cacheIndex,
  26121. firstInactiveIndex = -- this._nActiveBindings,
  26122. lastActiveBinding = bindings[ firstInactiveIndex ];
  26123. binding._cacheIndex = firstInactiveIndex;
  26124. bindings[ firstInactiveIndex ] = binding;
  26125. lastActiveBinding._cacheIndex = prevIndex;
  26126. bindings[ prevIndex ] = lastActiveBinding;
  26127. },
  26128. // Memory management of Interpolants for weight and time scale
  26129. _lendControlInterpolant: function () {
  26130. var interpolants = this._controlInterpolants,
  26131. lastActiveIndex = this._nActiveControlInterpolants ++,
  26132. interpolant = interpolants[ lastActiveIndex ];
  26133. if ( interpolant === undefined ) {
  26134. interpolant = new LinearInterpolant(
  26135. new Float32Array( 2 ), new Float32Array( 2 ),
  26136. 1, this._controlInterpolantsResultBuffer );
  26137. interpolant.__cacheIndex = lastActiveIndex;
  26138. interpolants[ lastActiveIndex ] = interpolant;
  26139. }
  26140. return interpolant;
  26141. },
  26142. _takeBackControlInterpolant: function ( interpolant ) {
  26143. var interpolants = this._controlInterpolants,
  26144. prevIndex = interpolant.__cacheIndex,
  26145. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26146. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26147. interpolant.__cacheIndex = firstInactiveIndex;
  26148. interpolants[ firstInactiveIndex ] = interpolant;
  26149. lastActiveInterpolant.__cacheIndex = prevIndex;
  26150. interpolants[ prevIndex ] = lastActiveInterpolant;
  26151. },
  26152. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26153. // return an action for a clip optionally using a custom root target
  26154. // object (this method allocates a lot of dynamic memory in case a
  26155. // previously unknown clip/root combination is specified)
  26156. clipAction: function ( clip, optionalRoot ) {
  26157. var root = optionalRoot || this._root,
  26158. rootUuid = root.uuid,
  26159. clipObject = typeof clip === 'string' ?
  26160. AnimationClip.findByName( root, clip ) : clip,
  26161. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26162. actionsForClip = this._actionsByClip[ clipUuid ],
  26163. prototypeAction = null;
  26164. if ( actionsForClip !== undefined ) {
  26165. var existingAction =
  26166. actionsForClip.actionByRoot[ rootUuid ];
  26167. if ( existingAction !== undefined ) {
  26168. return existingAction;
  26169. }
  26170. // we know the clip, so we don't have to parse all
  26171. // the bindings again but can just copy
  26172. prototypeAction = actionsForClip.knownActions[ 0 ];
  26173. // also, take the clip from the prototype action
  26174. if ( clipObject === null )
  26175. clipObject = prototypeAction._clip;
  26176. }
  26177. // clip must be known when specified via string
  26178. if ( clipObject === null ) return null;
  26179. // allocate all resources required to run it
  26180. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26181. this._bindAction( newAction, prototypeAction );
  26182. // and make the action known to the memory manager
  26183. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26184. return newAction;
  26185. },
  26186. // get an existing action
  26187. existingAction: function ( clip, optionalRoot ) {
  26188. var root = optionalRoot || this._root,
  26189. rootUuid = root.uuid,
  26190. clipObject = typeof clip === 'string' ?
  26191. AnimationClip.findByName( root, clip ) : clip,
  26192. clipUuid = clipObject ? clipObject.uuid : clip,
  26193. actionsForClip = this._actionsByClip[ clipUuid ];
  26194. if ( actionsForClip !== undefined ) {
  26195. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26196. }
  26197. return null;
  26198. },
  26199. // deactivates all previously scheduled actions
  26200. stopAllAction: function () {
  26201. var actions = this._actions,
  26202. nActions = this._nActiveActions,
  26203. bindings = this._bindings,
  26204. nBindings = this._nActiveBindings;
  26205. this._nActiveActions = 0;
  26206. this._nActiveBindings = 0;
  26207. for ( var i = 0; i !== nActions; ++ i ) {
  26208. actions[ i ].reset();
  26209. }
  26210. for ( var i = 0; i !== nBindings; ++ i ) {
  26211. bindings[ i ].useCount = 0;
  26212. }
  26213. return this;
  26214. },
  26215. // advance the time and update apply the animation
  26216. update: function ( deltaTime ) {
  26217. deltaTime *= this.timeScale;
  26218. var actions = this._actions,
  26219. nActions = this._nActiveActions,
  26220. time = this.time += deltaTime,
  26221. timeDirection = Math.sign( deltaTime ),
  26222. accuIndex = this._accuIndex ^= 1;
  26223. // run active actions
  26224. for ( var i = 0; i !== nActions; ++ i ) {
  26225. var action = actions[ i ];
  26226. action._update( time, deltaTime, timeDirection, accuIndex );
  26227. }
  26228. // update scene graph
  26229. var bindings = this._bindings,
  26230. nBindings = this._nActiveBindings;
  26231. for ( var i = 0; i !== nBindings; ++ i ) {
  26232. bindings[ i ].apply( accuIndex );
  26233. }
  26234. return this;
  26235. },
  26236. // return this mixer's root target object
  26237. getRoot: function () {
  26238. return this._root;
  26239. },
  26240. // free all resources specific to a particular clip
  26241. uncacheClip: function ( clip ) {
  26242. var actions = this._actions,
  26243. clipUuid = clip.uuid,
  26244. actionsByClip = this._actionsByClip,
  26245. actionsForClip = actionsByClip[ clipUuid ];
  26246. if ( actionsForClip !== undefined ) {
  26247. // note: just calling _removeInactiveAction would mess up the
  26248. // iteration state and also require updating the state we can
  26249. // just throw away
  26250. var actionsToRemove = actionsForClip.knownActions;
  26251. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26252. var action = actionsToRemove[ i ];
  26253. this._deactivateAction( action );
  26254. var cacheIndex = action._cacheIndex,
  26255. lastInactiveAction = actions[ actions.length - 1 ];
  26256. action._cacheIndex = null;
  26257. action._byClipCacheIndex = null;
  26258. lastInactiveAction._cacheIndex = cacheIndex;
  26259. actions[ cacheIndex ] = lastInactiveAction;
  26260. actions.pop();
  26261. this._removeInactiveBindingsForAction( action );
  26262. }
  26263. delete actionsByClip[ clipUuid ];
  26264. }
  26265. },
  26266. // free all resources specific to a particular root target object
  26267. uncacheRoot: function ( root ) {
  26268. var rootUuid = root.uuid,
  26269. actionsByClip = this._actionsByClip;
  26270. for ( var clipUuid in actionsByClip ) {
  26271. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26272. action = actionByRoot[ rootUuid ];
  26273. if ( action !== undefined ) {
  26274. this._deactivateAction( action );
  26275. this._removeInactiveAction( action );
  26276. }
  26277. }
  26278. var bindingsByRoot = this._bindingsByRootAndName,
  26279. bindingByName = bindingsByRoot[ rootUuid ];
  26280. if ( bindingByName !== undefined ) {
  26281. for ( var trackName in bindingByName ) {
  26282. var binding = bindingByName[ trackName ];
  26283. binding.restoreOriginalState();
  26284. this._removeInactiveBinding( binding );
  26285. }
  26286. }
  26287. },
  26288. // remove a targeted clip from the cache
  26289. uncacheAction: function ( clip, optionalRoot ) {
  26290. var action = this.existingAction( clip, optionalRoot );
  26291. if ( action !== null ) {
  26292. this._deactivateAction( action );
  26293. this._removeInactiveAction( action );
  26294. }
  26295. }
  26296. } );
  26297. /**
  26298. * @author mrdoob / http://mrdoob.com/
  26299. */
  26300. function Uniform( value ) {
  26301. if ( typeof value === 'string' ) {
  26302. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26303. value = arguments[ 1 ];
  26304. }
  26305. this.value = value;
  26306. }
  26307. Uniform.prototype.clone = function () {
  26308. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26309. };
  26310. /**
  26311. * @author benaadams / https://twitter.com/ben_a_adams
  26312. */
  26313. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26314. InterleavedBuffer.call( this, array, stride );
  26315. this.meshPerAttribute = meshPerAttribute || 1;
  26316. }
  26317. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26318. constructor: InstancedInterleavedBuffer,
  26319. isInstancedInterleavedBuffer: true,
  26320. copy: function ( source ) {
  26321. InterleavedBuffer.prototype.copy.call( this, source );
  26322. this.meshPerAttribute = source.meshPerAttribute;
  26323. return this;
  26324. }
  26325. } );
  26326. /**
  26327. * @author mrdoob / http://mrdoob.com/
  26328. * @author bhouston / http://clara.io/
  26329. * @author stephomi / http://stephaneginier.com/
  26330. */
  26331. function Raycaster( origin, direction, near, far ) {
  26332. this.ray = new Ray( origin, direction );
  26333. // direction is assumed to be normalized (for accurate distance calculations)
  26334. this.near = near || 0;
  26335. this.far = far || Infinity;
  26336. this.camera = null;
  26337. this.params = {
  26338. Mesh: {},
  26339. Line: {},
  26340. LOD: {},
  26341. Points: { threshold: 1 },
  26342. Sprite: {}
  26343. };
  26344. Object.defineProperties( this.params, {
  26345. PointCloud: {
  26346. get: function () {
  26347. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26348. return this.Points;
  26349. }
  26350. }
  26351. } );
  26352. }
  26353. function ascSort( a, b ) {
  26354. return a.distance - b.distance;
  26355. }
  26356. function intersectObject( object, raycaster, intersects, recursive ) {
  26357. if ( object.visible === false ) return;
  26358. object.raycast( raycaster, intersects );
  26359. if ( recursive === true ) {
  26360. var children = object.children;
  26361. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26362. intersectObject( children[ i ], raycaster, intersects, true );
  26363. }
  26364. }
  26365. }
  26366. Object.assign( Raycaster.prototype, {
  26367. linePrecision: 1,
  26368. set: function ( origin, direction ) {
  26369. // direction is assumed to be normalized (for accurate distance calculations)
  26370. this.ray.set( origin, direction );
  26371. },
  26372. setFromCamera: function ( coords, camera ) {
  26373. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26374. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26375. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26376. this.camera = camera;
  26377. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26378. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26379. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26380. this.camera = camera;
  26381. } else {
  26382. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26383. }
  26384. },
  26385. intersectObject: function ( object, recursive, optionalTarget ) {
  26386. var intersects = optionalTarget || [];
  26387. intersectObject( object, this, intersects, recursive );
  26388. intersects.sort( ascSort );
  26389. return intersects;
  26390. },
  26391. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26392. var intersects = optionalTarget || [];
  26393. if ( Array.isArray( objects ) === false ) {
  26394. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26395. return intersects;
  26396. }
  26397. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26398. intersectObject( objects[ i ], this, intersects, recursive );
  26399. }
  26400. intersects.sort( ascSort );
  26401. return intersects;
  26402. }
  26403. } );
  26404. /**
  26405. * @author bhouston / http://clara.io
  26406. * @author WestLangley / http://github.com/WestLangley
  26407. *
  26408. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26409. *
  26410. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26411. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26412. */
  26413. function Spherical( radius, phi, theta ) {
  26414. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26415. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26416. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26417. return this;
  26418. }
  26419. Object.assign( Spherical.prototype, {
  26420. set: function ( radius, phi, theta ) {
  26421. this.radius = radius;
  26422. this.phi = phi;
  26423. this.theta = theta;
  26424. return this;
  26425. },
  26426. clone: function () {
  26427. return new this.constructor().copy( this );
  26428. },
  26429. copy: function ( other ) {
  26430. this.radius = other.radius;
  26431. this.phi = other.phi;
  26432. this.theta = other.theta;
  26433. return this;
  26434. },
  26435. // restrict phi to be betwee EPS and PI-EPS
  26436. makeSafe: function () {
  26437. var EPS = 0.000001;
  26438. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26439. return this;
  26440. },
  26441. setFromVector3: function ( v ) {
  26442. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26443. },
  26444. setFromCartesianCoords: function ( x, y, z ) {
  26445. this.radius = Math.sqrt( x * x + y * y + z * z );
  26446. if ( this.radius === 0 ) {
  26447. this.theta = 0;
  26448. this.phi = 0;
  26449. } else {
  26450. this.theta = Math.atan2( x, z );
  26451. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26452. }
  26453. return this;
  26454. }
  26455. } );
  26456. /**
  26457. * @author Mugen87 / https://github.com/Mugen87
  26458. *
  26459. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26460. *
  26461. */
  26462. function Cylindrical( radius, theta, y ) {
  26463. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26464. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26465. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26466. return this;
  26467. }
  26468. Object.assign( Cylindrical.prototype, {
  26469. set: function ( radius, theta, y ) {
  26470. this.radius = radius;
  26471. this.theta = theta;
  26472. this.y = y;
  26473. return this;
  26474. },
  26475. clone: function () {
  26476. return new this.constructor().copy( this );
  26477. },
  26478. copy: function ( other ) {
  26479. this.radius = other.radius;
  26480. this.theta = other.theta;
  26481. this.y = other.y;
  26482. return this;
  26483. },
  26484. setFromVector3: function ( v ) {
  26485. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26486. },
  26487. setFromCartesianCoords: function ( x, y, z ) {
  26488. this.radius = Math.sqrt( x * x + z * z );
  26489. this.theta = Math.atan2( x, z );
  26490. this.y = y;
  26491. return this;
  26492. }
  26493. } );
  26494. /**
  26495. * @author bhouston / http://clara.io
  26496. */
  26497. var _vector$6 = new Vector2();
  26498. function Box2( min, max ) {
  26499. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26500. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26501. }
  26502. Object.assign( Box2.prototype, {
  26503. set: function ( min, max ) {
  26504. this.min.copy( min );
  26505. this.max.copy( max );
  26506. return this;
  26507. },
  26508. setFromPoints: function ( points ) {
  26509. this.makeEmpty();
  26510. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26511. this.expandByPoint( points[ i ] );
  26512. }
  26513. return this;
  26514. },
  26515. setFromCenterAndSize: function ( center, size ) {
  26516. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26517. this.min.copy( center ).sub( halfSize );
  26518. this.max.copy( center ).add( halfSize );
  26519. return this;
  26520. },
  26521. clone: function () {
  26522. return new this.constructor().copy( this );
  26523. },
  26524. copy: function ( box ) {
  26525. this.min.copy( box.min );
  26526. this.max.copy( box.max );
  26527. return this;
  26528. },
  26529. makeEmpty: function () {
  26530. this.min.x = this.min.y = + Infinity;
  26531. this.max.x = this.max.y = - Infinity;
  26532. return this;
  26533. },
  26534. isEmpty: function () {
  26535. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26536. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26537. },
  26538. getCenter: function ( target ) {
  26539. if ( target === undefined ) {
  26540. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26541. target = new Vector2();
  26542. }
  26543. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26544. },
  26545. getSize: function ( target ) {
  26546. if ( target === undefined ) {
  26547. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26548. target = new Vector2();
  26549. }
  26550. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26551. },
  26552. expandByPoint: function ( point ) {
  26553. this.min.min( point );
  26554. this.max.max( point );
  26555. return this;
  26556. },
  26557. expandByVector: function ( vector ) {
  26558. this.min.sub( vector );
  26559. this.max.add( vector );
  26560. return this;
  26561. },
  26562. expandByScalar: function ( scalar ) {
  26563. this.min.addScalar( - scalar );
  26564. this.max.addScalar( scalar );
  26565. return this;
  26566. },
  26567. containsPoint: function ( point ) {
  26568. return point.x < this.min.x || point.x > this.max.x ||
  26569. point.y < this.min.y || point.y > this.max.y ? false : true;
  26570. },
  26571. containsBox: function ( box ) {
  26572. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26573. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26574. },
  26575. getParameter: function ( point, target ) {
  26576. // This can potentially have a divide by zero if the box
  26577. // has a size dimension of 0.
  26578. if ( target === undefined ) {
  26579. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26580. target = new Vector2();
  26581. }
  26582. return target.set(
  26583. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26584. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26585. );
  26586. },
  26587. intersectsBox: function ( box ) {
  26588. // using 4 splitting planes to rule out intersections
  26589. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26590. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26591. },
  26592. clampPoint: function ( point, target ) {
  26593. if ( target === undefined ) {
  26594. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26595. target = new Vector2();
  26596. }
  26597. return target.copy( point ).clamp( this.min, this.max );
  26598. },
  26599. distanceToPoint: function ( point ) {
  26600. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  26601. return clampedPoint.sub( point ).length();
  26602. },
  26603. intersect: function ( box ) {
  26604. this.min.max( box.min );
  26605. this.max.min( box.max );
  26606. return this;
  26607. },
  26608. union: function ( box ) {
  26609. this.min.min( box.min );
  26610. this.max.max( box.max );
  26611. return this;
  26612. },
  26613. translate: function ( offset ) {
  26614. this.min.add( offset );
  26615. this.max.add( offset );
  26616. return this;
  26617. },
  26618. equals: function ( box ) {
  26619. return box.min.equals( this.min ) && box.max.equals( this.max );
  26620. }
  26621. } );
  26622. /**
  26623. * @author bhouston / http://clara.io
  26624. */
  26625. var _startP = new Vector3();
  26626. var _startEnd = new Vector3();
  26627. function Line3( start, end ) {
  26628. this.start = ( start !== undefined ) ? start : new Vector3();
  26629. this.end = ( end !== undefined ) ? end : new Vector3();
  26630. }
  26631. Object.assign( Line3.prototype, {
  26632. set: function ( start, end ) {
  26633. this.start.copy( start );
  26634. this.end.copy( end );
  26635. return this;
  26636. },
  26637. clone: function () {
  26638. return new this.constructor().copy( this );
  26639. },
  26640. copy: function ( line ) {
  26641. this.start.copy( line.start );
  26642. this.end.copy( line.end );
  26643. return this;
  26644. },
  26645. getCenter: function ( target ) {
  26646. if ( target === undefined ) {
  26647. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26648. target = new Vector3();
  26649. }
  26650. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26651. },
  26652. delta: function ( target ) {
  26653. if ( target === undefined ) {
  26654. console.warn( 'THREE.Line3: .delta() target is now required' );
  26655. target = new Vector3();
  26656. }
  26657. return target.subVectors( this.end, this.start );
  26658. },
  26659. distanceSq: function () {
  26660. return this.start.distanceToSquared( this.end );
  26661. },
  26662. distance: function () {
  26663. return this.start.distanceTo( this.end );
  26664. },
  26665. at: function ( t, target ) {
  26666. if ( target === undefined ) {
  26667. console.warn( 'THREE.Line3: .at() target is now required' );
  26668. target = new Vector3();
  26669. }
  26670. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26671. },
  26672. closestPointToPointParameter: function ( point, clampToLine ) {
  26673. _startP.subVectors( point, this.start );
  26674. _startEnd.subVectors( this.end, this.start );
  26675. var startEnd2 = _startEnd.dot( _startEnd );
  26676. var startEnd_startP = _startEnd.dot( _startP );
  26677. var t = startEnd_startP / startEnd2;
  26678. if ( clampToLine ) {
  26679. t = _Math.clamp( t, 0, 1 );
  26680. }
  26681. return t;
  26682. },
  26683. closestPointToPoint: function ( point, clampToLine, target ) {
  26684. var t = this.closestPointToPointParameter( point, clampToLine );
  26685. if ( target === undefined ) {
  26686. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26687. target = new Vector3();
  26688. }
  26689. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26690. },
  26691. applyMatrix4: function ( matrix ) {
  26692. this.start.applyMatrix4( matrix );
  26693. this.end.applyMatrix4( matrix );
  26694. return this;
  26695. },
  26696. equals: function ( line ) {
  26697. return line.start.equals( this.start ) && line.end.equals( this.end );
  26698. }
  26699. } );
  26700. /**
  26701. * @author alteredq / http://alteredqualia.com/
  26702. */
  26703. function ImmediateRenderObject( material ) {
  26704. Object3D.call( this );
  26705. this.material = material;
  26706. this.render = function ( /* renderCallback */ ) {};
  26707. }
  26708. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26709. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26710. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26711. /**
  26712. * @author mrdoob / http://mrdoob.com/
  26713. * @author WestLangley / http://github.com/WestLangley
  26714. */
  26715. var _v1$5 = new Vector3();
  26716. var _v2$3 = new Vector3();
  26717. var _normalMatrix$1 = new Matrix3();
  26718. var _keys = [ 'a', 'b', 'c' ];
  26719. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26720. this.object = object;
  26721. this.size = ( size !== undefined ) ? size : 1;
  26722. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26723. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26724. //
  26725. var nNormals = 0;
  26726. var objGeometry = this.object.geometry;
  26727. if ( objGeometry && objGeometry.isGeometry ) {
  26728. nNormals = objGeometry.faces.length * 3;
  26729. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26730. nNormals = objGeometry.attributes.normal.count;
  26731. }
  26732. //
  26733. var geometry = new BufferGeometry();
  26734. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26735. geometry.addAttribute( 'position', positions );
  26736. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26737. //
  26738. this.matrixAutoUpdate = false;
  26739. this.update();
  26740. }
  26741. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26742. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26743. VertexNormalsHelper.prototype.update = function () {
  26744. this.object.updateMatrixWorld( true );
  26745. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  26746. var matrixWorld = this.object.matrixWorld;
  26747. var position = this.geometry.attributes.position;
  26748. //
  26749. var objGeometry = this.object.geometry;
  26750. if ( objGeometry && objGeometry.isGeometry ) {
  26751. var vertices = objGeometry.vertices;
  26752. var faces = objGeometry.faces;
  26753. var idx = 0;
  26754. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26755. var face = faces[ i ];
  26756. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26757. var vertex = vertices[ face[ _keys[ j ] ] ];
  26758. var normal = face.vertexNormals[ j ];
  26759. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  26760. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  26761. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  26762. idx = idx + 1;
  26763. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  26764. idx = idx + 1;
  26765. }
  26766. }
  26767. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26768. var objPos = objGeometry.attributes.position;
  26769. var objNorm = objGeometry.attributes.normal;
  26770. var idx = 0;
  26771. // for simplicity, ignore index and drawcalls, and render every normal
  26772. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26773. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26774. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26775. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  26776. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  26777. idx = idx + 1;
  26778. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  26779. idx = idx + 1;
  26780. }
  26781. }
  26782. position.needsUpdate = true;
  26783. };
  26784. /**
  26785. * @author alteredq / http://alteredqualia.com/
  26786. * @author mrdoob / http://mrdoob.com/
  26787. * @author WestLangley / http://github.com/WestLangley
  26788. */
  26789. var _vector$7 = new Vector3();
  26790. function SpotLightHelper( light, color ) {
  26791. Object3D.call( this );
  26792. this.light = light;
  26793. this.light.updateMatrixWorld();
  26794. this.matrix = light.matrixWorld;
  26795. this.matrixAutoUpdate = false;
  26796. this.color = color;
  26797. var geometry = new BufferGeometry();
  26798. var positions = [
  26799. 0, 0, 0, 0, 0, 1,
  26800. 0, 0, 0, 1, 0, 1,
  26801. 0, 0, 0, - 1, 0, 1,
  26802. 0, 0, 0, 0, 1, 1,
  26803. 0, 0, 0, 0, - 1, 1
  26804. ];
  26805. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  26806. var p1 = ( i / l ) * Math.PI * 2;
  26807. var p2 = ( j / l ) * Math.PI * 2;
  26808. positions.push(
  26809. Math.cos( p1 ), Math.sin( p1 ), 1,
  26810. Math.cos( p2 ), Math.sin( p2 ), 1
  26811. );
  26812. }
  26813. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26814. var material = new LineBasicMaterial( { fog: false } );
  26815. this.cone = new LineSegments( geometry, material );
  26816. this.add( this.cone );
  26817. this.update();
  26818. }
  26819. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  26820. SpotLightHelper.prototype.constructor = SpotLightHelper;
  26821. SpotLightHelper.prototype.dispose = function () {
  26822. this.cone.geometry.dispose();
  26823. this.cone.material.dispose();
  26824. };
  26825. SpotLightHelper.prototype.update = function () {
  26826. this.light.updateMatrixWorld();
  26827. var coneLength = this.light.distance ? this.light.distance : 1000;
  26828. var coneWidth = coneLength * Math.tan( this.light.angle );
  26829. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  26830. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  26831. this.cone.lookAt( _vector$7 );
  26832. if ( this.color !== undefined ) {
  26833. this.cone.material.color.set( this.color );
  26834. } else {
  26835. this.cone.material.color.copy( this.light.color );
  26836. }
  26837. };
  26838. /**
  26839. * @author Sean Griffin / http://twitter.com/sgrif
  26840. * @author Michael Guerrero / http://realitymeltdown.com
  26841. * @author mrdoob / http://mrdoob.com/
  26842. * @author ikerr / http://verold.com
  26843. * @author Mugen87 / https://github.com/Mugen87
  26844. */
  26845. var _vector$8 = new Vector3();
  26846. var _boneMatrix = new Matrix4();
  26847. var _matrixWorldInv = new Matrix4();
  26848. function getBoneList( object ) {
  26849. var boneList = [];
  26850. if ( object && object.isBone ) {
  26851. boneList.push( object );
  26852. }
  26853. for ( var i = 0; i < object.children.length; i ++ ) {
  26854. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  26855. }
  26856. return boneList;
  26857. }
  26858. function SkeletonHelper( object ) {
  26859. var bones = getBoneList( object );
  26860. var geometry = new BufferGeometry();
  26861. var vertices = [];
  26862. var colors = [];
  26863. var color1 = new Color( 0, 0, 1 );
  26864. var color2 = new Color( 0, 1, 0 );
  26865. for ( var i = 0; i < bones.length; i ++ ) {
  26866. var bone = bones[ i ];
  26867. if ( bone.parent && bone.parent.isBone ) {
  26868. vertices.push( 0, 0, 0 );
  26869. vertices.push( 0, 0, 0 );
  26870. colors.push( color1.r, color1.g, color1.b );
  26871. colors.push( color2.r, color2.g, color2.b );
  26872. }
  26873. }
  26874. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26875. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26876. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  26877. LineSegments.call( this, geometry, material );
  26878. this.root = object;
  26879. this.bones = bones;
  26880. this.matrix = object.matrixWorld;
  26881. this.matrixAutoUpdate = false;
  26882. }
  26883. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  26884. SkeletonHelper.prototype.constructor = SkeletonHelper;
  26885. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  26886. var bones = this.bones;
  26887. var geometry = this.geometry;
  26888. var position = geometry.getAttribute( 'position' );
  26889. _matrixWorldInv.getInverse( this.root.matrixWorld );
  26890. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  26891. var bone = bones[ i ];
  26892. if ( bone.parent && bone.parent.isBone ) {
  26893. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  26894. _vector$8.setFromMatrixPosition( _boneMatrix );
  26895. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  26896. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  26897. _vector$8.setFromMatrixPosition( _boneMatrix );
  26898. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  26899. j += 2;
  26900. }
  26901. }
  26902. geometry.getAttribute( 'position' ).needsUpdate = true;
  26903. Object3D.prototype.updateMatrixWorld.call( this, force );
  26904. };
  26905. /**
  26906. * @author alteredq / http://alteredqualia.com/
  26907. * @author mrdoob / http://mrdoob.com/
  26908. */
  26909. function PointLightHelper( light, sphereSize, color ) {
  26910. this.light = light;
  26911. this.light.updateMatrixWorld();
  26912. this.color = color;
  26913. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  26914. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26915. Mesh.call( this, geometry, material );
  26916. this.matrix = this.light.matrixWorld;
  26917. this.matrixAutoUpdate = false;
  26918. this.update();
  26919. /*
  26920. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26921. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26922. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26923. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26924. var d = light.distance;
  26925. if ( d === 0.0 ) {
  26926. this.lightDistance.visible = false;
  26927. } else {
  26928. this.lightDistance.scale.set( d, d, d );
  26929. }
  26930. this.add( this.lightDistance );
  26931. */
  26932. }
  26933. PointLightHelper.prototype = Object.create( Mesh.prototype );
  26934. PointLightHelper.prototype.constructor = PointLightHelper;
  26935. PointLightHelper.prototype.dispose = function () {
  26936. this.geometry.dispose();
  26937. this.material.dispose();
  26938. };
  26939. PointLightHelper.prototype.update = function () {
  26940. if ( this.color !== undefined ) {
  26941. this.material.color.set( this.color );
  26942. } else {
  26943. this.material.color.copy( this.light.color );
  26944. }
  26945. /*
  26946. var d = this.light.distance;
  26947. if ( d === 0.0 ) {
  26948. this.lightDistance.visible = false;
  26949. } else {
  26950. this.lightDistance.visible = true;
  26951. this.lightDistance.scale.set( d, d, d );
  26952. }
  26953. */
  26954. };
  26955. /**
  26956. * @author abelnation / http://github.com/abelnation
  26957. * @author Mugen87 / http://github.com/Mugen87
  26958. * @author WestLangley / http://github.com/WestLangley
  26959. *
  26960. * This helper must be added as a child of the light
  26961. */
  26962. function RectAreaLightHelper( light, color ) {
  26963. this.type = 'RectAreaLightHelper';
  26964. this.light = light;
  26965. this.color = color; // optional hardwired color for the helper
  26966. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  26967. var geometry = new BufferGeometry();
  26968. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26969. geometry.computeBoundingSphere();
  26970. var material = new LineBasicMaterial( { fog: false } );
  26971. Line.call( this, geometry, material );
  26972. //
  26973. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  26974. var geometry2 = new BufferGeometry();
  26975. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  26976. geometry2.computeBoundingSphere();
  26977. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  26978. this.update();
  26979. }
  26980. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  26981. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  26982. RectAreaLightHelper.prototype.update = function () {
  26983. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  26984. if ( this.color !== undefined ) {
  26985. this.material.color.set( this.color );
  26986. this.children[ 0 ].material.color.set( this.color );
  26987. } else {
  26988. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  26989. // prevent hue shift
  26990. var c = this.material.color;
  26991. var max = Math.max( c.r, c.g, c.b );
  26992. if ( max > 1 ) c.multiplyScalar( 1 / max );
  26993. this.children[ 0 ].material.color.copy( this.material.color );
  26994. }
  26995. };
  26996. RectAreaLightHelper.prototype.dispose = function () {
  26997. this.geometry.dispose();
  26998. this.material.dispose();
  26999. this.children[ 0 ].geometry.dispose();
  27000. this.children[ 0 ].material.dispose();
  27001. };
  27002. /**
  27003. * @author alteredq / http://alteredqualia.com/
  27004. * @author mrdoob / http://mrdoob.com/
  27005. * @author Mugen87 / https://github.com/Mugen87
  27006. */
  27007. var _vector$9 = new Vector3();
  27008. var _color1 = new Color();
  27009. var _color2 = new Color();
  27010. function HemisphereLightHelper( light, size, color ) {
  27011. Object3D.call( this );
  27012. this.light = light;
  27013. this.light.updateMatrixWorld();
  27014. this.matrix = light.matrixWorld;
  27015. this.matrixAutoUpdate = false;
  27016. this.color = color;
  27017. var geometry = new OctahedronBufferGeometry( size );
  27018. geometry.rotateY( Math.PI * 0.5 );
  27019. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27020. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  27021. var position = geometry.getAttribute( 'position' );
  27022. var colors = new Float32Array( position.count * 3 );
  27023. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27024. this.add( new Mesh( geometry, this.material ) );
  27025. this.update();
  27026. }
  27027. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27028. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27029. HemisphereLightHelper.prototype.dispose = function () {
  27030. this.children[ 0 ].geometry.dispose();
  27031. this.children[ 0 ].material.dispose();
  27032. };
  27033. HemisphereLightHelper.prototype.update = function () {
  27034. var mesh = this.children[ 0 ];
  27035. if ( this.color !== undefined ) {
  27036. this.material.color.set( this.color );
  27037. } else {
  27038. var colors = mesh.geometry.getAttribute( 'color' );
  27039. _color1.copy( this.light.color );
  27040. _color2.copy( this.light.groundColor );
  27041. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27042. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27043. colors.setXYZ( i, color.r, color.g, color.b );
  27044. }
  27045. colors.needsUpdate = true;
  27046. }
  27047. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27048. };
  27049. /**
  27050. * @author WestLangley / http://github.com/WestLangley
  27051. */
  27052. function LightProbeHelper( lightProbe, size ) {
  27053. this.lightProbe = lightProbe;
  27054. this.size = size;
  27055. var defines = {};
  27056. defines[ 'GAMMA_OUTPUT' ] = "";
  27057. // material
  27058. var material = new ShaderMaterial( {
  27059. defines: defines,
  27060. uniforms: {
  27061. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27062. intensity: { value: this.lightProbe.intensity }
  27063. },
  27064. vertexShader: [
  27065. 'varying vec3 vNormal;',
  27066. 'void main() {',
  27067. ' vNormal = normalize( normalMatrix * normal );',
  27068. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27069. '}',
  27070. ].join( '\n' ),
  27071. fragmentShader: [
  27072. '#define RECIPROCAL_PI 0.318309886',
  27073. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27074. ' // matrix is assumed to be orthogonal',
  27075. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27076. '}',
  27077. 'vec3 linearToOutput( in vec3 a ) {',
  27078. ' #ifdef GAMMA_OUTPUT',
  27079. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27080. ' #else',
  27081. ' return a;',
  27082. ' #endif',
  27083. '}',
  27084. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27085. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27086. ' // normal is assumed to have unit length',
  27087. ' float x = normal.x, y = normal.y, z = normal.z;',
  27088. ' // band 0',
  27089. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27090. ' // band 1',
  27091. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27092. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27093. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27094. ' // band 2',
  27095. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27096. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27097. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27098. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27099. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27100. ' return result;',
  27101. '}',
  27102. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27103. 'uniform float intensity; // light probe intensity',
  27104. 'varying vec3 vNormal;',
  27105. 'void main() {',
  27106. ' vec3 normal = normalize( vNormal );',
  27107. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27108. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27109. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27110. ' outgoingLight = linearToOutput( outgoingLight );',
  27111. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27112. '}'
  27113. ].join( '\n' )
  27114. } );
  27115. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27116. Mesh.call( this, geometry, material );
  27117. this.onBeforeRender();
  27118. }
  27119. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27120. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27121. LightProbeHelper.prototype.dispose = function () {
  27122. this.geometry.dispose();
  27123. this.material.dispose();
  27124. };
  27125. LightProbeHelper.prototype.onBeforeRender = function () {
  27126. this.position.copy( this.lightProbe.position );
  27127. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27128. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27129. };
  27130. /**
  27131. * @author mrdoob / http://mrdoob.com/
  27132. */
  27133. function GridHelper( size, divisions, color1, color2 ) {
  27134. size = size || 10;
  27135. divisions = divisions || 10;
  27136. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27137. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27138. var center = divisions / 2;
  27139. var step = size / divisions;
  27140. var halfSize = size / 2;
  27141. var vertices = [], colors = [];
  27142. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27143. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27144. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27145. var color = i === center ? color1 : color2;
  27146. color.toArray( colors, j ); j += 3;
  27147. color.toArray( colors, j ); j += 3;
  27148. color.toArray( colors, j ); j += 3;
  27149. color.toArray( colors, j ); j += 3;
  27150. }
  27151. var geometry = new BufferGeometry();
  27152. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27153. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27154. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27155. LineSegments.call( this, geometry, material );
  27156. }
  27157. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27158. constructor: GridHelper,
  27159. copy: function ( source ) {
  27160. LineSegments.prototype.copy.call( this, source );
  27161. this.geometry.copy( source.geometry );
  27162. this.material.copy( source.material );
  27163. return this;
  27164. },
  27165. clone: function () {
  27166. return new this.constructor().copy( this );
  27167. }
  27168. } );
  27169. /**
  27170. * @author mrdoob / http://mrdoob.com/
  27171. * @author Mugen87 / http://github.com/Mugen87
  27172. * @author Hectate / http://www.github.com/Hectate
  27173. */
  27174. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27175. radius = radius || 10;
  27176. radials = radials || 16;
  27177. circles = circles || 8;
  27178. divisions = divisions || 64;
  27179. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27180. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27181. var vertices = [];
  27182. var colors = [];
  27183. var x, z;
  27184. var v, i, j, r, color;
  27185. // create the radials
  27186. for ( i = 0; i <= radials; i ++ ) {
  27187. v = ( i / radials ) * ( Math.PI * 2 );
  27188. x = Math.sin( v ) * radius;
  27189. z = Math.cos( v ) * radius;
  27190. vertices.push( 0, 0, 0 );
  27191. vertices.push( x, 0, z );
  27192. color = ( i & 1 ) ? color1 : color2;
  27193. colors.push( color.r, color.g, color.b );
  27194. colors.push( color.r, color.g, color.b );
  27195. }
  27196. // create the circles
  27197. for ( i = 0; i <= circles; i ++ ) {
  27198. color = ( i & 1 ) ? color1 : color2;
  27199. r = radius - ( radius / circles * i );
  27200. for ( j = 0; j < divisions; j ++ ) {
  27201. // first vertex
  27202. v = ( j / divisions ) * ( Math.PI * 2 );
  27203. x = Math.sin( v ) * r;
  27204. z = Math.cos( v ) * r;
  27205. vertices.push( x, 0, z );
  27206. colors.push( color.r, color.g, color.b );
  27207. // second vertex
  27208. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27209. x = Math.sin( v ) * r;
  27210. z = Math.cos( v ) * r;
  27211. vertices.push( x, 0, z );
  27212. colors.push( color.r, color.g, color.b );
  27213. }
  27214. }
  27215. var geometry = new BufferGeometry();
  27216. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27217. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27218. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27219. LineSegments.call( this, geometry, material );
  27220. }
  27221. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27222. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27223. /**
  27224. * @author Mugen87 / http://github.com/Mugen87
  27225. */
  27226. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27227. this.audio = audio;
  27228. this.range = range || 1;
  27229. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27230. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27231. var geometry = new BufferGeometry();
  27232. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27233. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27234. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27235. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27236. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27237. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27238. this.update();
  27239. }
  27240. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27241. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27242. PositionalAudioHelper.prototype.update = function () {
  27243. var audio = this.audio;
  27244. var range = this.range;
  27245. var divisionsInnerAngle = this.divisionsInnerAngle;
  27246. var divisionsOuterAngle = this.divisionsOuterAngle;
  27247. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27248. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27249. var halfConeInnerAngle = coneInnerAngle / 2;
  27250. var halfConeOuterAngle = coneOuterAngle / 2;
  27251. var start = 0;
  27252. var count = 0;
  27253. var i, stride;
  27254. var geometry = this.geometry;
  27255. var positionAttribute = geometry.attributes.position;
  27256. geometry.clearGroups();
  27257. //
  27258. function generateSegment( from, to, divisions, materialIndex ) {
  27259. var step = ( to - from ) / divisions;
  27260. positionAttribute.setXYZ( start, 0, 0, 0 );
  27261. count ++;
  27262. for ( i = from; i < to; i += step ) {
  27263. stride = start + count;
  27264. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27265. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27266. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27267. count += 3;
  27268. }
  27269. geometry.addGroup( start, count, materialIndex );
  27270. start += count;
  27271. count = 0;
  27272. }
  27273. //
  27274. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27275. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27276. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27277. //
  27278. positionAttribute.needsUpdate = true;
  27279. if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
  27280. };
  27281. PositionalAudioHelper.prototype.dispose = function () {
  27282. this.geometry.dispose();
  27283. this.material[ 0 ].dispose();
  27284. this.material[ 1 ].dispose();
  27285. };
  27286. /**
  27287. * @author mrdoob / http://mrdoob.com/
  27288. * @author WestLangley / http://github.com/WestLangley
  27289. */
  27290. var _v1$6 = new Vector3();
  27291. var _v2$4 = new Vector3();
  27292. var _normalMatrix$2 = new Matrix3();
  27293. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27294. // FaceNormalsHelper only supports THREE.Geometry
  27295. this.object = object;
  27296. this.size = ( size !== undefined ) ? size : 1;
  27297. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27298. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27299. //
  27300. var nNormals = 0;
  27301. var objGeometry = this.object.geometry;
  27302. if ( objGeometry && objGeometry.isGeometry ) {
  27303. nNormals = objGeometry.faces.length;
  27304. } else {
  27305. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27306. }
  27307. //
  27308. var geometry = new BufferGeometry();
  27309. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27310. geometry.addAttribute( 'position', positions );
  27311. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27312. //
  27313. this.matrixAutoUpdate = false;
  27314. this.update();
  27315. }
  27316. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27317. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27318. FaceNormalsHelper.prototype.update = function () {
  27319. this.object.updateMatrixWorld( true );
  27320. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27321. var matrixWorld = this.object.matrixWorld;
  27322. var position = this.geometry.attributes.position;
  27323. //
  27324. var objGeometry = this.object.geometry;
  27325. var vertices = objGeometry.vertices;
  27326. var faces = objGeometry.faces;
  27327. var idx = 0;
  27328. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27329. var face = faces[ i ];
  27330. var normal = face.normal;
  27331. _v1$6.copy( vertices[ face.a ] )
  27332. .add( vertices[ face.b ] )
  27333. .add( vertices[ face.c ] )
  27334. .divideScalar( 3 )
  27335. .applyMatrix4( matrixWorld );
  27336. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27337. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27338. idx = idx + 1;
  27339. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27340. idx = idx + 1;
  27341. }
  27342. position.needsUpdate = true;
  27343. };
  27344. /**
  27345. * @author alteredq / http://alteredqualia.com/
  27346. * @author mrdoob / http://mrdoob.com/
  27347. * @author WestLangley / http://github.com/WestLangley
  27348. */
  27349. var _v1$7 = new Vector3();
  27350. var _v2$5 = new Vector3();
  27351. var _v3$1 = new Vector3();
  27352. function DirectionalLightHelper( light, size, color ) {
  27353. Object3D.call( this );
  27354. this.light = light;
  27355. this.light.updateMatrixWorld();
  27356. this.matrix = light.matrixWorld;
  27357. this.matrixAutoUpdate = false;
  27358. this.color = color;
  27359. if ( size === undefined ) size = 1;
  27360. var geometry = new BufferGeometry();
  27361. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27362. - size, size, 0,
  27363. size, size, 0,
  27364. size, - size, 0,
  27365. - size, - size, 0,
  27366. - size, size, 0
  27367. ], 3 ) );
  27368. var material = new LineBasicMaterial( { fog: false } );
  27369. this.lightPlane = new Line( geometry, material );
  27370. this.add( this.lightPlane );
  27371. geometry = new BufferGeometry();
  27372. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27373. this.targetLine = new Line( geometry, material );
  27374. this.add( this.targetLine );
  27375. this.update();
  27376. }
  27377. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27378. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27379. DirectionalLightHelper.prototype.dispose = function () {
  27380. this.lightPlane.geometry.dispose();
  27381. this.lightPlane.material.dispose();
  27382. this.targetLine.geometry.dispose();
  27383. this.targetLine.material.dispose();
  27384. };
  27385. DirectionalLightHelper.prototype.update = function () {
  27386. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27387. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27388. _v3$1.subVectors( _v2$5, _v1$7 );
  27389. this.lightPlane.lookAt( _v2$5 );
  27390. if ( this.color !== undefined ) {
  27391. this.lightPlane.material.color.set( this.color );
  27392. this.targetLine.material.color.set( this.color );
  27393. } else {
  27394. this.lightPlane.material.color.copy( this.light.color );
  27395. this.targetLine.material.color.copy( this.light.color );
  27396. }
  27397. this.targetLine.lookAt( _v2$5 );
  27398. this.targetLine.scale.z = _v3$1.length();
  27399. };
  27400. /**
  27401. * @author alteredq / http://alteredqualia.com/
  27402. * @author Mugen87 / https://github.com/Mugen87
  27403. *
  27404. * - shows frustum, line of sight and up of the camera
  27405. * - suitable for fast updates
  27406. * - based on frustum visualization in lightgl.js shadowmap example
  27407. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27408. */
  27409. var _vector$a = new Vector3();
  27410. var _camera = new Camera();
  27411. function CameraHelper( camera ) {
  27412. var geometry = new BufferGeometry();
  27413. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27414. var vertices = [];
  27415. var colors = [];
  27416. var pointMap = {};
  27417. // colors
  27418. var colorFrustum = new Color( 0xffaa00 );
  27419. var colorCone = new Color( 0xff0000 );
  27420. var colorUp = new Color( 0x00aaff );
  27421. var colorTarget = new Color( 0xffffff );
  27422. var colorCross = new Color( 0x333333 );
  27423. // near
  27424. addLine( 'n1', 'n2', colorFrustum );
  27425. addLine( 'n2', 'n4', colorFrustum );
  27426. addLine( 'n4', 'n3', colorFrustum );
  27427. addLine( 'n3', 'n1', colorFrustum );
  27428. // far
  27429. addLine( 'f1', 'f2', colorFrustum );
  27430. addLine( 'f2', 'f4', colorFrustum );
  27431. addLine( 'f4', 'f3', colorFrustum );
  27432. addLine( 'f3', 'f1', colorFrustum );
  27433. // sides
  27434. addLine( 'n1', 'f1', colorFrustum );
  27435. addLine( 'n2', 'f2', colorFrustum );
  27436. addLine( 'n3', 'f3', colorFrustum );
  27437. addLine( 'n4', 'f4', colorFrustum );
  27438. // cone
  27439. addLine( 'p', 'n1', colorCone );
  27440. addLine( 'p', 'n2', colorCone );
  27441. addLine( 'p', 'n3', colorCone );
  27442. addLine( 'p', 'n4', colorCone );
  27443. // up
  27444. addLine( 'u1', 'u2', colorUp );
  27445. addLine( 'u2', 'u3', colorUp );
  27446. addLine( 'u3', 'u1', colorUp );
  27447. // target
  27448. addLine( 'c', 't', colorTarget );
  27449. addLine( 'p', 'c', colorCross );
  27450. // cross
  27451. addLine( 'cn1', 'cn2', colorCross );
  27452. addLine( 'cn3', 'cn4', colorCross );
  27453. addLine( 'cf1', 'cf2', colorCross );
  27454. addLine( 'cf3', 'cf4', colorCross );
  27455. function addLine( a, b, color ) {
  27456. addPoint( a, color );
  27457. addPoint( b, color );
  27458. }
  27459. function addPoint( id, color ) {
  27460. vertices.push( 0, 0, 0 );
  27461. colors.push( color.r, color.g, color.b );
  27462. if ( pointMap[ id ] === undefined ) {
  27463. pointMap[ id ] = [];
  27464. }
  27465. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27466. }
  27467. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27468. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27469. LineSegments.call( this, geometry, material );
  27470. this.camera = camera;
  27471. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  27472. this.matrix = camera.matrixWorld;
  27473. this.matrixAutoUpdate = false;
  27474. this.pointMap = pointMap;
  27475. this.update();
  27476. }
  27477. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27478. CameraHelper.prototype.constructor = CameraHelper;
  27479. CameraHelper.prototype.update = function () {
  27480. var geometry = this.geometry;
  27481. var pointMap = this.pointMap;
  27482. var w = 1, h = 1;
  27483. // we need just camera projection matrix inverse
  27484. // world matrix must be identity
  27485. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27486. // center / target
  27487. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27488. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27489. // near
  27490. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27491. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27492. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27493. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27494. // far
  27495. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27496. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27497. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27498. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27499. // up
  27500. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27501. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27502. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27503. // cross
  27504. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27505. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27506. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27507. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27508. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27509. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27510. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27511. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27512. geometry.getAttribute( 'position' ).needsUpdate = true;
  27513. };
  27514. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27515. _vector$a.set( x, y, z ).unproject( camera );
  27516. var points = pointMap[ point ];
  27517. if ( points !== undefined ) {
  27518. var position = geometry.getAttribute( 'position' );
  27519. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27520. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27521. }
  27522. }
  27523. }
  27524. /**
  27525. * @author mrdoob / http://mrdoob.com/
  27526. * @author Mugen87 / http://github.com/Mugen87
  27527. */
  27528. var _box$2 = new Box3();
  27529. function BoxHelper( object, color ) {
  27530. this.object = object;
  27531. if ( color === undefined ) color = 0xffff00;
  27532. 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 ] );
  27533. var positions = new Float32Array( 8 * 3 );
  27534. var geometry = new BufferGeometry();
  27535. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27536. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27537. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27538. this.matrixAutoUpdate = false;
  27539. this.update();
  27540. }
  27541. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27542. BoxHelper.prototype.constructor = BoxHelper;
  27543. BoxHelper.prototype.update = function ( object ) {
  27544. if ( object !== undefined ) {
  27545. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27546. }
  27547. if ( this.object !== undefined ) {
  27548. _box$2.setFromObject( this.object );
  27549. }
  27550. if ( _box$2.isEmpty() ) return;
  27551. var min = _box$2.min;
  27552. var max = _box$2.max;
  27553. /*
  27554. 5____4
  27555. 1/___0/|
  27556. | 6__|_7
  27557. 2/___3/
  27558. 0: max.x, max.y, max.z
  27559. 1: min.x, max.y, max.z
  27560. 2: min.x, min.y, max.z
  27561. 3: max.x, min.y, max.z
  27562. 4: max.x, max.y, min.z
  27563. 5: min.x, max.y, min.z
  27564. 6: min.x, min.y, min.z
  27565. 7: max.x, min.y, min.z
  27566. */
  27567. var position = this.geometry.attributes.position;
  27568. var array = position.array;
  27569. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27570. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27571. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27572. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27573. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27574. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27575. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27576. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27577. position.needsUpdate = true;
  27578. this.geometry.computeBoundingSphere();
  27579. };
  27580. BoxHelper.prototype.setFromObject = function ( object ) {
  27581. this.object = object;
  27582. this.update();
  27583. return this;
  27584. };
  27585. BoxHelper.prototype.copy = function ( source ) {
  27586. LineSegments.prototype.copy.call( this, source );
  27587. this.object = source.object;
  27588. return this;
  27589. };
  27590. BoxHelper.prototype.clone = function () {
  27591. return new this.constructor().copy( this );
  27592. };
  27593. /**
  27594. * @author WestLangley / http://github.com/WestLangley
  27595. */
  27596. function Box3Helper( box, color ) {
  27597. this.type = 'Box3Helper';
  27598. this.box = box;
  27599. color = color || 0xffff00;
  27600. 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 ] );
  27601. 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 ];
  27602. var geometry = new BufferGeometry();
  27603. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27604. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27605. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27606. this.geometry.computeBoundingSphere();
  27607. }
  27608. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27609. Box3Helper.prototype.constructor = Box3Helper;
  27610. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27611. var box = this.box;
  27612. if ( box.isEmpty() ) return;
  27613. box.getCenter( this.position );
  27614. box.getSize( this.scale );
  27615. this.scale.multiplyScalar( 0.5 );
  27616. Object3D.prototype.updateMatrixWorld.call( this, force );
  27617. };
  27618. /**
  27619. * @author WestLangley / http://github.com/WestLangley
  27620. */
  27621. function PlaneHelper( plane, size, hex ) {
  27622. this.type = 'PlaneHelper';
  27623. this.plane = plane;
  27624. this.size = ( size === undefined ) ? 1 : size;
  27625. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27626. 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 ];
  27627. var geometry = new BufferGeometry();
  27628. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27629. geometry.computeBoundingSphere();
  27630. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27631. //
  27632. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27633. var geometry2 = new BufferGeometry();
  27634. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27635. geometry2.computeBoundingSphere();
  27636. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27637. }
  27638. PlaneHelper.prototype = Object.create( Line.prototype );
  27639. PlaneHelper.prototype.constructor = PlaneHelper;
  27640. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27641. var scale = - this.plane.constant;
  27642. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27643. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27644. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27645. this.lookAt( this.plane.normal );
  27646. Object3D.prototype.updateMatrixWorld.call( this, force );
  27647. };
  27648. /**
  27649. * @author WestLangley / http://github.com/WestLangley
  27650. * @author zz85 / http://github.com/zz85
  27651. * @author bhouston / http://clara.io
  27652. *
  27653. * Creates an arrow for visualizing directions
  27654. *
  27655. * Parameters:
  27656. * dir - Vector3
  27657. * origin - Vector3
  27658. * length - Number
  27659. * color - color in hex value
  27660. * headLength - Number
  27661. * headWidth - Number
  27662. */
  27663. var _axis = new Vector3();
  27664. var _lineGeometry, _coneGeometry;
  27665. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27666. // dir is assumed to be normalized
  27667. Object3D.call( this );
  27668. if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
  27669. if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
  27670. if ( length === undefined ) length = 1;
  27671. if ( color === undefined ) color = 0xffff00;
  27672. if ( headLength === undefined ) headLength = 0.2 * length;
  27673. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27674. if ( _lineGeometry === undefined ) {
  27675. _lineGeometry = new BufferGeometry();
  27676. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27677. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27678. _coneGeometry.translate( 0, - 0.5, 0 );
  27679. }
  27680. this.position.copy( origin );
  27681. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  27682. this.line.matrixAutoUpdate = false;
  27683. this.add( this.line );
  27684. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27685. this.cone.matrixAutoUpdate = false;
  27686. this.add( this.cone );
  27687. this.setDirection( dir );
  27688. this.setLength( length, headLength, headWidth );
  27689. }
  27690. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27691. ArrowHelper.prototype.constructor = ArrowHelper;
  27692. ArrowHelper.prototype.setDirection = function ( dir ) {
  27693. // dir is assumed to be normalized
  27694. if ( dir.y > 0.99999 ) {
  27695. this.quaternion.set( 0, 0, 0, 1 );
  27696. } else if ( dir.y < - 0.99999 ) {
  27697. this.quaternion.set( 1, 0, 0, 0 );
  27698. } else {
  27699. _axis.set( dir.z, 0, - dir.x ).normalize();
  27700. var radians = Math.acos( dir.y );
  27701. this.quaternion.setFromAxisAngle( _axis, radians );
  27702. }
  27703. };
  27704. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27705. if ( headLength === undefined ) headLength = 0.2 * length;
  27706. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27707. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27708. this.line.updateMatrix();
  27709. this.cone.scale.set( headWidth, headLength, headWidth );
  27710. this.cone.position.y = length;
  27711. this.cone.updateMatrix();
  27712. };
  27713. ArrowHelper.prototype.setColor = function ( color ) {
  27714. this.line.material.color.set( color );
  27715. this.cone.material.color.set( color );
  27716. };
  27717. ArrowHelper.prototype.copy = function ( source ) {
  27718. Object3D.prototype.copy.call( this, source, false );
  27719. this.line.copy( source.line );
  27720. this.cone.copy( source.cone );
  27721. return this;
  27722. };
  27723. ArrowHelper.prototype.clone = function () {
  27724. return new this.constructor().copy( this );
  27725. };
  27726. /**
  27727. * @author sroucheray / http://sroucheray.org/
  27728. * @author mrdoob / http://mrdoob.com/
  27729. */
  27730. function AxesHelper( size ) {
  27731. size = size || 1;
  27732. var vertices = [
  27733. 0, 0, 0, size, 0, 0,
  27734. 0, 0, 0, 0, size, 0,
  27735. 0, 0, 0, 0, 0, size
  27736. ];
  27737. var colors = [
  27738. 1, 0, 0, 1, 0.6, 0,
  27739. 0, 1, 0, 0.6, 1, 0,
  27740. 0, 0, 1, 0, 0.6, 1
  27741. ];
  27742. var geometry = new BufferGeometry();
  27743. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27744. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27745. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27746. LineSegments.call( this, geometry, material );
  27747. }
  27748. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27749. AxesHelper.prototype.constructor = AxesHelper;
  27750. /**
  27751. * @author mrdoob / http://mrdoob.com/
  27752. */
  27753. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27754. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27755. return new Face3( a, b, c, normal, color, materialIndex );
  27756. }
  27757. var LineStrip = 0;
  27758. var LinePieces = 1;
  27759. function MeshFaceMaterial( materials ) {
  27760. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27761. return materials;
  27762. }
  27763. function MultiMaterial( materials ) {
  27764. if ( materials === undefined ) materials = [];
  27765. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27766. materials.isMultiMaterial = true;
  27767. materials.materials = materials;
  27768. materials.clone = function () {
  27769. return materials.slice();
  27770. };
  27771. return materials;
  27772. }
  27773. function PointCloud( geometry, material ) {
  27774. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  27775. return new Points( geometry, material );
  27776. }
  27777. function Particle( material ) {
  27778. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  27779. return new Sprite( material );
  27780. }
  27781. function ParticleSystem( geometry, material ) {
  27782. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  27783. return new Points( geometry, material );
  27784. }
  27785. function PointCloudMaterial( parameters ) {
  27786. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  27787. return new PointsMaterial( parameters );
  27788. }
  27789. function ParticleBasicMaterial( parameters ) {
  27790. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  27791. return new PointsMaterial( parameters );
  27792. }
  27793. function ParticleSystemMaterial( parameters ) {
  27794. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  27795. return new PointsMaterial( parameters );
  27796. }
  27797. function Vertex( x, y, z ) {
  27798. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  27799. return new Vector3( x, y, z );
  27800. }
  27801. //
  27802. function DynamicBufferAttribute( array, itemSize ) {
  27803. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  27804. return new BufferAttribute( array, itemSize ).setDynamic( true );
  27805. }
  27806. function Int8Attribute( array, itemSize ) {
  27807. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  27808. return new Int8BufferAttribute( array, itemSize );
  27809. }
  27810. function Uint8Attribute( array, itemSize ) {
  27811. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  27812. return new Uint8BufferAttribute( array, itemSize );
  27813. }
  27814. function Uint8ClampedAttribute( array, itemSize ) {
  27815. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  27816. return new Uint8ClampedBufferAttribute( array, itemSize );
  27817. }
  27818. function Int16Attribute( array, itemSize ) {
  27819. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  27820. return new Int16BufferAttribute( array, itemSize );
  27821. }
  27822. function Uint16Attribute( array, itemSize ) {
  27823. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  27824. return new Uint16BufferAttribute( array, itemSize );
  27825. }
  27826. function Int32Attribute( array, itemSize ) {
  27827. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  27828. return new Int32BufferAttribute( array, itemSize );
  27829. }
  27830. function Uint32Attribute( array, itemSize ) {
  27831. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  27832. return new Uint32BufferAttribute( array, itemSize );
  27833. }
  27834. function Float32Attribute( array, itemSize ) {
  27835. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  27836. return new Float32BufferAttribute( array, itemSize );
  27837. }
  27838. function Float64Attribute( array, itemSize ) {
  27839. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  27840. return new Float64BufferAttribute( array, itemSize );
  27841. }
  27842. //
  27843. Curve.create = function ( construct, getPoint ) {
  27844. console.log( 'THREE.Curve.create() has been deprecated' );
  27845. construct.prototype = Object.create( Curve.prototype );
  27846. construct.prototype.constructor = construct;
  27847. construct.prototype.getPoint = getPoint;
  27848. return construct;
  27849. };
  27850. //
  27851. Object.assign( CurvePath.prototype, {
  27852. createPointsGeometry: function ( divisions ) {
  27853. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27854. // generate geometry from path points (for Line or Points objects)
  27855. var pts = this.getPoints( divisions );
  27856. return this.createGeometry( pts );
  27857. },
  27858. createSpacedPointsGeometry: function ( divisions ) {
  27859. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27860. // generate geometry from equidistant sampling along the path
  27861. var pts = this.getSpacedPoints( divisions );
  27862. return this.createGeometry( pts );
  27863. },
  27864. createGeometry: function ( points ) {
  27865. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27866. var geometry = new Geometry();
  27867. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27868. var point = points[ i ];
  27869. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  27870. }
  27871. return geometry;
  27872. }
  27873. } );
  27874. //
  27875. Object.assign( Path.prototype, {
  27876. fromPoints: function ( points ) {
  27877. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  27878. this.setFromPoints( points );
  27879. }
  27880. } );
  27881. //
  27882. function ClosedSplineCurve3( points ) {
  27883. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27884. CatmullRomCurve3.call( this, points );
  27885. this.type = 'catmullrom';
  27886. this.closed = true;
  27887. }
  27888. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27889. //
  27890. function SplineCurve3( points ) {
  27891. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27892. CatmullRomCurve3.call( this, points );
  27893. this.type = 'catmullrom';
  27894. }
  27895. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27896. //
  27897. function Spline( points ) {
  27898. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  27899. CatmullRomCurve3.call( this, points );
  27900. this.type = 'catmullrom';
  27901. }
  27902. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  27903. Object.assign( Spline.prototype, {
  27904. initFromArray: function ( /* a */ ) {
  27905. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  27906. },
  27907. getControlPointsArray: function ( /* optionalTarget */ ) {
  27908. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  27909. },
  27910. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  27911. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  27912. }
  27913. } );
  27914. //
  27915. function AxisHelper( size ) {
  27916. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  27917. return new AxesHelper( size );
  27918. }
  27919. function BoundingBoxHelper( object, color ) {
  27920. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  27921. return new BoxHelper( object, color );
  27922. }
  27923. function EdgesHelper( object, hex ) {
  27924. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  27925. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27926. }
  27927. GridHelper.prototype.setColors = function () {
  27928. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  27929. };
  27930. SkeletonHelper.prototype.update = function () {
  27931. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  27932. };
  27933. function WireframeHelper( object, hex ) {
  27934. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  27935. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27936. }
  27937. //
  27938. Object.assign( Loader.prototype, {
  27939. extractUrlBase: function ( url ) {
  27940. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  27941. return LoaderUtils.extractUrlBase( url );
  27942. }
  27943. } );
  27944. function XHRLoader( manager ) {
  27945. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  27946. return new FileLoader( manager );
  27947. }
  27948. function BinaryTextureLoader( manager ) {
  27949. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  27950. return new DataTextureLoader( manager );
  27951. }
  27952. Object.assign( ObjectLoader.prototype, {
  27953. setTexturePath: function ( value ) {
  27954. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  27955. return this.setResourcePath( value );
  27956. }
  27957. } );
  27958. //
  27959. Object.assign( Box2.prototype, {
  27960. center: function ( optionalTarget ) {
  27961. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  27962. return this.getCenter( optionalTarget );
  27963. },
  27964. empty: function () {
  27965. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  27966. return this.isEmpty();
  27967. },
  27968. isIntersectionBox: function ( box ) {
  27969. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27970. return this.intersectsBox( box );
  27971. },
  27972. size: function ( optionalTarget ) {
  27973. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  27974. return this.getSize( optionalTarget );
  27975. }
  27976. } );
  27977. Object.assign( Box3.prototype, {
  27978. center: function ( optionalTarget ) {
  27979. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  27980. return this.getCenter( optionalTarget );
  27981. },
  27982. empty: function () {
  27983. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  27984. return this.isEmpty();
  27985. },
  27986. isIntersectionBox: function ( box ) {
  27987. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27988. return this.intersectsBox( box );
  27989. },
  27990. isIntersectionSphere: function ( sphere ) {
  27991. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27992. return this.intersectsSphere( sphere );
  27993. },
  27994. size: function ( optionalTarget ) {
  27995. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  27996. return this.getSize( optionalTarget );
  27997. }
  27998. } );
  27999. Line3.prototype.center = function ( optionalTarget ) {
  28000. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28001. return this.getCenter( optionalTarget );
  28002. };
  28003. Object.assign( _Math, {
  28004. random16: function () {
  28005. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28006. return Math.random();
  28007. },
  28008. nearestPowerOfTwo: function ( value ) {
  28009. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28010. return _Math.floorPowerOfTwo( value );
  28011. },
  28012. nextPowerOfTwo: function ( value ) {
  28013. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28014. return _Math.ceilPowerOfTwo( value );
  28015. }
  28016. } );
  28017. Object.assign( Matrix3.prototype, {
  28018. flattenToArrayOffset: function ( array, offset ) {
  28019. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28020. return this.toArray( array, offset );
  28021. },
  28022. multiplyVector3: function ( vector ) {
  28023. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28024. return vector.applyMatrix3( this );
  28025. },
  28026. multiplyVector3Array: function ( /* a */ ) {
  28027. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28028. },
  28029. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28030. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28031. return this.applyToBufferAttribute( buffer );
  28032. },
  28033. applyToVector3Array: function ( /* array, offset, length */ ) {
  28034. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28035. }
  28036. } );
  28037. Object.assign( Matrix4.prototype, {
  28038. extractPosition: function ( m ) {
  28039. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28040. return this.copyPosition( m );
  28041. },
  28042. flattenToArrayOffset: function ( array, offset ) {
  28043. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28044. return this.toArray( array, offset );
  28045. },
  28046. getPosition: function () {
  28047. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28048. return new Vector3().setFromMatrixColumn( this, 3 );
  28049. },
  28050. setRotationFromQuaternion: function ( q ) {
  28051. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28052. return this.makeRotationFromQuaternion( q );
  28053. },
  28054. multiplyToArray: function () {
  28055. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28056. },
  28057. multiplyVector3: function ( vector ) {
  28058. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28059. return vector.applyMatrix4( this );
  28060. },
  28061. multiplyVector4: function ( vector ) {
  28062. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28063. return vector.applyMatrix4( this );
  28064. },
  28065. multiplyVector3Array: function ( /* a */ ) {
  28066. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28067. },
  28068. rotateAxis: function ( v ) {
  28069. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28070. v.transformDirection( this );
  28071. },
  28072. crossVector: function ( vector ) {
  28073. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28074. return vector.applyMatrix4( this );
  28075. },
  28076. translate: function () {
  28077. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28078. },
  28079. rotateX: function () {
  28080. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28081. },
  28082. rotateY: function () {
  28083. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28084. },
  28085. rotateZ: function () {
  28086. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28087. },
  28088. rotateByAxis: function () {
  28089. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28090. },
  28091. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28092. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28093. return this.applyToBufferAttribute( buffer );
  28094. },
  28095. applyToVector3Array: function ( /* array, offset, length */ ) {
  28096. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28097. },
  28098. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28099. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28100. return this.makePerspective( left, right, top, bottom, near, far );
  28101. }
  28102. } );
  28103. Plane.prototype.isIntersectionLine = function ( line ) {
  28104. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28105. return this.intersectsLine( line );
  28106. };
  28107. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28108. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28109. return vector.applyQuaternion( this );
  28110. };
  28111. Object.assign( Ray.prototype, {
  28112. isIntersectionBox: function ( box ) {
  28113. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28114. return this.intersectsBox( box );
  28115. },
  28116. isIntersectionPlane: function ( plane ) {
  28117. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28118. return this.intersectsPlane( plane );
  28119. },
  28120. isIntersectionSphere: function ( sphere ) {
  28121. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28122. return this.intersectsSphere( sphere );
  28123. }
  28124. } );
  28125. Object.assign( Triangle.prototype, {
  28126. area: function () {
  28127. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28128. return this.getArea();
  28129. },
  28130. barycoordFromPoint: function ( point, target ) {
  28131. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28132. return this.getBarycoord( point, target );
  28133. },
  28134. midpoint: function ( target ) {
  28135. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28136. return this.getMidpoint( target );
  28137. },
  28138. normal: function ( target ) {
  28139. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28140. return this.getNormal( target );
  28141. },
  28142. plane: function ( target ) {
  28143. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28144. return this.getPlane( target );
  28145. }
  28146. } );
  28147. Object.assign( Triangle, {
  28148. barycoordFromPoint: function ( point, a, b, c, target ) {
  28149. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28150. return Triangle.getBarycoord( point, a, b, c, target );
  28151. },
  28152. normal: function ( a, b, c, target ) {
  28153. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28154. return Triangle.getNormal( a, b, c, target );
  28155. }
  28156. } );
  28157. Object.assign( Shape.prototype, {
  28158. extractAllPoints: function ( divisions ) {
  28159. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28160. return this.extractPoints( divisions );
  28161. },
  28162. extrude: function ( options ) {
  28163. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28164. return new ExtrudeGeometry( this, options );
  28165. },
  28166. makeGeometry: function ( options ) {
  28167. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28168. return new ShapeGeometry( this, options );
  28169. }
  28170. } );
  28171. Object.assign( Vector2.prototype, {
  28172. fromAttribute: function ( attribute, index, offset ) {
  28173. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28174. return this.fromBufferAttribute( attribute, index, offset );
  28175. },
  28176. distanceToManhattan: function ( v ) {
  28177. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28178. return this.manhattanDistanceTo( v );
  28179. },
  28180. lengthManhattan: function () {
  28181. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28182. return this.manhattanLength();
  28183. }
  28184. } );
  28185. Object.assign( Vector3.prototype, {
  28186. setEulerFromRotationMatrix: function () {
  28187. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28188. },
  28189. setEulerFromQuaternion: function () {
  28190. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28191. },
  28192. getPositionFromMatrix: function ( m ) {
  28193. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28194. return this.setFromMatrixPosition( m );
  28195. },
  28196. getScaleFromMatrix: function ( m ) {
  28197. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28198. return this.setFromMatrixScale( m );
  28199. },
  28200. getColumnFromMatrix: function ( index, matrix ) {
  28201. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28202. return this.setFromMatrixColumn( matrix, index );
  28203. },
  28204. applyProjection: function ( m ) {
  28205. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28206. return this.applyMatrix4( m );
  28207. },
  28208. fromAttribute: function ( attribute, index, offset ) {
  28209. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28210. return this.fromBufferAttribute( attribute, index, offset );
  28211. },
  28212. distanceToManhattan: function ( v ) {
  28213. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28214. return this.manhattanDistanceTo( v );
  28215. },
  28216. lengthManhattan: function () {
  28217. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28218. return this.manhattanLength();
  28219. }
  28220. } );
  28221. Object.assign( Vector4.prototype, {
  28222. fromAttribute: function ( attribute, index, offset ) {
  28223. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28224. return this.fromBufferAttribute( attribute, index, offset );
  28225. },
  28226. lengthManhattan: function () {
  28227. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28228. return this.manhattanLength();
  28229. }
  28230. } );
  28231. //
  28232. Object.assign( Geometry.prototype, {
  28233. computeTangents: function () {
  28234. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28235. },
  28236. computeLineDistances: function () {
  28237. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28238. }
  28239. } );
  28240. Object.assign( Object3D.prototype, {
  28241. getChildByName: function ( name ) {
  28242. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28243. return this.getObjectByName( name );
  28244. },
  28245. renderDepth: function () {
  28246. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28247. },
  28248. translate: function ( distance, axis ) {
  28249. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28250. return this.translateOnAxis( axis, distance );
  28251. },
  28252. getWorldRotation: function () {
  28253. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28254. }
  28255. } );
  28256. Object.defineProperties( Object3D.prototype, {
  28257. eulerOrder: {
  28258. get: function () {
  28259. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28260. return this.rotation.order;
  28261. },
  28262. set: function ( value ) {
  28263. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28264. this.rotation.order = value;
  28265. }
  28266. },
  28267. useQuaternion: {
  28268. get: function () {
  28269. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28270. },
  28271. set: function () {
  28272. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28273. }
  28274. }
  28275. } );
  28276. Object.defineProperties( LOD.prototype, {
  28277. objects: {
  28278. get: function () {
  28279. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28280. return this.levels;
  28281. }
  28282. }
  28283. } );
  28284. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28285. get: function () {
  28286. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28287. },
  28288. set: function () {
  28289. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28290. }
  28291. } );
  28292. SkinnedMesh.prototype.initBones = function () {
  28293. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28294. };
  28295. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28296. get: function () {
  28297. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28298. return this.arcLengthDivisions;
  28299. },
  28300. set: function ( value ) {
  28301. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28302. this.arcLengthDivisions = value;
  28303. }
  28304. } );
  28305. //
  28306. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28307. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28308. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28309. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  28310. this.setFocalLength( focalLength );
  28311. };
  28312. //
  28313. Object.defineProperties( Light.prototype, {
  28314. onlyShadow: {
  28315. set: function () {
  28316. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28317. }
  28318. },
  28319. shadowCameraFov: {
  28320. set: function ( value ) {
  28321. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28322. this.shadow.camera.fov = value;
  28323. }
  28324. },
  28325. shadowCameraLeft: {
  28326. set: function ( value ) {
  28327. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28328. this.shadow.camera.left = value;
  28329. }
  28330. },
  28331. shadowCameraRight: {
  28332. set: function ( value ) {
  28333. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28334. this.shadow.camera.right = value;
  28335. }
  28336. },
  28337. shadowCameraTop: {
  28338. set: function ( value ) {
  28339. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28340. this.shadow.camera.top = value;
  28341. }
  28342. },
  28343. shadowCameraBottom: {
  28344. set: function ( value ) {
  28345. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28346. this.shadow.camera.bottom = value;
  28347. }
  28348. },
  28349. shadowCameraNear: {
  28350. set: function ( value ) {
  28351. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28352. this.shadow.camera.near = value;
  28353. }
  28354. },
  28355. shadowCameraFar: {
  28356. set: function ( value ) {
  28357. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28358. this.shadow.camera.far = value;
  28359. }
  28360. },
  28361. shadowCameraVisible: {
  28362. set: function () {
  28363. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28364. }
  28365. },
  28366. shadowBias: {
  28367. set: function ( value ) {
  28368. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28369. this.shadow.bias = value;
  28370. }
  28371. },
  28372. shadowDarkness: {
  28373. set: function () {
  28374. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28375. }
  28376. },
  28377. shadowMapWidth: {
  28378. set: function ( value ) {
  28379. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28380. this.shadow.mapSize.width = value;
  28381. }
  28382. },
  28383. shadowMapHeight: {
  28384. set: function ( value ) {
  28385. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28386. this.shadow.mapSize.height = value;
  28387. }
  28388. }
  28389. } );
  28390. //
  28391. Object.defineProperties( BufferAttribute.prototype, {
  28392. length: {
  28393. get: function () {
  28394. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28395. return this.array.length;
  28396. }
  28397. },
  28398. copyIndicesArray: function ( /* indices */ ) {
  28399. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28400. }
  28401. } );
  28402. Object.assign( BufferGeometry.prototype, {
  28403. addIndex: function ( index ) {
  28404. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28405. this.setIndex( index );
  28406. },
  28407. addDrawCall: function ( start, count, indexOffset ) {
  28408. if ( indexOffset !== undefined ) {
  28409. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28410. }
  28411. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28412. this.addGroup( start, count );
  28413. },
  28414. clearDrawCalls: function () {
  28415. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28416. this.clearGroups();
  28417. },
  28418. computeTangents: function () {
  28419. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28420. },
  28421. computeOffsets: function () {
  28422. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28423. }
  28424. } );
  28425. Object.defineProperties( BufferGeometry.prototype, {
  28426. drawcalls: {
  28427. get: function () {
  28428. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28429. return this.groups;
  28430. }
  28431. },
  28432. offsets: {
  28433. get: function () {
  28434. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28435. return this.groups;
  28436. }
  28437. }
  28438. } );
  28439. //
  28440. Object.assign( ExtrudeBufferGeometry.prototype, {
  28441. getArrays: function () {
  28442. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28443. },
  28444. addShapeList: function () {
  28445. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28446. },
  28447. addShape: function () {
  28448. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28449. }
  28450. } );
  28451. //
  28452. Object.defineProperties( Uniform.prototype, {
  28453. dynamic: {
  28454. set: function () {
  28455. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28456. }
  28457. },
  28458. onUpdate: {
  28459. value: function () {
  28460. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28461. return this;
  28462. }
  28463. }
  28464. } );
  28465. //
  28466. Object.defineProperties( Material.prototype, {
  28467. wrapAround: {
  28468. get: function () {
  28469. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28470. },
  28471. set: function () {
  28472. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28473. }
  28474. },
  28475. overdraw: {
  28476. get: function () {
  28477. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28478. },
  28479. set: function () {
  28480. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28481. }
  28482. },
  28483. wrapRGB: {
  28484. get: function () {
  28485. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28486. return new Color();
  28487. }
  28488. },
  28489. shading: {
  28490. get: function () {
  28491. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28492. },
  28493. set: function ( value ) {
  28494. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28495. this.flatShading = ( value === FlatShading );
  28496. }
  28497. }
  28498. } );
  28499. Object.defineProperties( MeshPhongMaterial.prototype, {
  28500. metal: {
  28501. get: function () {
  28502. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28503. return false;
  28504. },
  28505. set: function () {
  28506. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28507. }
  28508. }
  28509. } );
  28510. Object.defineProperties( ShaderMaterial.prototype, {
  28511. derivatives: {
  28512. get: function () {
  28513. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28514. return this.extensions.derivatives;
  28515. },
  28516. set: function ( value ) {
  28517. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28518. this.extensions.derivatives = value;
  28519. }
  28520. }
  28521. } );
  28522. //
  28523. Object.assign( WebGLRenderer.prototype, {
  28524. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28525. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28526. this.setRenderTarget( renderTarget );
  28527. this.clear( color, depth, stencil );
  28528. },
  28529. animate: function ( callback ) {
  28530. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28531. this.setAnimationLoop( callback );
  28532. },
  28533. getCurrentRenderTarget: function () {
  28534. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28535. return this.getRenderTarget();
  28536. },
  28537. getMaxAnisotropy: function () {
  28538. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28539. return this.capabilities.getMaxAnisotropy();
  28540. },
  28541. getPrecision: function () {
  28542. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28543. return this.capabilities.precision;
  28544. },
  28545. resetGLState: function () {
  28546. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28547. return this.state.reset();
  28548. },
  28549. supportsFloatTextures: function () {
  28550. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28551. return this.extensions.get( 'OES_texture_float' );
  28552. },
  28553. supportsHalfFloatTextures: function () {
  28554. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28555. return this.extensions.get( 'OES_texture_half_float' );
  28556. },
  28557. supportsStandardDerivatives: function () {
  28558. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28559. return this.extensions.get( 'OES_standard_derivatives' );
  28560. },
  28561. supportsCompressedTextureS3TC: function () {
  28562. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28563. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28564. },
  28565. supportsCompressedTexturePVRTC: function () {
  28566. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28567. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28568. },
  28569. supportsBlendMinMax: function () {
  28570. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28571. return this.extensions.get( 'EXT_blend_minmax' );
  28572. },
  28573. supportsVertexTextures: function () {
  28574. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28575. return this.capabilities.vertexTextures;
  28576. },
  28577. supportsInstancedArrays: function () {
  28578. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28579. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28580. },
  28581. enableScissorTest: function ( boolean ) {
  28582. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28583. this.setScissorTest( boolean );
  28584. },
  28585. initMaterial: function () {
  28586. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28587. },
  28588. addPrePlugin: function () {
  28589. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28590. },
  28591. addPostPlugin: function () {
  28592. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28593. },
  28594. updateShadowMap: function () {
  28595. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28596. },
  28597. setFaceCulling: function () {
  28598. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28599. },
  28600. allocTextureUnit: function () {
  28601. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28602. },
  28603. setTexture: function () {
  28604. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28605. },
  28606. setTexture2D: function () {
  28607. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28608. },
  28609. setTextureCube: function () {
  28610. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28611. },
  28612. getActiveMipMapLevel: function () {
  28613. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  28614. return this.getActiveMipmapLevel();
  28615. }
  28616. } );
  28617. Object.defineProperties( WebGLRenderer.prototype, {
  28618. shadowMapEnabled: {
  28619. get: function () {
  28620. return this.shadowMap.enabled;
  28621. },
  28622. set: function ( value ) {
  28623. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28624. this.shadowMap.enabled = value;
  28625. }
  28626. },
  28627. shadowMapType: {
  28628. get: function () {
  28629. return this.shadowMap.type;
  28630. },
  28631. set: function ( value ) {
  28632. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28633. this.shadowMap.type = value;
  28634. }
  28635. },
  28636. shadowMapCullFace: {
  28637. get: function () {
  28638. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28639. return undefined;
  28640. },
  28641. set: function ( /* value */ ) {
  28642. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  28643. }
  28644. },
  28645. context: {
  28646. get: function () {
  28647. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  28648. return this.getContext();
  28649. }
  28650. }
  28651. } );
  28652. Object.defineProperties( WebGLShadowMap.prototype, {
  28653. cullFace: {
  28654. get: function () {
  28655. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28656. return undefined;
  28657. },
  28658. set: function ( /* cullFace */ ) {
  28659. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28660. }
  28661. },
  28662. renderReverseSided: {
  28663. get: function () {
  28664. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28665. return undefined;
  28666. },
  28667. set: function () {
  28668. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28669. }
  28670. },
  28671. renderSingleSided: {
  28672. get: function () {
  28673. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28674. return undefined;
  28675. },
  28676. set: function () {
  28677. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28678. }
  28679. }
  28680. } );
  28681. //
  28682. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  28683. activeCubeFace: {
  28684. set: function ( /* value */ ) {
  28685. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  28686. }
  28687. },
  28688. activeMipMapLevel: {
  28689. set: function ( /* value */ ) {
  28690. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  28691. }
  28692. }
  28693. } );
  28694. //
  28695. Object.defineProperties( WebGLRenderTarget.prototype, {
  28696. wrapS: {
  28697. get: function () {
  28698. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28699. return this.texture.wrapS;
  28700. },
  28701. set: function ( value ) {
  28702. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28703. this.texture.wrapS = value;
  28704. }
  28705. },
  28706. wrapT: {
  28707. get: function () {
  28708. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28709. return this.texture.wrapT;
  28710. },
  28711. set: function ( value ) {
  28712. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28713. this.texture.wrapT = value;
  28714. }
  28715. },
  28716. magFilter: {
  28717. get: function () {
  28718. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28719. return this.texture.magFilter;
  28720. },
  28721. set: function ( value ) {
  28722. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28723. this.texture.magFilter = value;
  28724. }
  28725. },
  28726. minFilter: {
  28727. get: function () {
  28728. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28729. return this.texture.minFilter;
  28730. },
  28731. set: function ( value ) {
  28732. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28733. this.texture.minFilter = value;
  28734. }
  28735. },
  28736. anisotropy: {
  28737. get: function () {
  28738. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28739. return this.texture.anisotropy;
  28740. },
  28741. set: function ( value ) {
  28742. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28743. this.texture.anisotropy = value;
  28744. }
  28745. },
  28746. offset: {
  28747. get: function () {
  28748. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28749. return this.texture.offset;
  28750. },
  28751. set: function ( value ) {
  28752. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28753. this.texture.offset = value;
  28754. }
  28755. },
  28756. repeat: {
  28757. get: function () {
  28758. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28759. return this.texture.repeat;
  28760. },
  28761. set: function ( value ) {
  28762. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28763. this.texture.repeat = value;
  28764. }
  28765. },
  28766. format: {
  28767. get: function () {
  28768. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28769. return this.texture.format;
  28770. },
  28771. set: function ( value ) {
  28772. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28773. this.texture.format = value;
  28774. }
  28775. },
  28776. type: {
  28777. get: function () {
  28778. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28779. return this.texture.type;
  28780. },
  28781. set: function ( value ) {
  28782. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28783. this.texture.type = value;
  28784. }
  28785. },
  28786. generateMipmaps: {
  28787. get: function () {
  28788. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28789. return this.texture.generateMipmaps;
  28790. },
  28791. set: function ( value ) {
  28792. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28793. this.texture.generateMipmaps = value;
  28794. }
  28795. }
  28796. } );
  28797. //
  28798. Object.defineProperties( WebVRManager.prototype, {
  28799. standing: {
  28800. set: function ( /* value */ ) {
  28801. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  28802. }
  28803. },
  28804. userHeight: {
  28805. set: function ( /* value */ ) {
  28806. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  28807. }
  28808. }
  28809. } );
  28810. //
  28811. Audio.prototype.load = function ( file ) {
  28812. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  28813. var scope = this;
  28814. var audioLoader = new AudioLoader();
  28815. audioLoader.load( file, function ( buffer ) {
  28816. scope.setBuffer( buffer );
  28817. } );
  28818. return this;
  28819. };
  28820. AudioAnalyser.prototype.getData = function () {
  28821. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  28822. return this.getFrequencyData();
  28823. };
  28824. //
  28825. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  28826. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  28827. return this.update( renderer, scene );
  28828. };
  28829. //
  28830. var GeometryUtils = {
  28831. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  28832. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  28833. var matrix;
  28834. if ( geometry2.isMesh ) {
  28835. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  28836. matrix = geometry2.matrix;
  28837. geometry2 = geometry2.geometry;
  28838. }
  28839. geometry1.merge( geometry2, matrix, materialIndexOffset );
  28840. },
  28841. center: function ( geometry ) {
  28842. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  28843. return geometry.center();
  28844. }
  28845. };
  28846. ImageUtils.crossOrigin = undefined;
  28847. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  28848. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  28849. var loader = new TextureLoader();
  28850. loader.setCrossOrigin( this.crossOrigin );
  28851. var texture = loader.load( url, onLoad, undefined, onError );
  28852. if ( mapping ) texture.mapping = mapping;
  28853. return texture;
  28854. };
  28855. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  28856. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  28857. var loader = new CubeTextureLoader();
  28858. loader.setCrossOrigin( this.crossOrigin );
  28859. var texture = loader.load( urls, onLoad, undefined, onError );
  28860. if ( mapping ) texture.mapping = mapping;
  28861. return texture;
  28862. };
  28863. ImageUtils.loadCompressedTexture = function () {
  28864. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  28865. };
  28866. ImageUtils.loadCompressedTextureCube = function () {
  28867. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  28868. };
  28869. //
  28870. function CanvasRenderer() {
  28871. console.error( 'THREE.CanvasRenderer has been removed' );
  28872. }
  28873. //
  28874. function JSONLoader() {
  28875. console.error( 'THREE.JSONLoader has been removed.' );
  28876. }
  28877. //
  28878. var SceneUtils = {
  28879. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  28880. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28881. },
  28882. detach: function ( /* child, parent, scene */ ) {
  28883. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28884. },
  28885. attach: function ( /* child, scene, parent */ ) {
  28886. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28887. }
  28888. };
  28889. //
  28890. function LensFlare() {
  28891. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  28892. }
  28893. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28894. exports.AddEquation = AddEquation;
  28895. exports.AddOperation = AddOperation;
  28896. exports.AdditiveBlending = AdditiveBlending;
  28897. exports.AlphaFormat = AlphaFormat;
  28898. exports.AlwaysDepth = AlwaysDepth;
  28899. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  28900. exports.AmbientLight = AmbientLight;
  28901. exports.AmbientLightProbe = AmbientLightProbe;
  28902. exports.AnimationClip = AnimationClip;
  28903. exports.AnimationLoader = AnimationLoader;
  28904. exports.AnimationMixer = AnimationMixer;
  28905. exports.AnimationObjectGroup = AnimationObjectGroup;
  28906. exports.AnimationUtils = AnimationUtils;
  28907. exports.ArcCurve = ArcCurve;
  28908. exports.ArrayCamera = ArrayCamera;
  28909. exports.ArrowHelper = ArrowHelper;
  28910. exports.Audio = Audio;
  28911. exports.AudioAnalyser = AudioAnalyser;
  28912. exports.AudioContext = AudioContext;
  28913. exports.AudioListener = AudioListener;
  28914. exports.AudioLoader = AudioLoader;
  28915. exports.AxesHelper = AxesHelper;
  28916. exports.AxisHelper = AxisHelper;
  28917. exports.BackSide = BackSide;
  28918. exports.BasicDepthPacking = BasicDepthPacking;
  28919. exports.BasicShadowMap = BasicShadowMap;
  28920. exports.BinaryTextureLoader = BinaryTextureLoader;
  28921. exports.Bone = Bone;
  28922. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  28923. exports.BoundingBoxHelper = BoundingBoxHelper;
  28924. exports.Box2 = Box2;
  28925. exports.Box3 = Box3;
  28926. exports.Box3Helper = Box3Helper;
  28927. exports.BoxBufferGeometry = BoxBufferGeometry;
  28928. exports.BoxGeometry = BoxGeometry;
  28929. exports.BoxHelper = BoxHelper;
  28930. exports.BufferAttribute = BufferAttribute;
  28931. exports.BufferGeometry = BufferGeometry;
  28932. exports.BufferGeometryLoader = BufferGeometryLoader;
  28933. exports.ByteType = ByteType;
  28934. exports.Cache = Cache;
  28935. exports.Camera = Camera;
  28936. exports.CameraHelper = CameraHelper;
  28937. exports.CanvasRenderer = CanvasRenderer;
  28938. exports.CanvasTexture = CanvasTexture;
  28939. exports.CatmullRomCurve3 = CatmullRomCurve3;
  28940. exports.CineonToneMapping = CineonToneMapping;
  28941. exports.CircleBufferGeometry = CircleBufferGeometry;
  28942. exports.CircleGeometry = CircleGeometry;
  28943. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  28944. exports.Clock = Clock;
  28945. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  28946. exports.Color = Color;
  28947. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  28948. exports.CompressedTexture = CompressedTexture;
  28949. exports.CompressedTextureLoader = CompressedTextureLoader;
  28950. exports.ConeBufferGeometry = ConeBufferGeometry;
  28951. exports.ConeGeometry = ConeGeometry;
  28952. exports.CubeCamera = CubeCamera;
  28953. exports.CubeGeometry = BoxGeometry;
  28954. exports.CubeReflectionMapping = CubeReflectionMapping;
  28955. exports.CubeRefractionMapping = CubeRefractionMapping;
  28956. exports.CubeTexture = CubeTexture;
  28957. exports.CubeTextureLoader = CubeTextureLoader;
  28958. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  28959. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  28960. exports.CubicBezierCurve = CubicBezierCurve;
  28961. exports.CubicBezierCurve3 = CubicBezierCurve3;
  28962. exports.CubicInterpolant = CubicInterpolant;
  28963. exports.CullFaceBack = CullFaceBack;
  28964. exports.CullFaceFront = CullFaceFront;
  28965. exports.CullFaceFrontBack = CullFaceFrontBack;
  28966. exports.CullFaceNone = CullFaceNone;
  28967. exports.Curve = Curve;
  28968. exports.CurvePath = CurvePath;
  28969. exports.CustomBlending = CustomBlending;
  28970. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  28971. exports.CylinderGeometry = CylinderGeometry;
  28972. exports.Cylindrical = Cylindrical;
  28973. exports.DataTexture = DataTexture;
  28974. exports.DataTexture2DArray = DataTexture2DArray;
  28975. exports.DataTexture3D = DataTexture3D;
  28976. exports.DataTextureLoader = DataTextureLoader;
  28977. exports.DecrementStencilOp = DecrementStencilOp;
  28978. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  28979. exports.DefaultLoadingManager = DefaultLoadingManager;
  28980. exports.DepthFormat = DepthFormat;
  28981. exports.DepthStencilFormat = DepthStencilFormat;
  28982. exports.DepthTexture = DepthTexture;
  28983. exports.DirectionalLight = DirectionalLight;
  28984. exports.DirectionalLightHelper = DirectionalLightHelper;
  28985. exports.DirectionalLightShadow = DirectionalLightShadow;
  28986. exports.DiscreteInterpolant = DiscreteInterpolant;
  28987. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  28988. exports.DodecahedronGeometry = DodecahedronGeometry;
  28989. exports.DoubleSide = DoubleSide;
  28990. exports.DstAlphaFactor = DstAlphaFactor;
  28991. exports.DstColorFactor = DstColorFactor;
  28992. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  28993. exports.EdgesGeometry = EdgesGeometry;
  28994. exports.EdgesHelper = EdgesHelper;
  28995. exports.EllipseCurve = EllipseCurve;
  28996. exports.EqualDepth = EqualDepth;
  28997. exports.EqualStencilFunc = EqualStencilFunc;
  28998. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  28999. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29000. exports.Euler = Euler;
  29001. exports.EventDispatcher = EventDispatcher;
  29002. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29003. exports.ExtrudeGeometry = ExtrudeGeometry;
  29004. exports.Face3 = Face3;
  29005. exports.Face4 = Face4;
  29006. exports.FaceColors = FaceColors;
  29007. exports.FaceNormalsHelper = FaceNormalsHelper;
  29008. exports.FileLoader = FileLoader;
  29009. exports.FlatShading = FlatShading;
  29010. exports.Float32Attribute = Float32Attribute;
  29011. exports.Float32BufferAttribute = Float32BufferAttribute;
  29012. exports.Float64Attribute = Float64Attribute;
  29013. exports.Float64BufferAttribute = Float64BufferAttribute;
  29014. exports.FloatType = FloatType;
  29015. exports.Fog = Fog;
  29016. exports.FogExp2 = FogExp2;
  29017. exports.Font = Font;
  29018. exports.FontLoader = FontLoader;
  29019. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29020. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29021. exports.FrontSide = FrontSide;
  29022. exports.Frustum = Frustum;
  29023. exports.GammaEncoding = GammaEncoding;
  29024. exports.Geometry = Geometry;
  29025. exports.GeometryUtils = GeometryUtils;
  29026. exports.GreaterDepth = GreaterDepth;
  29027. exports.GreaterEqualDepth = GreaterEqualDepth;
  29028. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29029. exports.GreaterStencilFunc = GreaterStencilFunc;
  29030. exports.GridHelper = GridHelper;
  29031. exports.Group = Group;
  29032. exports.HalfFloatType = HalfFloatType;
  29033. exports.HemisphereLight = HemisphereLight;
  29034. exports.HemisphereLightHelper = HemisphereLightHelper;
  29035. exports.HemisphereLightProbe = HemisphereLightProbe;
  29036. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29037. exports.IcosahedronGeometry = IcosahedronGeometry;
  29038. exports.ImageBitmapLoader = ImageBitmapLoader;
  29039. exports.ImageLoader = ImageLoader;
  29040. exports.ImageUtils = ImageUtils;
  29041. exports.ImmediateRenderObject = ImmediateRenderObject;
  29042. exports.IncrementStencilOp = IncrementStencilOp;
  29043. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29044. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29045. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29046. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29047. exports.Int16Attribute = Int16Attribute;
  29048. exports.Int16BufferAttribute = Int16BufferAttribute;
  29049. exports.Int32Attribute = Int32Attribute;
  29050. exports.Int32BufferAttribute = Int32BufferAttribute;
  29051. exports.Int8Attribute = Int8Attribute;
  29052. exports.Int8BufferAttribute = Int8BufferAttribute;
  29053. exports.IntType = IntType;
  29054. exports.InterleavedBuffer = InterleavedBuffer;
  29055. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29056. exports.Interpolant = Interpolant;
  29057. exports.InterpolateDiscrete = InterpolateDiscrete;
  29058. exports.InterpolateLinear = InterpolateLinear;
  29059. exports.InterpolateSmooth = InterpolateSmooth;
  29060. exports.InvertStencilOp = InvertStencilOp;
  29061. exports.JSONLoader = JSONLoader;
  29062. exports.KeepStencilOp = KeepStencilOp;
  29063. exports.KeyframeTrack = KeyframeTrack;
  29064. exports.LOD = LOD;
  29065. exports.LatheBufferGeometry = LatheBufferGeometry;
  29066. exports.LatheGeometry = LatheGeometry;
  29067. exports.Layers = Layers;
  29068. exports.LensFlare = LensFlare;
  29069. exports.LessDepth = LessDepth;
  29070. exports.LessEqualDepth = LessEqualDepth;
  29071. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29072. exports.LessStencilFunc = LessStencilFunc;
  29073. exports.Light = Light;
  29074. exports.LightProbe = LightProbe;
  29075. exports.LightProbeHelper = LightProbeHelper;
  29076. exports.LightShadow = LightShadow;
  29077. exports.Line = Line;
  29078. exports.Line3 = Line3;
  29079. exports.LineBasicMaterial = LineBasicMaterial;
  29080. exports.LineCurve = LineCurve;
  29081. exports.LineCurve3 = LineCurve3;
  29082. exports.LineDashedMaterial = LineDashedMaterial;
  29083. exports.LineLoop = LineLoop;
  29084. exports.LinePieces = LinePieces;
  29085. exports.LineSegments = LineSegments;
  29086. exports.LineStrip = LineStrip;
  29087. exports.LinearEncoding = LinearEncoding;
  29088. exports.LinearFilter = LinearFilter;
  29089. exports.LinearInterpolant = LinearInterpolant;
  29090. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29091. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29092. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29093. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29094. exports.LinearToneMapping = LinearToneMapping;
  29095. exports.Loader = Loader;
  29096. exports.LoaderUtils = LoaderUtils;
  29097. exports.LoadingManager = LoadingManager;
  29098. exports.LogLuvEncoding = LogLuvEncoding;
  29099. exports.LoopOnce = LoopOnce;
  29100. exports.LoopPingPong = LoopPingPong;
  29101. exports.LoopRepeat = LoopRepeat;
  29102. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29103. exports.LuminanceFormat = LuminanceFormat;
  29104. exports.MOUSE = MOUSE;
  29105. exports.Material = Material;
  29106. exports.MaterialLoader = MaterialLoader;
  29107. exports.Math = _Math;
  29108. exports.Matrix3 = Matrix3;
  29109. exports.Matrix4 = Matrix4;
  29110. exports.MaxEquation = MaxEquation;
  29111. exports.Mesh = Mesh;
  29112. exports.MeshBasicMaterial = MeshBasicMaterial;
  29113. exports.MeshDepthMaterial = MeshDepthMaterial;
  29114. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29115. exports.MeshFaceMaterial = MeshFaceMaterial;
  29116. exports.MeshLambertMaterial = MeshLambertMaterial;
  29117. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29118. exports.MeshNormalMaterial = MeshNormalMaterial;
  29119. exports.MeshPhongMaterial = MeshPhongMaterial;
  29120. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29121. exports.MeshStandardMaterial = MeshStandardMaterial;
  29122. exports.MeshToonMaterial = MeshToonMaterial;
  29123. exports.MinEquation = MinEquation;
  29124. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29125. exports.MixOperation = MixOperation;
  29126. exports.MultiMaterial = MultiMaterial;
  29127. exports.MultiplyBlending = MultiplyBlending;
  29128. exports.MultiplyOperation = MultiplyOperation;
  29129. exports.NearestFilter = NearestFilter;
  29130. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29131. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29132. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29133. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29134. exports.NeverDepth = NeverDepth;
  29135. exports.NeverStencilFunc = NeverStencilFunc;
  29136. exports.NoBlending = NoBlending;
  29137. exports.NoColors = NoColors;
  29138. exports.NoToneMapping = NoToneMapping;
  29139. exports.NormalBlending = NormalBlending;
  29140. exports.NotEqualDepth = NotEqualDepth;
  29141. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29142. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29143. exports.Object3D = Object3D;
  29144. exports.ObjectLoader = ObjectLoader;
  29145. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29146. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29147. exports.OctahedronGeometry = OctahedronGeometry;
  29148. exports.OneFactor = OneFactor;
  29149. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29150. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29151. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29152. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29153. exports.OrthographicCamera = OrthographicCamera;
  29154. exports.PCFShadowMap = PCFShadowMap;
  29155. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29156. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29157. exports.ParametricGeometry = ParametricGeometry;
  29158. exports.Particle = Particle;
  29159. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29160. exports.ParticleSystem = ParticleSystem;
  29161. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29162. exports.Path = Path;
  29163. exports.PerspectiveCamera = PerspectiveCamera;
  29164. exports.Plane = Plane;
  29165. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29166. exports.PlaneGeometry = PlaneGeometry;
  29167. exports.PlaneHelper = PlaneHelper;
  29168. exports.PointCloud = PointCloud;
  29169. exports.PointCloudMaterial = PointCloudMaterial;
  29170. exports.PointLight = PointLight;
  29171. exports.PointLightHelper = PointLightHelper;
  29172. exports.Points = Points;
  29173. exports.PointsMaterial = PointsMaterial;
  29174. exports.PolarGridHelper = PolarGridHelper;
  29175. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29176. exports.PolyhedronGeometry = PolyhedronGeometry;
  29177. exports.PositionalAudio = PositionalAudio;
  29178. exports.PositionalAudioHelper = PositionalAudioHelper;
  29179. exports.PropertyBinding = PropertyBinding;
  29180. exports.PropertyMixer = PropertyMixer;
  29181. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29182. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29183. exports.Quaternion = Quaternion;
  29184. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29185. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29186. exports.REVISION = REVISION;
  29187. exports.RGBADepthPacking = RGBADepthPacking;
  29188. exports.RGBAFormat = RGBAFormat;
  29189. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29190. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29191. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29192. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29193. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29194. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29195. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29196. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29197. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29198. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29199. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29200. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29201. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29202. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29203. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29204. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29205. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29206. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29207. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29208. exports.RGBDEncoding = RGBDEncoding;
  29209. exports.RGBEEncoding = RGBEEncoding;
  29210. exports.RGBEFormat = RGBEFormat;
  29211. exports.RGBFormat = RGBFormat;
  29212. exports.RGBM16Encoding = RGBM16Encoding;
  29213. exports.RGBM7Encoding = RGBM7Encoding;
  29214. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29215. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29216. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29217. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29218. exports.RawShaderMaterial = RawShaderMaterial;
  29219. exports.Ray = Ray;
  29220. exports.Raycaster = Raycaster;
  29221. exports.RectAreaLight = RectAreaLight;
  29222. exports.RectAreaLightHelper = RectAreaLightHelper;
  29223. exports.RedFormat = RedFormat;
  29224. exports.ReinhardToneMapping = ReinhardToneMapping;
  29225. exports.RepeatWrapping = RepeatWrapping;
  29226. exports.ReplaceStencilOp = ReplaceStencilOp;
  29227. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29228. exports.RingBufferGeometry = RingBufferGeometry;
  29229. exports.RingGeometry = RingGeometry;
  29230. exports.Scene = Scene;
  29231. exports.SceneUtils = SceneUtils;
  29232. exports.ShaderChunk = ShaderChunk;
  29233. exports.ShaderLib = ShaderLib;
  29234. exports.ShaderMaterial = ShaderMaterial;
  29235. exports.ShadowMaterial = ShadowMaterial;
  29236. exports.Shape = Shape;
  29237. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29238. exports.ShapeGeometry = ShapeGeometry;
  29239. exports.ShapePath = ShapePath;
  29240. exports.ShapeUtils = ShapeUtils;
  29241. exports.ShortType = ShortType;
  29242. exports.Skeleton = Skeleton;
  29243. exports.SkeletonHelper = SkeletonHelper;
  29244. exports.SkinnedMesh = SkinnedMesh;
  29245. exports.SmoothShading = SmoothShading;
  29246. exports.Sphere = Sphere;
  29247. exports.SphereBufferGeometry = SphereBufferGeometry;
  29248. exports.SphereGeometry = SphereGeometry;
  29249. exports.Spherical = Spherical;
  29250. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29251. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29252. exports.Spline = Spline;
  29253. exports.SplineCurve = SplineCurve;
  29254. exports.SplineCurve3 = SplineCurve3;
  29255. exports.SpotLight = SpotLight;
  29256. exports.SpotLightHelper = SpotLightHelper;
  29257. exports.SpotLightShadow = SpotLightShadow;
  29258. exports.Sprite = Sprite;
  29259. exports.SpriteMaterial = SpriteMaterial;
  29260. exports.SrcAlphaFactor = SrcAlphaFactor;
  29261. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29262. exports.SrcColorFactor = SrcColorFactor;
  29263. exports.StereoCamera = StereoCamera;
  29264. exports.StringKeyframeTrack = StringKeyframeTrack;
  29265. exports.SubtractEquation = SubtractEquation;
  29266. exports.SubtractiveBlending = SubtractiveBlending;
  29267. exports.TOUCH = TOUCH;
  29268. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29269. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29270. exports.TetrahedronGeometry = TetrahedronGeometry;
  29271. exports.TextBufferGeometry = TextBufferGeometry;
  29272. exports.TextGeometry = TextGeometry;
  29273. exports.Texture = Texture;
  29274. exports.TextureLoader = TextureLoader;
  29275. exports.TorusBufferGeometry = TorusBufferGeometry;
  29276. exports.TorusGeometry = TorusGeometry;
  29277. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29278. exports.TorusKnotGeometry = TorusKnotGeometry;
  29279. exports.Triangle = Triangle;
  29280. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29281. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29282. exports.TrianglesDrawMode = TrianglesDrawMode;
  29283. exports.TubeBufferGeometry = TubeBufferGeometry;
  29284. exports.TubeGeometry = TubeGeometry;
  29285. exports.UVMapping = UVMapping;
  29286. exports.Uint16Attribute = Uint16Attribute;
  29287. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29288. exports.Uint32Attribute = Uint32Attribute;
  29289. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29290. exports.Uint8Attribute = Uint8Attribute;
  29291. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29292. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29293. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29294. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29295. exports.Uniform = Uniform;
  29296. exports.UniformsLib = UniformsLib;
  29297. exports.UniformsUtils = UniformsUtils;
  29298. exports.UnsignedByteType = UnsignedByteType;
  29299. exports.UnsignedInt248Type = UnsignedInt248Type;
  29300. exports.UnsignedIntType = UnsignedIntType;
  29301. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29302. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29303. exports.UnsignedShort565Type = UnsignedShort565Type;
  29304. exports.UnsignedShortType = UnsignedShortType;
  29305. exports.Vector2 = Vector2;
  29306. exports.Vector3 = Vector3;
  29307. exports.Vector4 = Vector4;
  29308. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29309. exports.Vertex = Vertex;
  29310. exports.VertexColors = VertexColors;
  29311. exports.VertexNormalsHelper = VertexNormalsHelper;
  29312. exports.VideoTexture = VideoTexture;
  29313. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29314. exports.WebGLRenderTarget = WebGLRenderTarget;
  29315. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29316. exports.WebGLRenderer = WebGLRenderer;
  29317. exports.WebGLUtils = WebGLUtils;
  29318. exports.WireframeGeometry = WireframeGeometry;
  29319. exports.WireframeHelper = WireframeHelper;
  29320. exports.WrapAroundEnding = WrapAroundEnding;
  29321. exports.XHRLoader = XHRLoader;
  29322. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29323. exports.ZeroFactor = ZeroFactor;
  29324. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29325. exports.ZeroStencilOp = ZeroStencilOp;
  29326. exports.sRGBEncoding = sRGBEncoding;
  29327. Object.defineProperty(exports, '__esModule', { value: true });
  29328. }));